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		<id>http://2d4chan.org/mediawiki/index.php?title=Codex_-_Primaris_Marines:_/tg/%27s_9th_Edition&amp;diff=1011556</id>
		<title>Codex - Primaris Marines: /tg/&#039;s 9th Edition</title>
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		<updated>2026-05-20T14:47:21Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.15: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
[[File:Space Marines Icon.png|center|120px]]&lt;br /&gt;
[[File:Imperial fist primaris terminator.png|right|350px]]&lt;br /&gt;
{{topquote|You’ll get [[Blam|what you deserve]] soon enough. We [[Primaris Space Marines|Primaris Marines]] are the future, and we will be the death of you.|[[Primaris Lieutenant|Lieutenant]] Xedro Farren of the [[Dark Angels]], about the [[Firstborns]]}}&lt;br /&gt;
&lt;br /&gt;
The main goal of this codex is to finally merge the firstborn and the primaris marines. I change almost every primaris unit to made them as adaptable as possible, like the firstborn before them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you have any suggestions or ideas, please post them in the Talk page. I would be very grateful.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;I want to thank Fabrizio Carminati ([https://www.deviantart.com/lordcarmi devianart]) for the incredible artworks!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
===Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Angels of Death:&#039;&#039;&#039; &#039;&#039;Space Marines are amongst the finest warriors in the Imperium.&#039;&#039;&lt;br /&gt;
::This unit has the following abilities, which are described below: &amp;lt;u&amp;gt;And They Shall Know No Fear&amp;lt;/u&amp;gt;; &amp;lt;u&amp;gt;Bolter Discipline&amp;lt;/u&amp;gt;; &amp;lt;u&amp;gt;Shock Assault&amp;lt;/u&amp;gt;; &amp;lt;u&amp;gt;Combat Doctrines&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear:&#039;&#039;&#039; &#039;&#039;Space Marines stand unafraid before the terrors of the galaxy.&#039;&#039;&lt;br /&gt;
::Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline:&#039;&#039;&#039; &#039;&#039;To a Space Marine, the bolter is more than a weapon - it is an instrument of Mankind’s divinity, the bringer of death to his foes.&#039;&#039;&lt;br /&gt;
::Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks if any of the following apply:&lt;br /&gt;
::*The shooting model’s target is within half the weapon’s range.&lt;br /&gt;
::*The shooting model is {{W40kKeyword|INFANTRY}} and its unit Remained Stationary in your previous Movement phase.&lt;br /&gt;
::For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shock Assault:&#039;&#039;&#039; &#039;&#039;The Adeptus Astartes are elite troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.&#039;&#039;&lt;br /&gt;
::Each time this unit fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrines:&#039;&#039;&#039; &#039;&#039;When the Adeptus Astartes fight, they employ a set of combat doctrines to eliminate the enemy. After pounding the foe with heavy weapons, warriors advance to lay down a hail of bolter fire before charging forth with chainswords roaring to finish the foe.&#039;&#039;&lt;br /&gt;
::If every unit from your army has the {{W40kKeyword|ADEPTUS ASTARTES}} keyword (excluding {{W40kKeyword|AGENT OF THE IMPERIUM}} and {{W40kKeyword|UNALIGNED}} units), this unit gains a bonus (see below) depending on which combat doctrine is active for your army, as follows:&lt;br /&gt;
::*During the first battle round, the Devastator Doctrine is active for your army.&lt;br /&gt;
::*During the second battle round, the Tactical Doctrine is active for your army.&lt;br /&gt;
::*At the start of the third battle round, select either the Tactical Doctrine or Assault Doctrine: until the end of that battle round, the doctrine you selected is active for your army.&lt;br /&gt;
::*During the fourth and subsequent battle rounds, the Assault Doctrine is active for your army.&lt;br /&gt;
::Unless specified otherwise, &#039;&#039;&#039;this bonus is cumulative&#039;&#039;&#039; with any other rules that improve the Armour Penetration characteristic of a weapon.&lt;br /&gt;
::*&amp;lt;u&amp;gt;Devastator Doctrine&amp;lt;/u&amp;gt;: While this combat doctrine is active, improve the Armour Penetration characteristic of every Heavy and Grenade weapon that models in this unit are equipped with by 1.&lt;br /&gt;
::*&amp;lt;u&amp;gt;Tactical Doctrine&amp;lt;/u&amp;gt;: While this combat doctrine is active, improve the Armour Penetration characteristic of every Rapid Fire and Assault weapon that models in this unit are equipped with by 1.&lt;br /&gt;
::*&amp;lt;u&amp;gt;Assault Doctrine&amp;lt;/u&amp;gt;: While this combat doctrine is active, improve the Armour Penetration characteristic of every Pistol and Melee weapon that models in this unit are equipped with by 1.&lt;br /&gt;
&lt;br /&gt;
===Deployment Abilities===&lt;br /&gt;
*&#039;&#039;&#039;Combat Squads:&#039;&#039;&#039; &#039;&#039;Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.&#039;&#039;&lt;br /&gt;
::At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Concealed Positions:&#039;&#039;&#039; &#039;&#039;Vanguard forces often infiltrate the battlefield ahead of the main advance, taking up forward positions to ambush the foe.&#039;&#039;&lt;br /&gt;
::During deployment, when you set up this unit, if every model in this unit has this ability then it 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Death From Above:&#039;&#039;&#039; &#039;&#039;The Angels of Death launch their attack from all directions. Troops equipped with jump packs descend from the heavens, guns blazing as they slam into battle.&#039;&#039;&lt;br /&gt;
::During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Outflank:&#039;&#039;&#039; &#039;&#039;When necessary, Space Marine units can operate behind enemy lines indefinitely, awaiting the perfect opportunity to appear on the enemy’s flank and wreak havoc.&#039;&#039;&lt;br /&gt;
::During deployment, if every model in this unit has this ability, then you can set up this unit behind enemy lines instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit wholly within 6&amp;quot; of any battlefield edge and more than 9&amp;quot; away from any enemy models.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Teleport Strike:&#039;&#039;&#039; &#039;&#039;Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.&#039;&#039;&lt;br /&gt;
::During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models.&lt;br /&gt;
&lt;br /&gt;
===Detachment Rules===&lt;br /&gt;
An {{W40kKeyword|ADEPTUS ASTARTES}} Detachment is one that only includes models with the {{W40kKeyword|ADEPTUS ASTARTES}} keyword (excluding models with the {{W40kKeyword|AGENT OF THE IMPERIUM}} or {{W40kKeyword|UNALIGNED}} keyword).&lt;br /&gt;
*{{W40kKeyword|ADEPTUS ASTARTES}} Detachments gain the &amp;lt;u&amp;gt;Company Command&amp;lt;/u&amp;gt; ability.&lt;br /&gt;
*{{W40kKeyword|ADEPTUS ASTARTES}} units (excluding {{W40kKeyword|SERVITOR}}) in {{W40kKeyword|ADEPTUS ASTARTES}} Detachments gain the &amp;lt;u&amp;gt;Chapter Tactics&amp;lt;/u&amp;gt; ability.&lt;br /&gt;
*Troops units in {{W40kKeyword|ADEPTUS ASTARTES}} Detachments gain the &amp;lt;u&amp;gt;Objective Secured&amp;lt;/u&amp;gt; ability.&lt;br /&gt;
*At the end of your Command phase, if one or more {{W40kKeyword|ADEPTUS ASTARTES}} Troops units from your army are within range of an objective marker you control, that objective marker remains under your control, even if there are no models within range of it, unless your opponent controls it at the end of any subsequent phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Company Command:&#039;&#039;&#039; &#039;&#039;When Space Marines are deployed to battle, the honour of leading them often falls to the Captain of a company and his esteemed Lieutenants.&#039;&#039;&lt;br /&gt;
:You can include a maximum of one {{W40kKeyword|Captain}} model and two {{W40kKeyword|Lieutenant}} models in each Detachment in your army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter Tactics:&#039;&#039;&#039; &#039;&#039;Each Chapter has its own combat philosophy suited to the unique skills of its battle-brothers.&#039;&#039;&lt;br /&gt;
:All {{W40kKeyword|ADEPTUS ASTARTES}} units (other than {{W40kKeyword|Servitor}}) with this ability, and all the models in them, gain a &amp;lt;u&amp;gt;Chapter Tactic&amp;lt;/u&amp;gt; and a &amp;lt;u&amp;gt;Combat Doctrine Bonus&amp;lt;/u&amp;gt; so long as every unit in their Detachment is from the same {{W40kKeyword|&amp;lt;Chapter&amp;gt;}}. The tactic and the bonus gained depend upon which {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} they are from, as shown on the following pages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Objective Secured:&#039;&#039;&#039; &#039;&#039;The warriors of the Adeptus Astartes are sworn to defend the Imperium of Mankind. While a single Space Marine still stands, the light of Humanity will never fade.&#039;&#039;&lt;br /&gt;
:If your army is Battle-forged, all Troops units in {{W40kKeyword|Faction Keyword}} Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.&lt;br /&gt;
&lt;br /&gt;
===Weapon Definitions===&lt;br /&gt;
Some rules refer to &#039;&#039;bolt weapons&#039;&#039;, &#039;&#039;flame weapons&#039;&#039;, &#039;&#039;melta weapons&#039;&#039; or &#039;&#039;plasma weapons&#039;&#039;. The definitions of these weapons for the purposes of such rules can be found below:&lt;br /&gt;
*&#039;&#039;&#039;Bolt weapons:&#039;&#039;&#039; &#039;&#039;Sacred instruments of destruction, they are the hallmark of the Space Marines. Harnessing the fury of self-propelled mass-reactive shells, they strike with the force of a meteor, smiting the Emperor&#039;s foes with devastating effect.&#039;&#039;&lt;br /&gt;
::A bolt weapon is any weapon whose profile includes the word &amp;quot;bolt&amp;quot;, and any Relic that replaces a bolt weapon. Rules that apply to bolt weapons only apply to the bolt rifle profile of a combi-weapon, and the bolt rifle profile of Relics that replace a combi-weapon.&lt;br /&gt;
*&#039;&#039;&#039;Combi-weapons:&#039;&#039;&#039; &#039;&#039;Instruments of versatility, they offer the Space Marines unparalleled flexibility on the battlefield. By combining multiple armaments into a single weapon, these arms ensure the Adeptus Astartes are always prepared for any threat that may arise.&#039;&#039;&lt;br /&gt;
::A combi-weapon is any rifles-flamer, rifles-melta, rifles-plasma, rifles-grav, and any Relic that replaces a combi-weapon.&lt;br /&gt;
*&#039;&#039;&#039;Flame weapons:&#039;&#039;&#039; &#039;&#039;Purifiers of the Emperor&#039;s wrath, they incinerate the enemy with promethean fire. Their cleansing flames engulf the foe, leaving naught but ash in their wake.&#039;&#039;&lt;br /&gt;
::A flame weapon is any weapon whose profile includes the word &amp;quot;flame&amp;quot; or &amp;quot;pyre&amp;quot;, any Relic that replaces a flame weapon. Rules that apply to flame weapons only apply to the flamer profile of a rifle-flamer, and the flamer profile of Relics that replace a rifle-flamer.&lt;br /&gt;
*&#039;&#039;&#039;Grav weapons:&#039;&#039;&#039; &#039;&#039;Harnessers of gravity itself, they crush the enemy with irresistible force. By manipulating the very fabric of reality, these arms reduce even the most formidable foes to mere dust, their defeat a testament to the technological prowess of the Imperium.&#039;&#039;&lt;br /&gt;
::A grav weapon is any weapon whose profile includes the word &amp;quot;grav&amp;quot;, and any Relic that replaces a grav weapon. Rules that apply to plasma weapons only apply to the grav-gun profile of a rifle-grav, and the grav-gun profile of Relics that replace a rifle-grav.&lt;br /&gt;
*&#039;&#039;&#039;Melta weapons:&#039;&#039;&#039; &#039;&#039;Annihilators of the enemy&#039;s fortifications, they ignite all in their path. Utilizing controlled fusion reactions, these arms reduce steel and flesh alike to slag.&#039;&#039;&lt;br /&gt;
::A melta weapon is any weapon whose profile includes the word &amp;quot;melta&amp;quot;, any inferno pistols, and any Relic that replaces a melta weapon. Rules that apply to melta weapons only apply to the meltagun profile of a rifle-melta, and the meltagun profile of Relics that replace a rifle-melta.&lt;br /&gt;
*&#039;&#039;&#039;Plasma weapons:&#039;&#039;&#039; &#039;&#039;Bearers of the Emperor&#039;s judgment, they vaporize all that stands against the Imperium. Their energy bolts, born of unstable plasma, strike with the fury of a sun.&#039;&#039;&lt;br /&gt;
::A plasma weapon is any weapon whose profile includes the word &amp;quot;plasma&amp;quot;, and any Relic that replaces a plasma weapon. Rules that apply to plasma weapons only apply to the plasma gun profile of a rifle-plasma, and the plasma gun profile of Relics that replace a rifle-plasma.&lt;br /&gt;
&lt;br /&gt;
==Adeptus Astartes Stratagems==&lt;br /&gt;
===Battle Tactics Stratagems===&lt;br /&gt;
*&#039;&#039;&#039;Death to the Traitors! (1 CP):&#039;&#039;&#039; &#039;&#039;Of all Humanity’s foes, none are as hated as the Heretic Astartes, for they have betrayed their ancient oaths.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Fight phase, when an {{W40kKeyword|ADEPTUS ASTARTES}} unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against a {{W40kKeyword|HERETIC ASTARTES}} unit, you can re-roll the hit roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fire discipline (2 CP):&#039;&#039;&#039; &#039;&#039;The combination of superhuman reflexes and bolter-drills means Space Marine Intercessors can produce a devastating rate of fire.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the end of your Shooting phase. Select one {{W40kKeyword|Veteran Intercessor Squad}} or {{W40kKeyword|Intercessor Squad}} unit from your army; that unit can shoot again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fury of the First (1 CP):&#039;&#039;&#039; &#039;&#039;When the fighting is at its fiercest, the veterans of the Chapter truly show their quality.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase, when a {{W40kKeyword|Veteran}} unit from your army is selected to shoot, or in the Fight phase, when a {{W40kKeyword|Veteran}} unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, add 1 to that attacks hit roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gene-wrought Might (1 CP):&#039;&#039;&#039; &#039;&#039;Blessed with incredible strength, the warriors of the Adeptus Astartes deliver blows that inflict terrifying damage.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Fight phase, when a {{W40kKeyword|PRIMARIS}} unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 automatically wounds the target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Honour the Chapter (2 CP):&#039;&#039;&#039; &#039;&#039;Every Chapter has forged its own tales of heroism, and none of its Dominator battle-brothers would see that noble record besmirched.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the end of the Fight phase. Select one {{W40kKeyword|Veteran Dominator Squad}} or {{W40kKeyword|Dominator Squad}} unit from your army that is within Engagement Range of any enemy units; that unit can fight again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Transhuman physiology (1/2 CP):&#039;&#039;&#039; &#039;&#039;Thanks to their multiple Gene-seed organs, Space Marines can fight through even the most grievous of wounds.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in any phase, when a {{W40kKeyword|PRIMARIS}} unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wrathful Ancient (2 CP):&#039;&#039;&#039; &#039;&#039;Consume by pain, Astartes within Dreadnought sarcophagus have accumulated an eternity rage, thirsting for vengeance against the foes of their Chapter.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase or the Fight phase, when a {{W40Kkeyword|DREADNOUGHT}} model from your army is chosen to shoot with or fight with. Until the end of that phase, when resolving an attack made by that model, add 1 to that attack&#039;s hit roll and add 1 to that attack&#039;s wound roll.&lt;br /&gt;
&lt;br /&gt;
===Epic Deed Stratagems===&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt (1 CP):&#039;&#039;&#039; &#039;&#039;The belligerency of some Adeptus Astartes machine spirits makes them unyielding foes to face.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in any phase, when an {{W40kKeyword|ADEPTUS ASTARTES}} {{W40kKeyword|Vehicle}} model from your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat revival (1 CP):&#039;&#039;&#039; &#039;&#039;With decades of experience, the Apothecary confidently works with at high speed to return wounded brothers to the fray.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the end of your Movement phase. Select one {{W40kKeyword|APOTHECARY}} unit from your army and then select one friendly {{W40kKeyword|PRIMARIS}} {{W40kKeyword|INFANTRY}} unit that is not at its Starting Strength and is within 3&amp;quot; of that {{W40kKeyword|APOTHECARY}}. One of the selected unit&#039;s destroyed models is returned to its unit with its full wounds remaining.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Commanding Oratory (2 CP):&#039;&#039;&#039; &#039;&#039;Fuelled by battlefield adrenaline, the Chaplain recites his litanies with even greater fervour, inspiring the warriors around him.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of any of your phases other than your Command phase. Select one {{W40kKeyword|CHAPLAIN}} unit from your army that has not recited a litany this turn. That model can recite one litany that has not already been recited by a friendly model this turn. That litany is automatically inspiring (do not roll) and takes effect until the start of your next Command phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Only in death does Duty end (2 CP):&#039;&#039;&#039; &#039;&#039;Imminent death does not prevent a Space Marine from enacting his final justice upon the enemies of the Imperium.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Fight phase, when an {{W40kKeyword|ADEPTUS ASTARTES}} {{W40kKeyword|Character}} model from your army that has not already been selected to fight this phase is destroyed. Do not remove that model from play - it can fight after the attacking model’s unit has finished making attacks. After resolving the destroyed model’s attacks, it is then removed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power of the Machine Spirit (2 CP):&#039;&#039;&#039; &#039;&#039;There are many tales of Astartes Machine Spirits wreaking havoc on the foe, even after their crew are slain and critical systems are failing.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Command phase. Select one {{W40kKeyword|ADEPTUS ASTARTES}} {{W40kKeyword|VEHICLE}} model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.&lt;br /&gt;
&lt;br /&gt;
===Requisition Stratagems===&lt;br /&gt;
*&#039;&#039;&#039;Hero of the Chapter (1 CP):&#039;&#039;&#039; &#039;&#039;Every Space Marine is a champion in their own right, a post-human demigod who stands between Mankind and the darkness.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle, when you are mustering your army, if your {{W40kKeyword|Warlord}} has the {{W40kKeyword|ADEPTUS ASTARTES}} keyword. Select one {{W40kKeyword|ADEPTUS ASTARTES}} {{W40kKeyword|Character}} model from your army (excluding named characters) and determine one Warlord Trait for it (this must be a Warlord Trait it can have); that model it is only regarded as your {{W40kKeyword|Warlord}} for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Honoured Sergeant (1 CP):&#039;&#039;&#039; &#039;&#039;Should a Sergeant show particular excellence in battle, they may be given the honour of bearing a Chapter relic into battle.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle, when you are mustering your army, if your {{W40kKeyword|Warlord}} has the {{W40kKeyword|ADEPTUS ASTARTES}} keyword. Select one {{W40kKeyword|ADEPTUS ASTARTES}} model that have the word &amp;quot;Sergeant&amp;quot; in their profile from your army.  That model can have one of the following Relic, even though they are not a {{W40kKeyword|CHARACTER}}: Artificer Armour; Master-crafted Weapon. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic of the Chapter (1 CP):&#039;&#039;&#039; &#039;&#039;In times of great need, the Space Marine Chapters will unleash the full power of their armouries, equipping their battle-brothers with artefacts of extraordinary power.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle, when you are mustering your army, if your {{W40kKeyword|Warlord}} has the {{W40kKeyword|ADEPTUS ASTARTES}} keyword. Select one {{W40kKeyword|ADEPTUS ASTARTES}} {{W40kKeyword|Character}} model from your army and give them one Chapter Relic (this must be a Relic they could have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Venerable Dreadnought (2 CP):&#039;&#039;&#039; &#039;&#039;Having fought in thousands of battles over several hundred or even thousands of years, the Venerable Dreadnoughts have gained vast knowledge of warfare and are experienced in almost any situation imaginable. Many years of continuous warfare have made them nearly impervious to harm and very difficult to destroy.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle, after nominating a model to be your {{W40kKeyword|WARLORD}}. Select one {{W40kKeyword|DREADNOUGHT}} model from your army. Improve the Ballistic Skill, Weapon Skill and Leadership characteristics of that model by 1; that model gains the {{W40Kkeyword|Venerable Dreadnought}} keyword and the following ability: &amp;quot;&amp;lt;u&amp;gt;Unyielding Ancient&amp;lt;/u&amp;gt;: Each time an attack is made against this model, your opponent cannot re-roll the wound roll and cannot re-roll the damage roll.&amp;quot; You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).&lt;br /&gt;
&lt;br /&gt;
===Strategic Ploy Stratagems===&lt;br /&gt;
*&#039;&#039;&#039;Adaptive Strategy (2 CP):&#039;&#039;&#039; &#039;&#039;The tenets of the Codex Astartes allow for unorthodox use of combat tactics and the employment of divergent strategic doctrines if doing so will lead to victory.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Command phase, if an {{W40kKeyword|ADEPTUS ASTARTES}} {{W40kKeyword|WARLORD}} from your army is on the battlefield and a combat doctrine is active for your army. Select one {{W40kKeyword|ADEPTUS ASTARTES}} {{W40kKeyword|CORE}} unit from your army that is on the battlefield. Until the start of your next Command phase, each time a model in that unit makes an attack, the Devastator Doctrine, Tactical Doctrine and Assault Doctrine are considered to be active for that attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Covering Fire (2 CP):&#039;&#039;&#039; &#039;&#039;The Space Marines know the strategic importance of those who wield heavy weaponry and stand ready to provide them with unwavering support, at any cost.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of your opponent’s Shooting phase. Select one {{W40kKeyword|Retributor Squad}} unit from your army then select one friendly {{W40kKeyword|ADEPTUS ASTARTES}} {{W40kKeyword|CORE}} unit wholly within 6&amp;quot; of that unit. Until the end of that phase, enemy models cannot target that {{W40kKeyword|Retributor Squad}} unit if the selected {{W40kKeyword|ADEPTUS ASTARTES}} {{W40kKeyword|CORE}} unit is a closer visible target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Evasive Action (1 CP):&#039;&#039;&#039; &#039;&#039;Close Support squads rely heavily upon their post-human reflexes, darting amidst incoming fire as they close the gap with their foes.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your opponent&#039;s Shooting phase, when an {{W40kKeyword|ADEPTUS ASTARTES}} {{W40kKeyword|Biker}} or {{W40kKeyword|ADEPTUS ASTARTES}} {{W40kKeyword|Jump Pack}} unit from your army that Advanced is selected as the target of a ranged attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack&#039;s hit roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hit-and-Run Warfare (1 CP):&#039;&#039;&#039; &#039;&#039;Space Marine pilots receive advanced training in handling their vehicles and have preternatural reaction speeds.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Movement phase, when an {{W40kKeyword|ADEPTUS ASTARTES}} {{W40kKeyword|Biker}} unit from your army Falls Back. Until the end of the turn, that unit is still eligible to shoot, even though it Fell Back.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Orbital Bombardment (3 CP):&#039;&#039;&#039; &#039;&#039;The Chapter&#039;s orbiting warships stand ready to unleash hell.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Command phase, if an {{W40kKeyword|ADEPTUS ASTARTES}} {{W40kKeyword|WARLORD}} from your army is on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6&amp;quot; of the centre of that marker, adding 1 if the unit being rolled for is within 3&amp;quot; of the centre of the marker and subtracting 1 if the unit being rolled for is a {{W40kKeyword|CHARACTER}}. On a 2-5, that unit suffers D3 mortal wounds, and on a 6+, that unit suffers D6 mortal wounds. The marker is then removed. You can only use this Stratagem once.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rain of Fire (1 CP):&#039;&#039;&#039; &#039;&#039;Even the most seasoned soldiers can be destabilized by the raw might of an orbital weapon.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase, when a {{W40kKeyword|Tempestor}} model from your army is selected to shoot. Until the end of the phase, each time that model makes an attack with a Monsoon orbital uplink, if a hit is scored for that attack, then until the start of your next turn the target cannot perform actions. If the target is currently performing an action, it immediately fails.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Steady Advance (1 CP):&#039;&#039;&#039; &#039;&#039;A measured advance allows Space Marines to unleash a steady stream of fire.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Movement phase, when a {{W40kKeyword|PRIMARIS}} {{W40kKeyword|Infantry}} unit from your army makes a Normal Move. Until the end of the turn, that unit is considered to have Remained Stationary.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Uncompromising Fire (2 CP):&#039;&#039;&#039; &#039;&#039;Switching weapons to full auto, the Space Marines unleash a short-lived but inescapable hail of fire.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Command phase. Select one {{W40kKeyword|PRIMARIS}} {{W40kKeyword|Infantry}} unit from your army. Until the start of your next Command phase, this unit can still perform actions in a turn in which it Fell Back or Advanced, and it can shoot without any actions it is performing failing.&lt;br /&gt;
&lt;br /&gt;
===Wargear Stratagems===&lt;br /&gt;
*&#039;&#039;&#039;Auspex Scan (2 CP):&#039;&#039;&#039; &#039;&#039;Nearby motion and radiation signatures are detected by a handheld device, forewarning the bearer of ambushes.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the end of the Reinforcements step of your opponent&#039;s Movement phase. Select one {{W40kKeyword|PRIMARIS}} {{W40kKeyword|Infantry}} unit from your army that is not within Engagement Range of any enemy units. That unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 12&amp;quot; of their unit when doing so.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melta Bomb (1 CP):&#039;&#039;&#039; &#039;&#039;Melta bombs are fusion charges designed to burn through an armoured hull in a matter of seconds.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Fight phase, when an {{W40kKeyword|ADEPTUS ASTARTES}} {{W40kKeyword|Melta Bomb}} unit from your army is selected to fight. Select one model in that unit; that model can only make one attack this phase, and must target an enemy {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} unit with that attack, but if a hit is scored, that unit suffers D3+3 mortal wounds and the attack sequence ends.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Missiles Swarm (2 CP):&#039;&#039;&#039; &#039;&#039;The Vindictor is armed with a formidable arsenal of diverse missiles, each calibrated to neutralize a specific threat. Upon command, the aircraft can unleash a barrage of ordnance, raining destruction upon the enemy and ensuring their utter annihilation.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase, when a {{W40kKeyword|VINDICTOR}} model from your army is selected to shoot. Until the end of the phase, each time that model makes an attack with a Bellicatus missile array, it can fire all of its weapon profiles as if they were different weapons. These attacks do not have to be allocated to the same target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vengeance Rounds (2 CP):&#039;&#039;&#039; &#039;&#039;Those special bolt ammunition were created using unstable flux core technology that makes them hazardous to use but extremely potent at penetrating through heavily armoured targets.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase, when a {{W40kKeyword|Venator Squad}} unit from your army is selected to shoot with. Until the end of the phase, each time a model in that unit makes an attack with a Nemesis bolt carbine, improve the Armour Penetration characteristic of that attack by 1. In addition, if that attack is allocated to an enemy model, that enemy model cannot use any rules to ignore the wounds it loses.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Overlapping Shields (1/2 CP):&#039;&#039;&#039; &#039;&#039;By surging their armours&#039; refractor fields, the Subjugators are able to raise a formidable defensive aura, encompassing the entire squad and deflecting hostile volleys with ease.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in any phase, when a {{W40kKeyword|SUBJUGATOR SQUAD}} unit from your army is selected as the target of a ranged attack. Until the end of the phase, models in that unit have a 4+ invulnerable save. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Smokescreen (1 CP):&#039;&#039;&#039; &#039;&#039;Throwing down a hail of smoke grenades or deploying their smoke launchers, the Space Marines screen themselves from the enemy.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your opponent&#039;s Shooting phase, when an {{W40kKeyword|ADEPTUS ASTARTES}} {{W40kKeyword|Smokescreen}} unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack&#039;s hit roll.&lt;br /&gt;
&lt;br /&gt;
==Adeptus Astartes Warlord Traits==&lt;br /&gt;
If an {{W40kKeyword|ADEPTUS ASTARTES}} {{W40kKeyword|Character}} model is your {{W40kKeyword|Warlord}}, you can use the Space Marines Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one. If you wish, instead of selecting a Warlord Trait from either of the tables below, you can select a Chapter Warlord Trait for your {{W40kKeyword|WARLORD}}, but only if they are from the relevant Chapter.&lt;br /&gt;
&lt;br /&gt;
When you have determined a Warlord Trait for an {{W40kKeyword|ADEPTUS ASTARTES}} {{W40kKeyword|Character}} model, replace all instances of the {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} keyword in their Warlord Trait (if any) with the name of the Chapter that your model is drawn from.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1: The Imperium&#039;s Sword:&#039;&#039;&#039; &#039;&#039;This warlord hurls himself forwards with unbridled ferocity, cutting down the foe like a reaping whirlwind.&#039;&#039;&lt;br /&gt;
::*You can re-roll charge rolls made for for this {{W40kKeyword|Warlord}}.&lt;br /&gt;
::*Each time this {{W40kKeyword|Warlord}} fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to its Strength and Attacks characteristics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2: Iron Resolve:&#039;&#039;&#039; &#039;&#039;Faith and duty drive this warlord relentlessly onwards as he shrugs off injuries that would lay lesser warriors low.&#039;&#039;&lt;br /&gt;
::*Add 1 to the Toughness characteristic of this {{W40kKeyword|WARLORD}}.&lt;br /&gt;
::*When this {{W40kKeyword|WARLORD}} would lose a wound, roll one D6; on a 6 that wound is not lost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3: Brilliant Strategist:&#039;&#039;&#039; &#039;&#039;Only the most able commanders can take the guidance of the Codex Astartes and adapt it further to secure victory.&#039;&#039;&lt;br /&gt;
::In your Command phase, you can select one friendly {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} unit within 6&amp;quot; of this {{W40Kkeyword|WARLORD}}. Until the start of your next Command phase:&lt;br /&gt;
::*Each time a model in that unit makes an attack, if the &#039;&#039;Tactical Doctrine&#039;&#039; is active for your army, then the &#039;&#039;Devastator Doctrine&#039;&#039; is considered to be active for that attack instead.&lt;br /&gt;
::*Each time a model in that unit makes an attack, if the &#039;&#039;Assault Doctrine&#039;&#039; is active for your army, then the &#039;&#039;Tactical Doctrine&#039;&#039; considered to be active for that attack instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4: Battle Mechanic:&#039;&#039;&#039; &#039;&#039;Keeping the Chapter&#039;s vehicles in good condition and battle ready is a priority for this warlord.&#039;&#039;&lt;br /&gt;
::At the end of your Movement phase, unless this {{W40kKeyword|WARLORD}} is a {{W40kKeyword|TECHMARINE}}, it can repair one friendly {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|VEHICLE}} model within 1&amp;quot; of it. That {{W40kKeyword|VEHICLE}} model regains 1 lost wound. Each model can only be repaired once per turn. If this {{W40kKeyword|WARLORD}} is a {{W40kKeyword|TECHMARINE}}, then each time it uses its Blessing of the Omnissiah ability, the model it is repairing regains up to D3+1 lost wounds instead of D3.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;5: Nullificator:&#039;&#039;&#039; &#039;&#039;This warlord seeks out by any means necessary the answers to the Psychic threat.&#039;&#039;&lt;br /&gt;
::This {{W40Kkeyword|WARLORD}} can attempt to Deny the Witch as if it were a {{W40Kkeyword|PSYKER}}. If this {{W40Kkeyword|WARLORD}} is a {{W40Kkeyword|PSYKER}}, in each of your opponent’s Psychic phases, this {{W40Kkeyword|WARLORD}} can attempt to Deny the Witch one additional time.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;6: Storm of Fire (Aura):&#039;&#039;&#039; &#039;&#039;This warlord expertly guides his warriors’ fire.&#039;&#039;&lt;br /&gt;
::While a friendly {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|CORE}} unit is within 6&amp;quot; of this {{W40Kkeyword|WARLORD}}, each time a model in that unit makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.&lt;br /&gt;
&lt;br /&gt;
==Librarius Discipline==&lt;br /&gt;
Before the battle, generate the psychic powers for {{W40kKeyword|Psyker}} models from your army that know powers from the Librarius discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers the psyker knows.&lt;br /&gt;
&lt;br /&gt;
When a {{W40kKeyword|Psyker}} model from your army manifests a psychic power from this discipline, replace all instances of the {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} keyword on that psychic power (if any) with the name of the Chapter that your {{W40kKeyword|Psyker}} is drawn from.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1: Might of heroes:&#039;&#039;&#039; &#039;&#039;The psyker cages the immense power of the immaterium within the physical form of one of his brothers, making the blessed warrior the Emperor’s vengeance made manifest.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 6&lt;br /&gt;
::&amp;lt;u&amp;gt;Blessing&amp;lt;/u&amp;gt;: If manifested, select one friendly {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|PRIMARIS}} model within 12&amp;quot; of this {{W40kKeyword|Psyker}}. Until the start of your next Psychic phase, add 1 to that models Strength, Toughness and Attacks characteristics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2: Null Zone:&#039;&#039;&#039; &#039;&#039;The psyker unleashes the full might of his mind to cast down his opponents defences, both technological and mystical, rendering them vulnerable to the retribution of the Adeptus Astartes.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 8&lt;br /&gt;
::&amp;lt;u&amp;gt;Malediction&amp;lt;/u&amp;gt;: If manifested, select one enemy unit within 12&amp;quot; of this {{W40kKeyword|Psyker}}. Until the start of your next Psychic phase, models in that unit cannot use any invulnerable saves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3: Storm of the Emperor&#039;s Wrath:&#039;&#039;&#039; &#039;&#039;Bolts of psychic lighting shoot out from the Librarian&#039;s hands, incinerating even the most heavily-armoured foes.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 7&lt;br /&gt;
::&amp;lt;u&amp;gt;Witchfire&amp;lt;/u&amp;gt;: If manifested, the closest enemy unit within 18&amp;quot; of this {{W40kKeyword|Psyker}} suffers D3 mortal wounds. If that unit is not destroyed, roll one D6; on a 4+ that unit suffers 1 mortal wound. Then, if that unit is still not destroyed, roll one D6; on a 5+ that unit suffers 1 mortal wound. Then, if that unit is still not destroyed, roll one D6; on a 6 that unit suffers 1 mortal wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4: Fury of the Ancients:&#039;&#039;&#039; &#039;&#039;Calling upon the myths of his Chapters home world, the psyker sends forth a terrifying monstrosity wrought from psychic energy.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 6&lt;br /&gt;
::&amp;lt;u&amp;gt;Witchfire&amp;lt;/u&amp;gt;: If manifested, select one enemy model that is within 18&amp;quot; of and visible to this {{W40kKeyword|PSYKER}}. Draw a line between any part this {{W40kKeyword|Psyker}}’s base and any part of the selected model’s base (or hull). Roll one D6 for each unit that line would pass over or through, adding 1 if the unit being rolled for contains 11 or more models and subtracting 1 if the unit being rolled for is a {{W40kKeyword|Character}}. On a 4+, that unit suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;5: Soul Sight:&#039;&#039;&#039; &#039;&#039;The Librarian shares his warp-sight his brethren, causing their eyes to glow with an ethereal light. So empowered, no foe can escape their omniscient gaze; the souls of their targets flare like flaming beacons in the dark.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 6&lt;br /&gt;
::&amp;lt;u&amp;gt;Blessing&amp;lt;/u&amp;gt;: If manifested, select one friendly {{W40kKeyword|&amp;lt;CHAPTER&amp;gt;}} 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 ranged attack, you can re-roll the hit roll and the target does not receive the benefits of cover against that attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;6: Psychic Fortress:&#039;&#039;&#039; &#039;&#039;Drawing on boundless reserves of inner strength, the psyker constructs a powerful field of shimmering psychic energy around himself as well as any nearby battle brothers, protecting them from harm.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 7&lt;br /&gt;
::&amp;lt;u&amp;gt;Blessing&amp;lt;/u&amp;gt; (Aura): If manifested, then until the start of your next Psychic phase, while a friendly {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} unit is within 6&amp;quot; of this {{W40kKeyword|Psyker}}, models in that unit have a 5+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
==Litanies of Battle==&lt;br /&gt;
All {{W40kKeyword|Priests}} know the &#039;&#039;Litany of Hate&#039;&#039; (see below). In addition, before the battle, generate the additional litanies for {{W40kKeyword|Priest}} models from your army that know litanies from the Litanies of Battle using the table below. You can either roll one D6 to generate each litany randomly (re-rolling duplicate results), or you can select which litanies the priest knows.&lt;br /&gt;
&lt;br /&gt;
When a {{W40kKeyword|Priest}} unit from your army recites a litany, replace all instances of the {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} keyword on that litany (if any) with the name of the Chapter that your {{W40kKeyword|Priest}} is drawn from.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;0: Litany of Hate (Aura):&#039;&#039;&#039; &#039;&#039;The Chaplain fuels his battle brothers with hatred and exhorts them to strike the foe harder and harder, without mercy.&#039;&#039;&lt;br /&gt;
::If this litany is inspiring, then while a friendly {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Core}} or {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Character}} unit is within 6&amp;quot; of this {{W40kKeyword|Priest}}, each time a model in that unit makes a melee attack, you can re-roll the hit roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1: Litany of Faith (Aura):&#039;&#039;&#039; &#039;&#039;The Chaplain exhorts his charges to steel themselves against even the most dangerous weapons the enemy can bring to bear.&#039;&#039;&lt;br /&gt;
::If this litany is inspiring, then while a friendly {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Core}} or {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Character}} unit is within 6&amp;quot; of this {{W40kKeyword|Priest}}, each time a model in that unit would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2: Brutal Dirge (Aura):&#039;&#039;&#039; &#039;&#039;The Chaplain strikes a fearsome figure, his skull mask inspiring awe in his brothers and terror in his enemies.&#039;&#039;&lt;br /&gt;
::If this litany is inspiring, then while an enemy unit is within 6&amp;quot; of this {{W40kKeyword|Priest}}:&lt;br /&gt;
::*Subtract 2 from the Leadership characteristic of models in that unit.&lt;br /&gt;
::*Subtract 1 from Combat Attrition tests taken for that unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3: Catechism of Fire:&#039;&#039;&#039; &#039;&#039;The Chaplain calls upon his brothers to unleash a relentless storm of close-range firepower.&#039;&#039;&lt;br /&gt;
::If this litany is inspiring, select one friendly {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Core}} or {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Character}} unit within 6&amp;quot; of this {{W40kKeyword|Priest}}. Each time a model in that unit makes a ranged attack against the closest eligible target, add 1 to that attacks wound roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4: Mantra of Strength:&#039;&#039;&#039; &#039;&#039;The Chaplain focuses his mind on the purity of the blood that runs through his veins, bestowed upon him by the Primarch himself.&#039;&#039;&lt;br /&gt;
::If this litany is inspiring, add 1 to this {{W40kKeyword|Priest}}’s Attacks and Strength characteristics, and add 1 to the Damage characteristic of melee weapons this {{W40kKeyword|Priest}} is equipped with.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;5: March of Clarity:&#039;&#039;&#039; &#039;&#039;Properly motivated and instructed, Astartes can march for weeks and remain battle ready at a moment&#039;s notice.&#039;&#039;&lt;br /&gt;
::If this litany is inspiring, select one friendly {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Core}} or {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Character}} unit within 6&amp;quot; of this {{W40kKeyword|Priest}}. Until your next Command Phase, that unit is treated as having remained stationary during its Movement phase for all rules purposes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;6: Psalm of Silence:&#039;&#039;&#039; &#039;&#039;Witches quail beneath the gaze of the faithful, and the shining spirit of the Chaplain burns those who waver.&#039;&#039;&lt;br /&gt;
::If this litany is inspiring, select one enemy {{W40kKeyword|Psyker}} unit within 6&amp;quot; of this {{W40kKeyword|Priest}}. Subtract 1 from Psychic tests taken for that unit, and each time a Psychic test is failed for that unit, roll one D6: on a 5+, that unit suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
==Adeptus Astartes Relics==&lt;br /&gt;
If your army is led by an {{W40kKeyword|ADEPTUS ASTARTES}} {{W40kKeyword|WARLORD}}, you can, when mustering your army, give one of the following Adeptus Astartes Relics to an {{W40kKeyword|ADEPTUS ASTARTES}} {{W40kKeyword|CHARACTER}} model from your army. Named characters and {{W40kKeyword|VEHICLE}} models cannot be given any of the following Relics.&lt;br /&gt;
&lt;br /&gt;
When a model from your army is given an Adeptus Astartes Relic, replace all instances of the {{W40kKeyword|&amp;lt;CHAPTER&amp;gt;}} keyword in that Relics rules (if any) with the name of the Chapter that your model is drawn from. Note that some Relics replace one of the models existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Adeptus Astartes Relics your models have on your army roster.&lt;br /&gt;
&lt;br /&gt;
===Generic===&lt;br /&gt;
*&#039;&#039;&#039;Artificer Armour:&#039;&#039;&#039; &#039;&#039;Crafted by the finest artificers of the Chapter, these ornately detailed suits of armour provide superior protective capabilities that rival even Terminator plate. All who set eyes upon the wearer know that an honoured champion of the Imperium stands before them.&#039;&#039;&lt;br /&gt;
::The bearer has a Save characteristic of 2+ and a 5+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master-crafted weapon:&#039;&#039;&#039; &#039;&#039;Within the armouries of each Space Marine Chapter, the finest artificers seek to fashion weapons of ornate magnificence and utter lethality. Even with no name, they are breathtaking examples of weaponsmith’s craft, be they potent firearms or gilt-chased blades.&#039;&#039;&lt;br /&gt;
::When you give a model this Relic, select one weapon that model is equipped with (this cannot be a weapon whose profile includes the word ‘master-crafted’). Improve the Damage characteristic of that weapon by 1. If that weapon has more than one profile, add 1 to the Damage characteristic of all profiles of that weapon. Combi-weapons are considered as two different weapons. That weapon is considered to be a Chapter Relic.&lt;br /&gt;
&lt;br /&gt;
===Equipments===&lt;br /&gt;
*&#039;&#039;&#039;Aeolus Ageis:&#039;&#039;&#039; &#039;&#039;Appearing on the battlefield in a tornado, the bearer of this personal teleporter seems to be protected by the wind itself. In the fury of battle, even a small breeze could destabilize the fiercest opponent and forced him to make a fatal mistake.&#039;&#039;&lt;br /&gt;
::*The bearer has the &amp;lt;u&amp;gt;Teleport Strike&amp;lt;/u&amp;gt; ability.&lt;br /&gt;
::*Each time you make an unmodified saving throw of 5+ for the bearer against a melee attack, after the attacking model’s unit has finished making its attacks, that enemy unit suffers 1 mortal wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Armour Indomitus:&#039;&#039;&#039; &#039;&#039;The Armour Indomitus was forged long before the Horus Heresy. Unlike the plasteel and ceramite of normal power armour, the artefact is made from plates of raw adamantine, making it all but unbreachable by conventional weaponry. When rained upon with heavier fire, the Armour Indomitus manifests a shimmering force field, the secrets of which have long been lost to modern artificers.&#039;&#039;&lt;br /&gt;
::*The bearer has a Save characteristic of 2+.&lt;br /&gt;
::*Add 1 to the Wounds characteristic of the bearer.&lt;br /&gt;
::*Once per battle, before making a saving throw for the bearer, it can activate its armour’s force field. If it does, then until the end of the phase, the bearer has a 3+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Honour Vehement:&#039;&#039;&#039; &#039;&#039;A single stanza of script, the original of which was said to have been penned by the Emperor himself, the Honour Vehement is inscribed on thrice-blessed parchment and affixed with a purity seal upon its bearer&#039;s armour. So potent is the inspirational value of the Emperor’s own evocation that not only those who bear it, but all their battle-brothers are driven into a relentless killing fury.&#039;&#039;&lt;br /&gt;
::The bearer has the following ability: &amp;quot;&amp;lt;u&amp;gt;The Honour Vehement&amp;lt;/u&amp;gt; (Aura): While a friendly {{W40kKeyword|&amp;lt;CHAPTER&amp;gt;}} {{W40kKeyword|CORE}} unit is within 6&amp;quot; of the bearer, each time that unit fights, until that fight is resolved, add 1 to the Attacks characteristic of models in that unit. This is not cumulative with the additional attack granted by the &amp;lt;u&amp;gt;Shock Assault&amp;lt;/u&amp;gt; ability.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quasimedicae-pattern Servoskull:&#039;&#039;&#039; &#039;&#039;Prototype developed by the Genetors of Dantis III, this Servo-skull is equipped with archaic electroshock systems and Incitamentum chemical stimulants injectors that could revive even the most wounded soldier for a short period of time.&#039;&#039;&lt;br /&gt;
::*If the bearer has lost any wounds, at the start of your turn it regains 1 lost wound.&lt;br /&gt;
::*The first time the bearer is destroyed, you can choose to roll one D6 at the end of the phase instead of using any rules that are triggered when a model is destroyed (e.g. the &#039;&#039;Only in Death Does Duty End&#039;&#039; Stratagem). If you do, then on a 4+, set the bearer back up on the battlefield as close as possible to where it was destroyed and more than 1&amp;quot; away from any enemy models, with D3 wounds remaining.&lt;br /&gt;
::(Disclaimer: I created this relic BEFORE the League of Votann release. But knowing their publication method, it is impossible that they stole the idea. It is a very simple relic.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scutum Imperialis:&#039;&#039;&#039; &#039;&#039;This finely crafted storm shield incorporates gyrodynamic actuators that interlace with the wearer&#039;s own plate. When its augur-class spirit detects incoming harm, its preservation routines spring to life, raising the shield before the wielded even notices the threat.&#039;&#039;&lt;br /&gt;
::Model with a &#039;&#039;&#039;storm shield&#039;&#039;&#039; only. Each time the bearer would lose a wound as a result of a mortal wound, roll one D6: on a 3+, that wound is not lost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tome of Malcador:&#039;&#039;&#039; &#039;&#039;Malcador the Sigillite was the trusted aide of the Emperor himself. The most potent Human psyker of the time, the tome he penned on the nature of reality enhances the mind of the reader.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Librarian}} model only.&lt;br /&gt;
::*The bearer knows one additional psychic power from the Librarius discipline.&lt;br /&gt;
::*The first time this model suffers Perils of the Warp, it does not lose any wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Vox Espiritum:&#039;&#039;&#039; &#039;&#039;Developed by Archmagos Cawl, the Vox Espiritum is a powerful neural amplifier that causes its wearer’s voxed utterances to resonate on a modulated and heavily warded frequency. Though still highly experimental and not altogether safe, it allows its user to project their bellowed commands - and sometimes even unspoken mental imperatives - directly into the minds of friend and foe alike.&#039;&#039;&lt;br /&gt;
::*Add 3&amp;quot; to the range of the bearer’s aura abilities, to a maximum of 9&amp;quot;. This does not increase the range of the &amp;lt;u&amp;gt;Narthecium&amp;lt;/u&amp;gt; ability and aura abilities that are Psychic Powers.&lt;br /&gt;
::*Each time the bearer uses an ability in your Command phase that specifies a range, add 3&amp;quot; to the range of that ability, to a maximum of 9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Bellicos bolt rifle:&#039;&#039;&#039; &#039;&#039;The forge world of Bellicos was a hidden weapons-testing facility given dispensation to practise near heretical levels of technological innovation. Before it was swallowed by the Great Rift, the planet managed to dispatch a single cargo hauler containing prototype bolt rifles of an incredibly advanced pattern. These weapons are regarded with a borderline religious reverence for their bellicose lethality, and to wield one is considered a paramount honour.&#039;&#039;&lt;br /&gt;
::Model equipped with a &#039;&#039;&#039;master-crafted bolt rifle&#039;&#039;&#039; only. This Relic replaces a &#039;&#039;&#039;master-crafted bolt rifle&#039;&#039;&#039; and has the following profile:&lt;br /&gt;
::{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|white-space: nowrap |&#039;&#039;&#039;Bellicos bolt rifle&#039;&#039;&#039; || 30&amp;quot; || white-space: nowrap | Rapid Fire 2 || 5 || -2 || 2 || align=&amp;quot;Left&amp;quot; | -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Purgatorus:&#039;&#039;&#039; &#039;&#039;This bolt pistol is a true work of the artificers art. Since its forging in M35, many battle-brothers have used the pistol to purge traitors, tyrants and heretics from the Emperor’s realm. The weapon’s machine spirit is wrathful, its aim inescapable; in many ways, Purgatorus epitomises the very warriors who wield it.&#039;&#039;&lt;br /&gt;
::Model equipped with a &#039;&#039;&#039;bolt pistol&#039;&#039;&#039; or &#039;&#039;&#039;heavy bolt pistol&#039;&#039;&#039; only. This Relic replaces a &#039;&#039;&#039;bolt pistol&#039;&#039;&#039; or &#039;&#039;&#039;heavy bolt pistol&#039;&#039;&#039; and has the following profile:&lt;br /&gt;
::{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Purgatorus&#039;&#039;&#039; || 18&amp;quot; || white-space: nowrap | Pistol 3 || 4 || -3 || 2 || align=&amp;quot;Left&amp;quot; | Each time you select a target for this weapon, you can ignore the &amp;lt;u&amp;gt;Look Out, Sir&amp;lt;/u&amp;gt; rule.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sunwrath Pistol:&#039;&#039;&#039; &#039;&#039;Belisarius Cawl gifted a score of these pistols to Roboute Guilliman at the start of the Indomitus Crusade, who in turn bequeathed them to warriors who displayed particular valour in the face of the enemy. Constructed with superior venting coils and with an inner barrel of a mysterious heat-conducting crystal, these plasma pistols can be fired repeatedly without overheating.&#039;&#039;&lt;br /&gt;
::Model equipped with a &#039;&#039;&#039;plasma pistol&#039;&#039;&#039; only. This Relic replaces a &#039;&#039;&#039;plasma pistol&#039;&#039;&#039; and has the following profile:&lt;br /&gt;
::{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sunwrath Pistol&#039;&#039;&#039; || 12&amp;quot; || white-space: nowrap | Pistol 2 || 8 || -3 || 3 || align=&amp;quot;Left&amp;quot; | -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;The Burning Blade:&#039;&#039;&#039; &#039;&#039;This ancient broadsword is so large and dense that no mere Human could lift it, let alone wield it in battle. It was recovered from the wreckage of Horus’ battle barge, the only unblemished artefact in a chamber crawling with the filthy taint of Chaos. Some artificers have posited that it is the Master of Mankind’s greatness that shines out from its sacred steel.&#039;&#039;&lt;br /&gt;
::Model equipped with a &#039;&#039;&#039;power weapon&#039;&#039;&#039; or &#039;&#039;&#039;master-crafted power weapon&#039;&#039;&#039; only. This Relic replaces a &#039;&#039;&#039;power weapon&#039;&#039;&#039; or &#039;&#039;&#039;master-crafted power weapon&#039;&#039;&#039;, and has the following profile:&lt;br /&gt;
::{| class=wikitable style=text-align:center&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 Burning Blade&#039;&#039;&#039; || Melee || Melee || +3 || -5 || 2 || align=&amp;quot;Left&amp;quot; | -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fist of Terra:&#039;&#039;&#039; &#039;&#039;These ornate power fists are reputed to be remaining examples of the vaunted Solarite gauntlets used in the fighting on the walls of Terra at the height of the Horus Heresy. Crafted from the most potent materials and rare amongst the Space Marines even ten thousand years ago, these finely crafted weapons have sundered the foes of Mankind across the galaxy.&#039;&#039;&lt;br /&gt;
::Model equipped with a &#039;&#039;&#039;power fist&#039;&#039;&#039;. This Relic replaces a &#039;&#039;&#039;power fist&#039;&#039;&#039; and has the following profile:&lt;br /&gt;
::{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| white-space: nowrap |&#039;&#039;&#039;Fist of Terra&#039;&#039;&#039; || Melee || Melee || x2 || -3 || 2 || align=&amp;quot;Left&amp;quot;  | Each time the bearer fights, it makes 1 additional attacks with this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Teeth of Terra:&#039;&#039;&#039; &#039;&#039;The origins of the Teeth of Terra lie shrouded in mystery. Mentions of this large, obsidian-toothed chainsword can be found dotted throughout the histories of many Space Marine Chapters, yet the weapon itself can be traced to no artisans&#039; hand, nor can it be found in any Chapter’s Armoury save in times of the greatest need. What is certain is that, when wielded in battle by a true hero of the Imperium, the Teeth of Terra strikes with the force of a thunderbolt, leaving a bloody trail of broken bodies in its wake.&#039;&#039;&lt;br /&gt;
::Model equipped with an &#039;&#039;&#039;Astartes chainsword&#039;&#039;&#039; only. This Relic replaces an &#039;&#039;&#039;Astartes chainsword&#039;&#039;&#039; and has the following profile:&lt;br /&gt;
::{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| white-space: nowrap |&#039;&#039;&#039;Teeth of Terra&#039;&#039;&#039; || Melee || Melee || +1 || -2 || 2 || align=&amp;quot;Left&amp;quot; | Each time the bearer fights, it makes 3 additional attacks with this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Chapter Command==&lt;br /&gt;
If your army is Battle-forged and includes any {{W40kKeyword|ADEPTUS ASTARTES}} Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), then when you muster your army, you can upgrade any of the following {{W40kKeyword|ADEPTUS ASTARTES}} {{W40kKeyword|CHARACTER}} units in your army: {{W40kKeyword|CAPTAIN}}, {{W40kKeyword|CHAPLAIN}}, {{W40kKeyword|LIBRARIAN}}, {{W40kKeyword|TECHMARINE}}, {{W40kKeyword|APOTHECARY}}, {{W40kKeyword|ANCIENT}}, {{W40kKeyword|CHAMPION}}.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Character !! Keyword !! Points&lt;br /&gt;
|-&lt;br /&gt;
| {{W40kKeyword|CAPTAIN}} || {{W40kKeyword|Chapter Master}} || align=&amp;quot;Center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
| {{W40kKeyword|CHAPLAIN}} || {{W40kKeyword|Master of Sanctity}} || align=&amp;quot;Center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
| {{W40kKeyword|LIBRARIAN}} || {{W40kKeyword|CHIEF LIBRARIAN}} || align=&amp;quot;Center&amp;quot; | +20&lt;br /&gt;
|-&lt;br /&gt;
| {{W40kKeyword|TECHMARINE}} || {{W40kKeyword|MASTER OF THE FORGE}} || align=&amp;quot;Center&amp;quot; | +15&lt;br /&gt;
|-&lt;br /&gt;
| {{W40kKeyword|APOTHECARY}} || {{W40kKeyword|CHIEF APOTHECARY}} || align=&amp;quot;Center&amp;quot; | +30&lt;br /&gt;
|-&lt;br /&gt;
| {{W40kKeyword|ANCIENT}} || {{W40kKeyword|CHAPTER ANCIENT}} || align=&amp;quot;Center&amp;quot; | +15&lt;br /&gt;
|-&lt;br /&gt;
| {{W40kKeyword|CHAMPION}} || {{W40kKeyword|CHAPTER CHAMPION}} || align=&amp;quot;Center&amp;quot; | +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|Chapter Master}}===&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;Chapter Masters are some of the greatest military minds in the galaxy. There are few elements of strategy and tactics they have not studied and mastered, and they have tested their skills against innumerable enemies. They are magnificent leaders able to inspire their warriors to acts of legendary valour. There is no task to which they will set their battle-brothers that they have not completed themselves, and when they lead from the front, they wield their blades with incomparable ability, slaughtering more of the foe than any of their warriors.&#039;&#039;&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;
A {{W40Kkeyword|Chapter Master}} model gains the following ability:&lt;br /&gt;
:&amp;lt;u&amp;gt;Chapter Master&amp;lt;/u&amp;gt;: In your Command phase, select one friendly {{W40kKeyword|&amp;lt;CHAPTER&amp;gt;}} {{W40kKeyword|CORE}} or {{W40kKeyword|&amp;lt;CHAPTER&amp;gt;}} {{W40kKeyword|CHARACTER}} unit within 6&amp;quot; of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.&lt;br /&gt;
A {{W40Kkeyword|Chapter Master}} is excluded from the Company Command rule. This means a Detachment can include both one {{W40Kkeyword|Chapter Master}} unit and one other {{W40kKeyword|CAPTAIN}} unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Master of the Codex:&#039;&#039;&#039; &#039;&#039;Chapter Masters have spent centuries studying the hallowed pages of the Codex Astartes, poring over its wisdom and analysing its teachings in detail. Many commit its content to memory word for word, ready to draw upon what they have learned even when battle is raging at its fiercest.&#039;&#039;&lt;br /&gt;
::At the start of your Command phase, if this {{W40kKeyword|WARLORD}} is on the battlefield, roll one D6: on a 3+, you gain 1 Command point.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - Angel Artifice:&#039;&#039;&#039; &#039;&#039;The surface of this exquisite battle plate is woven with a super-dense alloy, the exact nature of which has been lost to history. Whatever its origin, it absorbs and refracts incoming energy, rendering the wearer all but invulnerable. Such a priceless relic is bestowed upon only the greatest heroes of the Adeptus Astartes.&#039;&#039;&lt;br /&gt;
::*The bearer has a Save characteristic of 2+.&lt;br /&gt;
::*Add 1 to the bearer&#039;s Wounds and Toughness characteristics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|Master of Sanctity}}===&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;Masters of Sanctity are the High Chaplains of the Space Marine Chapters. They maintain the spiritual well-being of their brothers, ensuring none falter in their responsibilities. Their mere presence inspires fervent aggression amongst their kin, though they are just as capable of delivering retribution first-hand. With word and deed a Master of Sanctity guides his brothers to glory.&#039;&#039;&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;
A {{W40Kkeyword|Master of Sanctity}} model gains the following ability:&lt;br /&gt;
:&amp;lt;u&amp;gt;Master of Sanctity&amp;lt;/u&amp;gt;: This model knows one additional litany from the &#039;&#039;Litanies of Battle&#039;&#039;. In your Command phase, if this model is on the battlefield, it can recite one additional litany it knows that has not already been recited by a friendly model that turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Wise Orator:&#039;&#039;&#039; &#039;&#039;A veteran of the battlefield and of the sermon, this warlord intones his litanies and galvanises his brothers with every word.&#039;&#039;&lt;br /&gt;
:*Each time this {{W40Kkeyword|WARLORD}} recites a litany, add 1 to the roll to see if it is inspiring.&lt;br /&gt;
:*Each time this {{W40Kkeyword|WARLORD}} is selected to use the &#039;&#039;Commanding Oratory&#039;&#039; Stratagem, that Stratagem costs 1 Command point.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - Benediction of Fury:&#039;&#039;&#039; &#039;&#039;Borne on a dozen bloody and hard-fought crusades, this weapons unique empathokinetic circuitry has absorbed the bellicosity and righteous wrath of every Chaplain who has ever wielded it. As a result, it now strikes with the force of a thunderbolt.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|CHAPLAIN}} model only. This Relic replaces a &#039;&#039;&#039;Crozius Arcanum&#039;&#039;&#039; and has the following profile:&lt;br /&gt;
::{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| white-space: nowrap |&#039;&#039;&#039;Benediction of Fury&#039;&#039;&#039; || Melee || Melee || x2 || -2 || 3 || align=&amp;quot;Left&amp;quot; | -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|Master of the Forge}}===&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;Masters of the Forge are the chief artificers of the Space Marines, responsible for maintaining the arms, armour and vehicles of their Chapter. Peerless mechanics and technicians, they are the foremost experts within the Adeptus Astartes on the intricacies that surround the machine. Having distinguished themselves from their brother Techmarines, Masters of the Forge oversee the Chapter&#039;s armoury, and have an intimate knowledge of its workings and the machine spirits that reside there.&#039;&#039;&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;
A {{W40Kkeyword|Master of the Forge}} model gains the following ability:&lt;br /&gt;
:&amp;lt;u&amp;gt;Master of the Forge&amp;lt;/u&amp;gt;: Each time this model repairs a model using its &amp;lt;u&amp;gt;Blessing of the Omnissiah&amp;lt;/u&amp;gt; ability, that model regains up to 3 lost wounds instead of up to D3.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Warden of the Ancients (Aura):&#039;&#039;&#039; &#039;&#039;This warlord has an affinity with the Dreadnoughts of his Chapter. He meticulously tends to his bellicose, ill-tempered charges, ensuring that when the time comes for them to take to the battlefield, they fight with unrivalled fury.&#039;&#039;&lt;br /&gt;
::While a friendly {{W40Kkeyword|&amp;lt;CHAPTER&amp;gt;}} {{W40Kkeyword|DREADNOUGHT}} is within 6&amp;quot; of this {{W40Kkeyword|WARLORD}}, add 1 to its Strength and Attacks characteristics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - The Hand of Mars:&#039;&#039;&#039; &#039;&#039;The fading manufacture runes of this holy Servo-arm mark its birth at the time of the Great Schism. If the rad-signature is to be believed, this would make it one of the first prototype weapons employed by the Oficio Malagra, the Heretek Hunters of the Prefecture Magisterium. Laden with banks of magnetic capacitors and housing an acquisitor-class Servo-Soul, the Hand of Mars was originally created to capture and destroy metallic monstrosities.&#039;&#039;&lt;br /&gt;
::Model equipped with a &#039;&#039;&#039;servo-arm&#039;&#039;&#039; only. This Relic replaces a &#039;&#039;&#039;servo-arm&#039;&#039;&#039; and has the following profile:&lt;br /&gt;
::{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| white-space: nowrap |&#039;&#039;&#039;The Hand of Mars&#039;&#039;&#039; || Melee || Melee || x2 || -3 || 3 || align=&amp;quot;Left&amp;quot; | Each time the bearer fights, no more than 3 attacks can be made with this weapon. When resolving an attack made with this weapon against a {{W40kKeyword|VEHICLE}} unit, this weapon has a Damage characteristic of D3+3 for that attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|Chief Librarian}}===&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;At head of each Chapter&#039;s Librarius can be found the Chief Librarian. Battle scholars with vast experience and immense psychic power, they are as much invaluable warriors as they are dependable advisors. When mastery of the warp is required, none are better equipped to deal with its turbulent nature. On the battlefield, Chief Librarians direct the energies of the immaterium with unrivalled precision and power.&#039;&#039;&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;
A {{W40Kkeyword|Chief Librarian}} model gains the following abilities:&lt;br /&gt;
:&amp;lt;u&amp;gt;Chief Librarian&amp;lt;/u&amp;gt;: This model knows one additional psychic power from their chosen discipline and can attempt to deny one additional psychic power in your opponent&#039;s Psychic phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Psychic Mastery:&#039;&#039;&#039; &#039;&#039;This Librarian has reached a level of psychic mastery that allows him to delve deep into the warp, to depths that would cause lesser psykers to be consumed by its ravenous energies.&#039;&#039;&lt;br /&gt;
::Add 1 to Psychic tests taken for this {{W40Kkeyword|WARLORD}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - Neural Shroud:&#039;&#039;&#039; &#039;&#039;A neural shroud is a specially modified psychic hood sometimes worn by the most senior members of a Chapter&#039;s Librarius. The resonating crystals within its neurokinetic housing have been supercharged with empyric energy. Though wearing such a device demands incredible focus and willpower, it projects an extremely potent anti-psychic field.&#039;&#039;&lt;br /&gt;
::Increase the range of the bearer&#039;s &amp;lt;u&amp;gt;Psychic Hood&amp;lt;/u&amp;gt; ability to 24&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|Chief Apothecary}}===&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;Chief Apothecaries are the most senior surgeons and battle medics available to Space Marine Chapters. Calm and resolute, they maintain the life force of their battle-brothers on and off the battlefield. Most importantly, they are responsible for their Chapter&#039;s future in the preservation of Space Marine gene-seed. With vast experience to draw upon, a Chapter&#039;s Chief Apothecary is its ultimate practitioner of the healer&#039;s art.&#039;&#039;&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;
A {{W40Kkeyword|Chief Apothecary}} model gains the following ability:&lt;br /&gt;
:&amp;lt;u&amp;gt;Chief Apothecary&amp;lt;/u&amp;gt;: At the end of your Movement phase, this model can use its &amp;lt;u&amp;gt;Combat Restoratives&amp;lt;/u&amp;gt; ability twice instead of once.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Selfless Healer:&#039;&#039;&#039; &#039;&#039;This altruistic warlord will go to any lengths to heal his brothers.&#039;&#039;&lt;br /&gt;
::*Each time this {{W40Kkeyword|WARLORD}} uses its &amp;lt;u&amp;gt;Combat Restoratives&amp;lt;/u&amp;gt; ability, the model being healed regains up to 3 lost wounds instead of D3.&lt;br /&gt;
::*Each time this {{W40Kkeyword|WARLORD}} is selected to return a destroyed model to a unit by using the &#039;&#039;Combat Revival&#039;&#039; Stratagem, that Stratagem costs 0 Command points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - Acquittal:&#039;&#039;&#039; &#039;&#039;Acquittal is a master-crafted pistol equipped with a powerful bio-auspex scope. This allows the wielder to both dispatch his foes with surgical precision and grant swift and painless oblivion to his wounded battle-brothers.&#039;&#039;&lt;br /&gt;
::Model equipped with a &#039;&#039;&#039;bolt pistol&#039;&#039;&#039; only. This Relic replaces a &#039;&#039;&#039;bolt pistol&#039;&#039;&#039; and has the following profile:&lt;br /&gt;
::{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Acquittal&#039;&#039;&#039; || 12&amp;quot; || white-space: nowrap | Pistol 1 || 4 || -2 || 2 || align=&amp;quot;Left&amp;quot; | Each time an attack is made with this weapon against a unit that is not a {{W40Kkeyword|vehicle}} or {{W40Kkeyword|titanic}}, that attack always wounds on an unmodified wound roll of 2+ and has a Damage characteristic of 4.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|Chapter Ancient}}===&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;Only the most distinguished Space Marines are granted the title of Chapter Ancient. Given the sacred task of bearing the Chapter&#039;s standard to war, they selflessly fly the colours even as they slay their foes. The sight of such a holy relic flying high above the battlefield inspires the Ancients&#039; brethren to give their all. The mere presence of the Chapter&#039;s standard is worth a fortified bastion to the warriors of the Adeptus Astartes.&#039;&#039;&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;
A {{W40Kkeyword|Chapter Ancient}} model gains the following abilities:&lt;br /&gt;
:&amp;lt;u&amp;gt;Chapter Ancient&amp;lt;/u&amp;gt;: This model has a Leadership characteristic of 9.&lt;br /&gt;
:&amp;lt;u&amp;gt;Chapter Banner&amp;lt;/u&amp;gt;: In your Command phase, select one friendly {{W40Kkeyword|&amp;lt;CHAPTER&amp;gt;}} {{W40Kkeyword|CORE}} unit within 6&amp;quot; of this model. Until the start of your next Command phase, each time a model in that unit makes a melee attack, add 1 to that attack&#039;s hit roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Relentless Symbol (Aura):&#039;&#039;&#039; &#039;&#039;This warlord vows to secure victory no matter the cost, and inspires his brethren to take a similar oath, even on the brink of the death.&#039;&#039;&lt;br /&gt;
::Each time a model in a friendly {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|PRIMARIS}} unit is within 6&amp;quot; of this {{W40kKeyword|Warlord}} is destroyed by an attack made by an enemy model, roll one D6: on a 4+, do not remove the destroyed model from play - it can, after the attacking model’s unit has finished making its attacks, either shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase. After resolving these attacks, the destroyed model is then removed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - Standard of the Emperor Ascendant:&#039;&#039;&#039; &#039;&#039;Woven from threads of spun adamantine in the early days of the Unification of Terra, this banner was carried at the head of the Emperors guard. It is said that its constant proximity to the Master of Mankind has imbued within it indelible traces of his psychic signature. Whatever the truth of this, its presence is a constant inspiration to those loyal to the Emperors cause, instilling them with valour and determination even as their foes quail in its presence.&#039;&#039;&lt;br /&gt;
::While a friendly {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|PRIMARIS}} unit is within range of the bearers &amp;lt;u&amp;gt;Astartes Banner&amp;lt;/u&amp;gt; ability, models in that unit have a 5+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|Chapter Champion}}===&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;The honorific of Chapter Champion is bestowed only upon the mightiest of Adeptus Astartes warriors. These martial masters fight for the glory and honour of their battle-brothers. In combat, they will seek out worthy opponents to cross blades with, and can single-handedly turn the tide of conflict. Only the most noble and accomplished of warriors ascend to this rank, each a shining example of their Chapter&#039;s glory and martial capabilities.&#039;&#039;&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;
A {{W40Kkeyword|Chapter Champion}} model gains the following abilities:&lt;br /&gt;
:&amp;lt;u&amp;gt;Chapter Champion&amp;lt;/u&amp;gt;: This model has an Attacks characteristic of 6 and a Leadership characteristic of 9.&lt;br /&gt;
:&amp;lt;u&amp;gt;Exquisite Swordsman&amp;lt;/u&amp;gt;: Each time this model makes a melee attack against an enemy {{W40Kkeyword|CHARACTER}} unit, you can re-roll the wound roll.&lt;br /&gt;
:&amp;lt;u&amp;gt;Skilful Parry&amp;lt;/u&amp;gt;: Each time a melee attack is made against this model, subtract 1 from the hit roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Martial Exemplar:&#039;&#039;&#039; &#039;&#039;This warlord is an exquisite warrior and an exemplar of the Chapter, whose deeds inspire those around him.&#039;&#039;&lt;br /&gt;
::While a friendly {{W40Kkeyword|&amp;lt;CHAPTER&amp;gt;}} {{W40Kkeyword|PRIMARIS}} unit is within 6&amp;quot; of this {{W40Kkeyword|WARLORD}}, you can re-roll charge rolls made for that unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - Blade of Triumph:&#039;&#039;&#039; &#039;&#039;This gleaming broadsword is a masterpiece of artifice and a weapon befitting any Chapter Champion.&#039;&#039;&lt;br /&gt;
::Model with &#039;&#039;&#039;master-crafted power weapon&#039;&#039;&#039; only. This Relic replaces a &#039;&#039;&#039;master-crafted power weapon&#039;&#039;&#039; and has the following profile:&lt;br /&gt;
::{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blade of Triumph&#039;&#039;&#039; || Melee || Melee || +3 || -3 || 3 || align=&amp;quot;Left&amp;quot; | -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chapter Detachment==&lt;br /&gt;
If your army is Battle-forged, {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} units in {{W40kKeyword|ADEPTUS ASTARTES}} Detachments gain access to the following Chapter rules, provided every {{W40kKeyword|ADEPTUS ASTARTES}} unit in your army is from the same Chapter. If every {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} unit in a {{W40kKeyword|ADEPTUS ASTARTES}} Detachment is from the same Chapter, that Detachment is referred to as a Chapter Detachment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
::All {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} units (excluding {{W40kKeyword|SERVITOR}}) in a Chapter Detachment will gain a &amp;lt;u&amp;gt;Chapter Tactics&amp;lt;/u&amp;gt; and a &amp;lt;u&amp;gt;Combat Doctrine Bonus&amp;lt;/u&amp;gt;. This rule will only apply if every unit from your army is from the same Chapter (excluding models with the {{W40kKeyword|UNALIGNED}} keyword).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Traits&#039;&#039;&#039;&lt;br /&gt;
::Each Chapter has an associated Chapter Warlord Trait. If an {{W40kKeyword|ADEPTUS ASTARTES}} {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|CHARACTER}} model gains a Warlord Trait, they can have the relevant Chapter Warlord Trait instead of a Adeptus Astartes Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relics&#039;&#039;&#039;&lt;br /&gt;
::Each Chapter has an associated Chapter Relic. If your army is led by a {{W40kKeyword|ADEPTUS ASTARTES}} {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|WARLORD}}, you can give the relevant Chapter Relic to a {{W40kKeyword|ADEPTUS ASTARTES}} {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|CHARACTER}} model from your army instead of giving them an Adeptus Astartes Relic. Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Ancestral Relics your models have on your army roster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
::Each Chapter has an associated Chapter Stratagem. If your army includes a Chapter Detachment (excluding Auxiliary Support Detachments), then you have access to and can spend Command points to use this Stratagem, in addition to Adeptus Astartes Stratagems.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Powers&#039;&#039;&#039;&lt;br /&gt;
::Each Chapter has an associated Chapter psychic power. Every {{W40kKeyword|ADEPTUS ASTARTES}} {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|PSYKER}} model in a Chapter Detachment can replace one psychic power that they know by the relevant Chapter psychic power.&lt;br /&gt;
&lt;br /&gt;
==First Founding Space Marines Chapters==&lt;br /&gt;
==={{W40Kkeyword|[[Imperial Fists]]}} and Successors===&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;
|[[File:Chapter ImperialFists.png|Border|75px|left]]&lt;br /&gt;
|&#039;&#039;The Imperial Fists have stood as steadfast defenders of the Imperium since the Great Crusade. Strong of mind and spirit, they are the Emperor&#039;s shield, indomitable and unbreakable. Their stubbornness in the face of any enemy and their determination to hold no matter the cost is matched only by their zealous efforts to see their gene-sire&#039;s dreams for the Imperium made real.&#039;&#039;&lt;br /&gt;
|}&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;
-----&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Chapter special Rules&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactic - Siege Masters:&#039;&#039;&#039; &#039;&#039;The Imperial Fists drill tirelessly with their armaments, perfecting the art of purging their enemies from behind heavy ramparts with hails of pinpoint fire.&#039;&#039;&lt;br /&gt;
::*Each time a model with this tactic makes an attack, the target does not receive the benefits of Light cover against that attack.&lt;br /&gt;
::*Each time a model with this tactic makes a ranged attack with a bolt weapon, on an unmodified hit roll of 6, that attack automatically wounds the target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine Bonus - Legacy of Dorn:&#039;&#039;&#039; &#039;&#039;The Imperial Fists are peerless besiegers, demonstrating an uncanny knack for identifying and exploiting the weak spots of their enemies.&#039;&#039;&lt;br /&gt;
::Whilst the &#039;&#039;Devastator Doctrine&#039;&#039; is active, each time a model with this ability makes a ranged attack with a Heavy weapon against a {{W40Kkeyword|VEHICLE}} unit, a {{W40Kkeyword|MONSTER}} unit or a {{W40Kkeyword|BUILDING}} unit, add 1 to the Damage characteristic of that attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Stubborn Heroism:&#039;&#039;&#039; &#039;&#039;Unyielding are the Imperial Fists, refusing to relent and exacting the bloody price of victory from their foes even when retreat might prove more prudent.&#039;&#039;&lt;br /&gt;
::*This {{W40Kkeyword|WARLORD}} cannot Fall Back.&lt;br /&gt;
::*Each time an attack is allocated to this {{W40Kkeyword|WARLORD}}, the Damage characteristic of that attack is changed to 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - The Eye of Hypnoth:&#039;&#039;&#039; &#039;&#039;The Eye of Hypnoth was presented to the Imperial Fists in late M39 in honour of the assistance they provided in defending the forge world of Hypnoth from Waaagh! Kromak. This device is a highly sophisticated and long ranged auspex array; tradition dictates that it is best employed to detect hidden weakness in enemy fortifications.&#039;&#039;&lt;br /&gt;
::The bearer has the following ability: &amp;quot;&amp;lt;u&amp;gt;Eye of Hypnoth&amp;lt;/u&amp;gt; (Aura): While a friendly {{W40Kkeyword|IMPERIAL FISTS}} {{W40Kkeyword|CORE}} unit is within 6&amp;quot; of this model, each time a model in that unit makes a ranged attack, re-roll a wound roll of 1.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Unbreakable Walls (1 CP):&#039;&#039;&#039; &#039;&#039;When tasked with holding their ground, the Imperial Fists are capable of withstanding even the most punishing of assaults.&#039;&#039;&lt;br /&gt;
::&amp;lt;u&amp;gt;Strategic Ploy&amp;lt;/u&amp;gt;: Use this Stratagem in your opponent’s Charge phase, when an {{W40Kkeyword|IMPERIAL FISTS}} {{W40Kkeyword|PRIMARIS}} unit from your army is selected as a target of a charge. If that unit is not within Engagement Range of any enemy units, it can either {{tt|Hold Steady|If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+.}} or {{tt|Set to Defend|If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.}}. In addition, until the end of the next Fight phase, when a model in that unit would lose a wound, roll one D6; on a 6 that wound is not lost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Tectonic Purge:&#039;&#039;&#039; &#039;&#039;The Librarian interlocks his fingers, raises his hands high and brings them down in a clubbing blow upon the ground. Psychic energies pour from the impact site, causing the ground to convulse and shudder violently and enemies to be flung from their feet.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 6&lt;br /&gt;
::&amp;lt;u&amp;gt;Malediction&amp;lt;/u&amp;gt; (Aura): If manifested, then until the start of your next Psychic phase, when a charge roll or an Advance roll is made for an enemy unit within 12&amp;quot; of this {{W40Kkeyword|psyker}}, subtract 2 from the result.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|[[Iron Hands]]}} and Successors===&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;
|[[File:Chapter IronHands.png|Border|75px|left]]&lt;br /&gt;
|&#039;&#039;Adherents to cold logic, intolerant of weakness and utterly without mercy, the Iron Hands are implacable warriors whose resolve is as unflinching as solid adamantine. They are relentless defenders of the Imperium who seek to replace the weakness of the flesh with the unyielding strength of the machine to attain perfection.&#039;&#039;&lt;br /&gt;
|}&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;
-----&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Chapter special Rules&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactic - Iron Over Flesh:&#039;&#039;&#039; &#039;&#039;Most Iron Hands are heavily augmented with ultra-durable cybernetic limbs and organs that render them extremely difficult to kill, while their vehicles have been upgraded with all manner of secret Adeptus Mechanicus technologies that make them incredibly resilient.&#039;&#039;&lt;br /&gt;
::*Each time an attack is made against a unit with this tactic, unless that attack has a Strength characteristic of 8 or more, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.&lt;br /&gt;
::*Models with this tactic whose characteristics can change as they suffer damage are considered to have double the number of wounds remaining for the purposes of determining what those characteristics are.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine Bonus - Calculum Rationale:&#039;&#039;&#039; &#039;&#039;The Iron Hands advance machine-like into battle. They are without mercy, and wage war with cold logic and calculated fury.&#039;&#039;&lt;br /&gt;
::Whilst the &#039;&#039;Devastator Doctrine&#039;&#039; is active:&lt;br /&gt;
::*Models with this ability do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved.&lt;br /&gt;
::*Each time a model with this ability makes an attack with a Heavy weapon, add 1 to that attack’s hit roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - All Flesh is Weakness:&#039;&#039;&#039; &#039;&#039;This warlord bears so extraordinary a number of cybernetic enhancements that there is little true flesh left.&#039;&#039;&lt;br /&gt;
::When this {{W40kKeyword|WARLORD}} would lose a wound, roll one D6; on a 5+ that wound is not lost. While this {{W40kKeyword|WARLORD}} is within 3&amp;quot; of a friendly {{W40Kkeyword|IRON HANDS}} {{W40Kkeyword|APOTHECARY}}, that wound is not lost on a 4+ instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - The Gorgon’s Chain:&#039;&#039;&#039; &#039;&#039;This small augmetic module is fitted within its owner’s armour, linking through his black carapace and extending monomolecular mechadendrites into his hearts. Thus connected, it draws power from its owner to generate a potent protective field that robs incoming shots of their strength.&#039;&#039;&lt;br /&gt;
::*The bearer has a 4+ invulnerable save.&lt;br /&gt;
::*When resolving a ranged attack against the bearer, subtract 1 from the wound roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Wisdom of the Ancients (1 CP):&#039;&#039;&#039; &#039;&#039;It is common for members of the Iron Council to be ancient and revered Dreadnoughts who have long been free of their frail mortal flesh. They have seen a thousand battles, slain foes beyond counting, and are immensely inspiring to their battle-brothers.&#039;&#039;&lt;br /&gt;
::&amp;lt;u&amp;gt;Epic Deed&amp;lt;/u&amp;gt;: Use this Stratagem in your Command phase. Select one {{W40Kkeyword|IRON HANDS}} {{W40kKeyword|Dreadnought}} model from your army. Until the start of your next Command phase, that model gains either the &amp;lt;u&amp;gt;Rites of Battle&amp;lt;/u&amp;gt; ability or the &amp;lt;u&amp;gt;Tactical Precision&amp;lt;/u&amp;gt; ability, or both if that model has the {{W40Kkeyword|Venerable Dreadnought}} keyword.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Deus Ex Ferrum:&#039;&#039;&#039; &#039;&#039;The Librarian focuses his mind and links his will to the power of his battle-brothers augmetics, boosting their strength beyond what is normally possible.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 6&lt;br /&gt;
::&amp;lt;u&amp;gt;Blessing&amp;lt;/u&amp;gt;: If manifested, select one friendly {{W40Kkeyword|IRON HANDS}} {{W40Kkeyword|PRIMARIS}} unit within 12&amp;quot; of this {{W40Kkeyword|PSYKER}}. Until the start of your next Psychic phase, add 1 to the Strength characteristic of models in that unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|[[Raven Guard]]}} and Successors===&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;
|[[File:Chapter RavenGuard.png|Border|75px|left]]&lt;br /&gt;
|&#039;&#039;Masters of clandestine warfare and the art of the shadowed blade, when the Raven Guard engage in open warfare, it is already too late for their enemies. The bloody conclusion to a campaign of sabotage, guerrilla tactics and targeted strikes is a peerless coordination of assets by which the Raven Guard apply exactly the right amount of power to utterly destroy their foe.&#039;&#039;&lt;br /&gt;
|}&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;
-----&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Chapter special Rules&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactic - Shadow Masters:&#039;&#039;&#039; &#039;&#039;The Raven Guard slip through the shadows, half-seen spectres barely visible to the foe. Enemies blaze away into the gloom with increasing panic, their shots flying wide as the sons of Corax encircle their victims and prepare to level the killing blow. By the time the prey is close enough to direct their fire with any real chance of accuracy, they are caught within the Ravens talons.&#039;&#039;&lt;br /&gt;
::*Each time a ranged attack targets a unit with this tactic, if the attacker is more than 12&amp;quot; away, the unit with this tactic is treated as having the benefits of Light Cover against that attack.&lt;br /&gt;
::*Each time a ranged attack targets an {{W40Kkeyword|INFANTRY}} unit with this tactic, if the attacker is more than 12&amp;quot; away, subtract 1 from that attack’s hit roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine Bonus - Surgical Strikes:&#039;&#039;&#039; &#039;&#039;The warriors of the Raven Guard spring their ambushes with perfect timing and coordination to eliminate the enemies in one swift charge.&#039;&#039;&lt;br /&gt;
::Whilst the &#039;&#039;Assault Doctrine&#039;&#039; is active, each time a model with this ability makes a melee attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Swift and Deadly (Aura):&#039;&#039;&#039; &#039;&#039;The Astartes under this warlord’s command seize every opportunity to strike while the initiative is theirs.&#039;&#039;&lt;br /&gt;
::While a friendly {{W40Kkeyword|RAVEN GUARD}} {{W40Kkeyword|INFANTRY}} unit is within 6&amp;quot; of this {{W40Kkeyword|WARLORD}}, that unit is eligible to declare a charge within a turn in which it Advanced.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - The Ebonclaws:&#039;&#039;&#039; &#039;&#039;Crafted for a long lost champion of the Raven Guard, the night-black blades of these ancient lightning claws have remained viciously sharp through centuries of war.&#039;&#039;&lt;br /&gt;
::Model equipped with a &#039;&#039;&#039;pair of lightning claws&#039;&#039;&#039; only. This Relic replaces a &#039;&#039;&#039;pair of lightning claws&#039;&#039;&#039; and has the following profile:&lt;br /&gt;
::{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|white-space: nowrap |&#039;&#039;&#039;The Ebonclaws&#039;&#039;&#039; || Melee || Melee || User || -3 || 2 || align=&amp;quot;Left&amp;quot; | Each time the bearer fights, it makes 4 additional attacks with this weapon. In addition, when resolving an attack made with this weapon, you can re-roll the wound roll.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - False Flight (2 CP):&#039;&#039;&#039; &#039;&#039;The Path of Ambush teaches that a feigned retreat can be used to over-extend and punish eagerly pursuing foes.&#039;&#039;&lt;br /&gt;
::&amp;lt;u&amp;gt;Strategic Ploy&amp;lt;/u&amp;gt;: Use this Stratagem when a {{W40Kkeyword|RAVEN GUARD}} {{W40Kkeyword|INFANTRY}} unit from your army Falls Back. That unit can shoot and charge in this turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Enveloping Darkness:&#039;&#039;&#039; &#039;&#039;At the Librarian’s command, the shadows cast by his enemies rise up and engulf them like a dense flock of ravens, leaving them disorientated and vulnerable to attack.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 7&lt;br /&gt;
::&amp;lt;u&amp;gt;Malediction&amp;lt;/u&amp;gt;: If manifested, select one enemy unit within 18&amp;quot; of and visible to this {{W40Kkeyword|psyker}}. Until the start of your next Psychic phase, that unit cannot fire Overwatch or {{tt|Set to Defend|If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.}}, and when resolving an attack made by that unit, subtract 1 from the hit roll.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|[[Salamanders]]}} and Successors===&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;
|[[File:Chapter Salamanders.png|Border|75px|left]]&lt;br /&gt;
|&#039;&#039;Forged in the crucible of war, the Salamanders are flame-bearers and warrior-craftsmen who hail from the volcanic death world of Nocturne. This brotherhood of onyx-skinned guardians has fought stoically to defend the Imperium for ten millennia, wielding master-wrought weapons to hammer the foe into oblivion.&#039;&#039;&lt;br /&gt;
|}&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;
-----&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Chapter special Rules&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactic - Forged in Battle:&#039;&#039;&#039; &#039;&#039;To the Salamanders, war is the anvil upon which their strength is wrought, every battle a test in which to prove themselves and the superior craftsmanship of their weapons and armour.&#039;&#039;&lt;br /&gt;
::*Each time a unit with this tactic is selected to shoot or fight, you can re-roll one hit roll or one wound roll when resolving that unit’s attacks.&lt;br /&gt;
::*Each time an attack is allocated to a model with this tactic, if that Attack has an Armour Penetration characteristic of -1 or -2, the Armour Penetration characteristic of that attack is worsened by 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine Bonus - Promethean Cult:&#039;&#039;&#039; &#039;&#039;The Salamanders and their successor Chapters adhere to the teachings of Vulkan and his codes of battle, displaying a remarkable affinity for weapons that burn the foe to ashes in a blast of searing heat.&#039;&#039;&lt;br /&gt;
::Whilst the &#039;&#039;Tactical Doctrine&#039;&#039; is active, when resolving an attack made with a flame weapon or melta weapon by a model with this ability, add 1 to that attack’s wound roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Anvil of Strength:&#039;&#039;&#039; &#039;&#039;Vulkan was renowned as the strongest of the Primarchs, and his genetic heritage lends this son of Nocturne great physical might.&#039;&#039;&lt;br /&gt;
::Add 2 to the Strength characteristic of this {{W40Kkeyword|WARLORD}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - Drake-smiter:&#039;&#039;&#039; &#039;&#039;Legend has it that Drake-smiter can shatter the diamond-hard skull of a void-dragon with a single blow. It is presented to heroes of the Chapter, who wield it in battle to sunder battle tanks, monstrous behemoths and even the armour of traitorous Titans.&#039;&#039;&lt;br /&gt;
::Model equipped with a &#039;&#039;&#039;thunder hammer&#039;&#039;&#039; only. This Relic replaces a &#039;&#039;&#039;thunder hammer&#039;&#039;&#039; and has the following profile:&lt;br /&gt;
::{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| white-space: nowrap |&#039;&#039;&#039;Drake-smiter&#039;&#039;&#039; || Melee || Melee || x2 || -4 || 3 || align=&amp;quot;Left&amp;quot; | When resolving an attack made with this weapon, subtract 1 from the hit roll, and on an unmodified wound roll of 6 add 3 to the Damage characteristic of this weapon for that attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Flamecraft (1 CP):&#039;&#039;&#039; &#039;&#039;No warriors can coax the searing spirits of flamers to brighter or more destructive life than those from volcanic Nocturne.&#039;&#039;&lt;br /&gt;
::&amp;lt;u&amp;gt;Battle Tactic&amp;lt;/u&amp;gt;: Use this Stratagem in your Shooting phase, when a {{W40Kkeyword|SALAMANDERS}} unit from your army is chosen to shoot with. Until the end of that phase, when a model in that unit shoots with a flame weapon, do not roll to determine the number of attacks made with that weapon; instead, the maximum number of attacks are made with that weapon (e.g. 6 attacks are made with a Heavy D6 weapon).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Fire Shield:&#039;&#039;&#039; &#039;&#039;Extending his hand, a great sheet of flame bursts from the Librarian’s palm. With a sweep of his arms, he creates a towering wall of flame to protect his battle-brothers.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 6&lt;br /&gt;
::&amp;lt;u&amp;gt;Blessing&amp;lt;/u&amp;gt;: If manifested, select one friendly {{W40Kkeyword|SALAMANDERS}} unit within 18&amp;quot; of this {{W40Kkeyword|psyker}}. Until the start of your next Psychic phase, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the hit roll. In addition, when a charge roll is made for a charge that unit is a target of, subtract 1 from the result.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|[[Ultramarines]]}} and Successors===&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;
|[[File:Chapter Ultramarines.png|Border|75px|left]]&lt;br /&gt;
|&#039;&#039;The Ultramarines epitomise what it means to be Adeptus Astartes. They are beacons of nobility, honour and discipline in a galaxy riven by darkness and disorder. No Chapter holds the Codex Astartes in such hallowed regard as they, and they have utilised its tenets and strategies to achieve glorious victories over ten thousand years.&#039;&#039;&lt;br /&gt;
|}&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;
-----&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Chapter special Rules&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactic - Codex Discipline:&#039;&#039;&#039; &#039;&#039;The sons of Guilliman hold the tenets of the Codex Astartes as sacrosanct, its wisdom guiding them to discipline and measured strategic responses even amidst the hottest-burning flames of battle.&#039;&#039;&lt;br /&gt;
::*Each time an enemy unit declares a charge against an {{W40Kkeyword|INFANTRY}} unit with this tactic, if this unit is not within Engagement Range of any enemy units, it can {{tt|Hold Steady|If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+.}} or {{tt|Set to Defend|If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.}}.&lt;br /&gt;
::*Units with this tactic are eligible to shoot in a turn in which they Fell Back, but if they do, then until the end of the phase, worsen the Ballistic Skill of models in that unit by 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine Bonus - Scions of Guilliman:&#039;&#039;&#039; &#039;&#039;The Ultramarines and their successor Chapters are strict adherents to the teachings of the Codex Astartes, and as such they typically adopt a flexible combat style that emphasises manoeuvrability without sacrificing firepower.&#039;&#039;&lt;br /&gt;
::Whilst the &#039;&#039;Tactical Doctrine&#039;&#039; is active, each time a unit with this ability is selected to shoot in your Shooting phase, unless that unit Advanced or Fell Back this turn, until the end of the phase, it counts as having Remained Stationary.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Adept of the Codex:&#039;&#039;&#039; &#039;&#039;Ultramarines warlords are peerless masters of tactics and strategy, epitomising the teachings of the Codex Astartes.&#039;&#039;&lt;br /&gt;
::While this {{W40Kkeyword|WARLORD}} is on the battlefield, each time you spend a Command point to use a Stratagem you can roll one D6: on a 5+, that Command point is refunded.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - The Standard of Macragge Inviolate:&#039;&#039;&#039; &#039;&#039;When the First Tyrannic War came to the realm of Ultramar and Hive Fleet Behemoth descended upon Macragge, it was this glorious banner that flew above the swarms of xenos beasts. To all Ultramarines, it represents the unfaltering might of their home world and their Chapter. When an Ultramarine beholds this sacred standard, he is gripped with a sense of unshakeable pride and determination, for he knows that no enemy can match the skills in battle passed down to him and his brothers by their Primarch.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|ANCIENT}} model only. The bearer has the following abilities:&lt;br /&gt;
::*&amp;lt;u&amp;gt;Unshakable Pride&amp;lt;/u&amp;gt; (Aura): While a friendly {{W40Kkeyword|ULTRAMARINES}} {{W40Kkeyword|CORE}} unit is within 6&amp;quot; of the bearer, add 1 to the Attacks characteristic of models in that unit.&lt;br /&gt;
::*&amp;lt;u&amp;gt;Unshakable Determination&amp;lt;/u&amp;gt; (Aura): While a friendly {{W40Kkeyword|ULTRAMARINES}} unit is within 12&amp;quot; of the bearer, each time a Morale test is taken for that unit, it is automatically passed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Rapid Redeployment (2 CP):&#039;&#039;&#039; &#039;&#039;The Codex Astartes makes provision for a great variety of strategic ruses intended to wrong-foot the foe.&#039;&#039;&lt;br /&gt;
::&amp;lt;u&amp;gt;Strategic Ploy&amp;lt;/u&amp;gt;: At the start of the first battle round, before the first turn begins, select up to three {{W40Kkeyword|ULTRAMARINES}} units from your army on the battlefield. Remove them from the battlefield and set them up again as described in the Deployment section of the mission (if both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Mind Raid:&#039;&#039;&#039; &#039;&#039;The Librarian peers into the mind of the foe, raiding their thoughts for secret codes, battle plans, the location of hidden forces and any other tactical information that might be useful. Such brute psychic interrogation doubtless inflicts severe cerebral trauma on its victim.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 6&lt;br /&gt;
::&amp;lt;u&amp;gt;Witchfire&amp;lt;/u&amp;gt;: If manifested, select one enemy model within 18&amp;quot; of and visible to this {{W40kKeyword|Psyker}}. That model’s unit suffers D3 mortal wounds. If that model is a {{W40kKeyword|Character}} and the result of the Psychic test is equal or higher than the Leadership characteristic of that model, you gain 1 Command point. The limit of gaining or refunding 1 Command Point per battle round does not apply to any Command points gained via this psychic power.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|[[White Scars]]}} and Successors===&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;
|[[File:Chapter WhiteScars.png|Border|75px|left]]&lt;br /&gt;
|&#039;&#039;The roaring of furious engines, deep rumbles of thundering armoured transports, screaming of heavy jump packs at full burn and ferocious Korchin war cries herald the devastating assault of the White Scars. Formidable hunters drawn from fierce tribesmen, the White Scars smash through their foes like the tip of a spear through the flank of prey.&#039;&#039;&lt;br /&gt;
|}&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;
-----&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Chapter special Rules&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactic - Lightning Assault:&#039;&#039;&#039; &#039;&#039;The White Scars are the Masters of high speed, hit-and-run warfare. Theirs is the fury of the storm, the scent of prey upon the wind. They do battle on the move, wrong-footing their enemies with breakneck manoeuvres and melting away one moment only to crash home like a lightning strike elsewhere the next.&#039;&#039;&lt;br /&gt;
::*Units with this tactic are eligible to declare a charge with in a turn in which they Advanced or Fell Back.&lt;br /&gt;
::*Each time a unit with this tactic Advances, until the end of the turn, Pistol weapons and Rapid Fire weapons models in that unit are equipped with are treated as Assault weapons (e.g. a Rapid Fire 2 weapon is treated as an Assault 2 weapon).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine Bonus - Devastating Charge:&#039;&#039;&#039; &#039;&#039;The White Scars favour shock assaults, crashing into the enemy with overwhelming force. They are experts at using this high-speed impact to drive their blades home with devastating force and decapitate their prey.&#039;&#039;&lt;br /&gt;
::Whilst the &#039;&#039;Assault Doctrine&#039;&#039; is active, when resolving an attack made with a melee weapon by a model with this ability in a unit that made a charge move or performed a Heroic Intervention this turn, add 1 to the Damage characteristic of that weapon for that attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Master Rider:&#039;&#039;&#039; &#039;&#039;Even before he became a Space Marine this warlord was a master of mounted combat, as swift and elusive as the wind when fighting from the saddle.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|BIKER}} only. When a charge roll is made for this {{W40Kkeyword|WARLORD}}, you can re-roll the dice. When resolving an attack against this Warlord, subtract 1 from the hit roll if this {{W40Kkeyword|WARLORD}} Advanced in your previous Movement phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - Banner of the Eagle:&#039;&#039;&#039; &#039;&#039;It is incredibly rare for this venerable standard to be brought forth into the crucible of war, though any wily commander knows the inspirational effect that such a sacred banner can have on those that fight in its fluttering shadow. At the crown of the banner sits a glorious adamantium eagle – the symbol of the White Scars’ bloody victory on Golgotha, from which this banner took its name.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|ANCIENT}} model only. The bearer has the following ability: &amp;quot;&amp;lt;u&amp;gt;Banner of the Eagle&amp;lt;/u&amp;gt; (Aura): While a friendly {{W40Kkeyword|WHITE SCARS}} {{W40Kkeyword|CORE}} unit is within 6&amp;quot; of the bearer, add 1 to the Strength characteristic of models in that unit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Fierce Rivalries (1 CP):&#039;&#039;&#039; &#039;&#039;There is much honour in being the first to strike at the foe, and the White Scars race one another to claim that prize.&#039;&#039;&lt;br /&gt;
::&amp;lt;u&amp;gt;Battle Tactic&amp;lt;/u&amp;gt;: Use this Stratagem at the start of your Charge phase. Until one {{W40Kkeyword|WHITE SCARS}} unit from your army successfully made a charge move that phase, you can re-roll charge roll made for {{W40Kkeyword|WHITE SCARS}} units from your army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Ride the Winds:&#039;&#039;&#039; &#039;&#039;Invoking the power of the winds with a gravelly-voiced chant, the Stormseer sends rushing currents of invisible energy to speed his comrades into battle.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 6&lt;br /&gt;
::&amp;lt;u&amp;gt;Blessing&amp;lt;/u&amp;gt;: If manifested, select one friendly {{W40Kkeyword|WHITE SCARS}} unit within 12&amp;quot; of this {{W40Kkeyword|psyker}}. Until the start of your next Psychic phase, when an Advance roll or charge roll is made for that unit, add 2 to the result.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Distinct Space Marines Successor Chapters==&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;
Some Chapters that I find cool or interesting.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;{{W40Kkeyword|[[Aurora Chapter]]}}&#039;&#039;&#039;&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;
|[[File:Chapter AuroraChapter.png|Border|75px|left]]&lt;br /&gt;
|&#039;&#039;Master of the lightning-fast armoured assault, the the Aurora Chapter armoury boasts more battle tanks than many other Space Marine Chapters. Its vehicles are manufactured on its homeworld of Firestorm, a planet covered with industrial macrofactorums to rival most Forge Worlds in scale. Their output ensures that the Aurora Chapter&#039;s vehicles never need fear ammunition shortages.&#039;&#039;&lt;br /&gt;
|}&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;
-----&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Chapter special Rules&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactic - Armoured Assault:&#039;&#039;&#039; &#039;&#039;The Aurora Chapter preferred method of battle is a massed attack led by heavily armoured battle tanks, a strategy that has earned them renown throughout the Ultima Segmentum and beyond.&#039;&#039;&lt;br /&gt;
::*{{W40kKeyword|Battle Tank}} units with this tactic gain the {{W40kKeyword|CORE}} keyword.&lt;br /&gt;
::*Each time a model with this tactic makes an attack, if that model’s unit disembarked from a {{W40kKeyword|Battle Tank}} {{W40kKeyword|TRANSPORT}} model this turn, add 1 to that attack’s hit roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine Bonus - Firestorm Thunders:&#039;&#039;&#039; &#039;&#039;On their homeworld, countless millions of indentured menials work in the munitorums night and day to feed the mighty guns of the Aurora Chapter&#039;s companies, ensuring that their weapons never fall silent.&#039;&#039;&lt;br /&gt;
::Whilst the &#039;&#039;Devastator Doctrine&#039;&#039; is active, each time a unit with this ability makes a ranged attack with a heavy weapon, an unmodified hit roll of 6 scores 1 additional hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Tank Commander:&#039;&#039;&#039; &#039;&#039;Few other Adeptus Astartes can match this warlord&#039;s strategic genius and tactical acumen on the battlefield when it comes to armoured warfare.&#039;&#039;&lt;br /&gt;
::In your Command phase, select one friendly {{W40kKeyword|Aurora Chapter}} {{W40kKeyword|Battle Tank}} model within 6&amp;quot; of this {{W40Kkeyword|WARLORD}}. Until the start of your next Command phase, that model has the Ballistic Skill characteristic of this {{W40Kkeyword|WARLORD}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - Remembrance:&#039;&#039;&#039; &#039;&#039;This master-crafted Astartes Thunder Hammer was forged from the main axle of a destroyed venerable Aurora Chapter Land Raider. Those who have wielded it in battle swear it strikes with the force of a tank bearing down on its foe.&#039;&#039;&lt;br /&gt;
::Model equipped with a &#039;&#039;&#039;thunder hammer&#039;&#039;&#039;. This Relic replaces a &#039;&#039;&#039;thunder hammer&#039;&#039;&#039; and has the following profile:&lt;br /&gt;
::{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Remembrance&#039;&#039;&#039; || Melee || Melee || x3 || -3 || 3 || align=&amp;quot;Left&amp;quot; | When resolving an attack made with this weapon, subtract 1 from the hit roll.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagems - Focused Firepower (1 CP):&#039;&#039;&#039; &#039;&#039;Once a foe has been marked for destruction, the Aurorans must not relent until the target is annihilated.&#039;&#039;&lt;br /&gt;
::&amp;lt;u&amp;gt;Battle Tactic&amp;lt;/u&amp;gt;: Use this Stratagem in your Shooting phase, when a {{W40kKeyword|Aurora Chapter}} {{W40kKeyword|CORE}} unit from your army is selected to shoot. Select one eligible target for that unit. Until the end of the phase, models in that unit can only make attacks that target that enemy unit, but each time such an attack is made, an unmodified hit roll of 6 scores 1 additional hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Psysteel Armour:&#039;&#039;&#039; &#039;&#039;At the Librarian’s command, warp energy flows in streamers from thin air and winds itself around his allies, glowing like forge-hot steel. The flowing psysteel coats the armour of nearby tanks, or else wraps fellow warriors in a second skin capable of turning aside bullet and blade alike.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 6&lt;br /&gt;
::&amp;lt;u&amp;gt;Blessing&amp;lt;/u&amp;gt;: If manifested, select one friendly {{W40kKeyword|Aurora Chapter}} unit within 12&amp;quot; of this psyker. Until the start of your next Psychic phase, add 1 to armour saving throws made for models in that unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{W40Kkeyword|[[Black Templars]]}}&#039;&#039;&#039;&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;
|[[File:Chapter BlackTemplars.png|Border|75px|left]]&lt;br /&gt;
|&#039;&#039;The Black Templars are valiant warrior-knights and pious champions of the Emperor. They are deeply unusual among the Adeptus Astartes for venerating the Emperor as a literal god. The Chapter&#039;s fanatical devotion finds its focus in constant campaigning. A fleet-based Chapter, they divide their forces into crusades led by Marshals, and storm across the galaxy immolating and annihilating everything that stands in their path.&#039;&#039;&lt;br /&gt;
|}&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;
-----&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Chapter Limitations&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Lost Librarius&#039;&#039;&#039; &#039;&#039;It is uncertain how, or when, the Black Templars ceased to field Librarians. Whatever the reason, they now wage war without these powerful warriors.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|LIBRARIAN}} unit cannot be from the {{W40Kkeyword|Black Templars}} Chapter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chosen Champion:&#039;&#039;&#039; &#039;&#039;On the eve of battle, as the Black Templars gather to hear the benedictions of the faithful, one among them may be chosen by the divine to bear the mantle of the Emperor&#039;s Champion in the coming conflict.&#039;&#039;&lt;br /&gt;
::A {{W40Kkeyword|Black Templars}} {{W40kKeyword|Champion}} cannot be upgraded to be a {{W40kKeyword|CHAPTER CHAMPION}}.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Chapter special Rules&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactic - Righteous Zeal:&#039;&#039;&#039; &#039;&#039;Known for their fanaticism and impulsiveness, the Black Templars launch themselves upon the enemy of the Imperium with a merciless, focused aggression, bellowing battle-oaths as they carve their foes apart.&#039;&#039;&lt;br /&gt;
::*You can re-roll Advance rolls and charge rolls made for {{W40Kkeyword|INFANTRY}} units with this tactic.&lt;br /&gt;
::*Each time a model with this tactic makes a melee attack,  if that model&#039;s unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attack’s hit roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine Bonus - Knights of Sigismund:&#039;&#039;&#039; &#039;&#039;The Black Templars have continued in the style of their first High Marshal, preferring close, melee combat to ranged warfare.&#039;&#039;&lt;br /&gt;
::Whilst the &#039;&#039;Assault Doctrine&#039;&#039; is active, each time a unit with this ability fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit. This is cumulative with the &amp;lt;u&amp;gt;Shock Assault&amp;lt;/u&amp;gt; ability.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Master of Arms:&#039;&#039;&#039; &#039;&#039;The warlord has devoted their existence to the rigorous perfection of the blade, becoming a force of righteous destruction upon the battlefield.&#039;&#039;&lt;br /&gt;
::*At the start of the Fight phase, if this {{W40Kkeyword|WARLORD}} is within Engagement Range of any enemy units, it can fight first that phase.&lt;br /&gt;
::*Add 1 to this {{W40Kkeyword|WARLORD}}&#039;s Attacks characteristic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - Sword of Judgement:&#039;&#039;&#039; &#039;&#039;The characteristic sigil of the Emperor&#039;s Aquilla adorns the cross guard of this revered blade, its keen edge having served many a Black Templar well over the millennia.&#039;&#039;&lt;br /&gt;
::Model equipped with a &#039;&#039;&#039;power weapon&#039;&#039;&#039; or &#039;&#039;&#039;master-crafted power weapon&#039;&#039;&#039; only. This Relic replaces a &#039;&#039;&#039;power weapon&#039;&#039;&#039; or &#039;&#039;&#039;master-crafted power weapon&#039;&#039;&#039;, and has the following profile:&lt;br /&gt;
::{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sword of Judgement&#039;&#039;&#039; || Melee || Melee || +3 || -3 || 3 || align=&amp;quot;Left&amp;quot; | -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagems - Tenacious Assault (2 CP):&#039;&#039;&#039; &#039;&#039;The Black Templars rarely permit their foes to retreat. Every avenue of escape is closed by glowing blades and revving chainswords.&#039;&#039;&lt;br /&gt;
::&amp;lt;u&amp;gt;Strategic Ploy&amp;lt;/u&amp;gt;: Use this Stratagem at the start of your opponent&#039;s Movement phase. Select one {{W40Kkeyword|BLACK TEMPLARS}} {{W40Kkeyword|CORE}} or {{W40Kkeyword|BLACK TEMPLARS}} {{W40Kkeyword|ChARACTER}} unit from your army. Until the start of your next turn, enemy units within Engagement Range of that unit cannot Fall Back unless they have the {{W40Kkeyword|VEHICLE}}, {{W40Kkeyword|TITANIC}} or {{W40Kkeyword|AIRCRAFT}} keyword.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Litanies of Battle - Psalm of Remorseless Persecution:&#039;&#039;&#039; &#039;&#039;The burning zeal with which the Chaplain denounces Humanity&#039;s foes drives his brothers into a terrible battle-rage.&#039;&#039;&lt;br /&gt;
::If this litany is inspiring, then select one friendly {{W40Kkeyword|Black Templars}} {{W40Kkeyword|Core}} unit within 6&amp;quot; of this {{W40Kkeyword|PRIEST}}. Each time a model in that unit makes a melee attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage. A unit can suffer a maximum of 6 mortal wounds per phase as the result of this ability.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Chapter specific Units&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{W40Kkeyword|Emperor&#039;s Champion}} (HQ)&#039;&#039;&#039;&lt;br /&gt;
[[File:Primaris Emperor&#039;s Champion.jpg|right|180px]]&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Emperor&#039;s Champion. Your army can only include one Emperor&#039;s Champion model.&lt;br /&gt;
{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Emperor&#039;s Champion || 6&amp;quot; || 2+ || 3+ || 4 || 4 || 5 || 6 || 9 || 2+ || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
An Emperor&#039;s Champion is equipped with: Black Sword; heavy bolt pistol; Astartes grenades.&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;-Black Sword&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&lt;br /&gt;
{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|white-space: nowrap |&#039;&#039;&#039;Sweeping blow&#039;&#039;&#039; || Melee || Melee || +3 || -3 || 2 || align=&amp;quot;Left&amp;quot; |-&lt;br /&gt;
|-&lt;br /&gt;
|white-space: nowrap |&#039;&#039;&#039;Thrusting strike&#039;&#039;&#039; || Melee || Melee || x2 || -4 || 3 || align=&amp;quot;Left&amp;quot; |Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Heavy bolt pistol&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|white-space: nowrap |&#039;&#039;&#039;Heavy bolt pistol&#039;&#039;&#039; || 18&amp;quot; || white-space: nowrap | Pistol 1 || 4 || -1 || 1 || align=&amp;quot;Left&amp;quot; |-&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes grenades&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&lt;br /&gt;
{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|white-space: nowrap |&#039;&#039;&#039;Frag grenade&#039;&#039;&#039; || 6&amp;quot; || white-space: nowrap | Grenade D6 || 4 || 0 || 1 || align=&amp;quot;Left&amp;quot; |Blast.&lt;br /&gt;
|-&lt;br /&gt;
|white-space: nowrap |&#039;&#039;&#039;Krak grenade&#039;&#039;&#039; || 6&amp;quot; || white-space: nowrap | Grenade 1 || 6 || -2 || D3 || align=&amp;quot;Left&amp;quot; |-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Angels of Death&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Honour or Death&amp;quot;&amp;gt;&lt;br /&gt;
This model is eligible to perform a Heroic Intervention if it is within 6&amp;quot; horizontally and 5&amp;quot; vertically of any enemy unit, instead of 3&amp;quot; horizontally and 5&amp;quot; vertically. Each time this model makes a Heroic Intervention move, so long as it ends that move either closer to the closest enemy model or within Engagement Range of an enemy {{W40kKeyword|Character}} or {{W40kKeyword|Monster}} unit, it can move up to 6&amp;quot;. All other rules for Heroic Interventions still apply.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Martial Superiority&amp;quot;&amp;gt;&lt;br /&gt;
At the start of the Fight phase, if this model is within Engagement Range of any enemy units, it can fight first that phase.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Armour of Faith&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 5+ invulnerable save. In addition, this model has a 4+ invulnerable save against melee weapons.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Skilful Parry&amp;quot;&amp;gt;&lt;br /&gt;
Each time a melee attack is made against this model, subtract 1 from the hit roll.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Sigismund&#039;s Heir&amp;quot;&amp;gt;&lt;br /&gt;
Each time this model makes a melee attack against an enemy {{W40kKeyword|CHARACTER}} unit, you can re-roll the hit roll and you can re-roll the wound roll.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Holy Wargear&amp;quot;&amp;gt;&lt;br /&gt;
This model can never be given any Relics, Crusade Relics or Weapon Enhancements.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
:None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|BLACK TEMPLARS}}, {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|ADEPTUS ASTARTES}}&lt;br /&gt;
*{{W40kKeyword|Infantry}}, {{W40kKeyword|Primaris}}, {{W40kKeyword|Character}}, {{W40kKeyword|Champion}}, {{W40kKeyword|Emperor&#039;s Champion}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{W40Kkeyword|Crusader Squad}} (Troop)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Sword Brother, 4 Initiates and 5 Neophytes. It can include up to 5 more Initiates and up to 5 more Neophytes.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Neophyte || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 2 || 2 || 6 || 4+ || 16&lt;br /&gt;
|-&lt;br /&gt;
| Initiate || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 2 || 2 || 7 || 3+ || 19&lt;br /&gt;
|-&lt;br /&gt;
| Sword Brother || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 2 || 3 || 8 || 3+ || 19&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
Every Initiate and Sword Brother is equipped with: bolt pistol; bolt rifle; Astartes grenades.&lt;br /&gt;
Every Neophyte is equipped with: bolt pistol; boltgun; Astartes grenades.&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;-Bolt rifle&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 4 || -1 || 1 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Boltgun&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Boltgun&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes grenades&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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 || 4 || 0 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krak grenade&#039;&#039;&#039; || 6&amp;quot; || Grenade 1 || 6 || -2 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Angels of Death&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Abilities&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;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any number of Initiates can each have their &#039;&#039;&#039;bolt pistol&#039;&#039;&#039; and &#039;&#039;&#039;bolt rifle&#039;&#039;&#039; replaced with 1 &#039;&#039;&#039;heavy bolt pistol&#039;&#039;&#039; and 1 &#039;&#039;&#039;Astartes chainsword&#039;&#039;&#039;.&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;-Astartes chainsword&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Astartes chainsword&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it makes 1 additional attack with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Heavy bolt pistol&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 bolt pistol&#039;&#039;&#039; || 18&amp;quot; || Pistol 1 || 4 || -1 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*For every 5 models in this unit, 1 Initiate&#039;s &#039;&#039;&#039;bolt rifle&#039;&#039;&#039; can be replaced with 1 weapon from the &#039;&#039;Special Weapons&#039;&#039; list.&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;Special Weapons&#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 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;-Pyreblaster&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pyreblaster&#039;&#039;&#039; || 12&amp;quot; || Assault D6 || 4 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Melta rifle&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Melta rifle&#039;&#039;&#039; || 24&amp;quot; || Assault 1 || 8 || -4 || D6 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma incinerator&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 7 || -4 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 8 || -4 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-impactor&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-impactor&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 5 || -4 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*The Sword Brother&#039;s &#039;&#039;&#039;bolt rifle&#039;&#039;&#039; can be replaced with one of the following: 1 weapon from the &#039;&#039;Combi-weapons&#039;&#039; list; 1 weapon from the &#039;&#039;Melee Weapon&#039;&#039; list; 1 weapon from the &#039;&#039;Pistols&#039;&#039; list.&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;Combi-weapons&#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 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;-Rifle-flamer&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.&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 rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flamer&#039;&#039;&#039; || 12&amp;quot; || Assault D6 || 4 || 0 || 1 || Each time an attack is made with this weapon profile, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Rifle-melta&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.&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 rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meltagun&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 8 || -4 || D6 || Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Rifle-plasma&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.&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 rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Standard&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 8 || -3 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Rifle-grav&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.&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 rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Grav-gun&#039;&#039;&#039; || 18&amp;quot; || Rapid Fire 1 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Weapons&#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 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;-Astartes chainsword&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Astartes chainsword&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it makes 1 additional attack with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power weapon&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 weapon&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 1 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power fist&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 fist&#039;&#039;&#039; || Melee || Melee || x2 || -3 || 2 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Thunder hammer&#039;&#039;&#039; - 20 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || -2 || 3 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pistols&#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 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;-Bolt pistol&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Pyre pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pyre pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 3 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Inferno pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 8 || -3 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*The Intercessor Sergeant&#039;s &#039;&#039;&#039;bolt pistol&#039;&#039;&#039; or &#039;&#039;&#039;heavy bolt pistol&#039;&#039;&#039; can be replaced with one of the following: 1 weapon from the &#039;&#039;Melee Weapon&#039;&#039; list; 1 weapon from the &#039;&#039;Pistols&#039;&#039; list.&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;Melee Weapons&#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 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;-Astartes chainsword&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Astartes chainsword&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it makes 1 additional attack with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power weapon&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 weapon&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 1 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power fist&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 fist&#039;&#039;&#039; || Melee || Melee || x2 || -3 || 2 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Thunder hammer&#039;&#039;&#039; - 20 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || -2 || 3 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pistols&#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 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;-Bolt pistol&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Pyre pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pyre pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 3 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Inferno pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 8 || -3 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Any number of Neophytes can each have their &#039;&#039;&#039;boltgun&#039;&#039;&#039; replaced with one of the following: 1 &#039;&#039;&#039;Astartes chainsword&#039;&#039;&#039;; 1 &#039;&#039;&#039;Astartes shotgun&#039;&#039;&#039;.&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;-Astartes chainsword&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Astartes chainsword&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it makes 1 additional attack with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes shotgun&#039;&#039;&#039; - 1 pt&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Astartes shotgun&#039;&#039;&#039; || 12&amp;quot; || Assault 2 || 4 || 0 || 1 || If the target is within half range, add 1 to this weapon’s Strength.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Chapter&amp;gt;}}, {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|ADEPTUS ASTARTES}}&lt;br /&gt;
*{{W40kKeyword|Core}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Primaris}}, {{W40kKeyword|CRUSADER SQUAD}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{W40Kkeyword|[[Blood Ravens]]}}&#039;&#039;&#039;&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;
|[[File:Chapter BloodRavens.png|Border|75px|left]]&lt;br /&gt;
|&#039;&#039;Guided by their unusually powerful Librarians, the Blood Ravens strike with prescient, calculated wrath, studying their enemy closely and rarely deviating from their carefully forged battle plans. The Blood Ravens&#039; origins are unknown even to themselves, and this fact perhaps contributes to their fervent pursuit of knowledge and ancient lore. Coupled with their methodical combat doctrine, this practice has attracted derision from some headstrong Chapters, but in battle, the Blood Ravens fight with zeal and fury equal to any other Adeptus Astartes force.&#039;&#039;&lt;br /&gt;
|}&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;
-----&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Chapter special Rules&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactic - Relentless Seekers:&#039;&#039;&#039; &#039;&#039;The Blood Ravens unwaveringly seek out knowledge at all opportunities, and even the most punishing assaults cannot hold them at bay. Their Chapter Librarians are meticulous in this collection, for hopefully, this may lead them to some secret about their Chapter’s mysterious past.&#039;&#039;&lt;br /&gt;
::*Each time a Psychic test or Deny the Witch test is taken for a {{W40Kkeyword|PSYKER}} unit with this tactic, add 1 to the result.&lt;br /&gt;
::*You can ignore any or all modifiers to the Move characteristic of units with this tactic&lt;br /&gt;
::*You can ignore any or all modifiers to Advance rolls made for units with this tactic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine Bonus - Ordo Psykana:&#039;&#039;&#039; &#039;&#039;On the battlefield, the powerful Librarians of the Blood Ravens are expected to use their talents to support their battle-brothers through divinations and raw psychic energy.&#039;&#039;&lt;br /&gt;
::Whilst the &#039;&#039;Devastator Doctrine&#039;&#039; is active,  each time a {{W40Kkeyword|PSYKER}} unit with this ability successfully manifests a psychic power, add 6&amp;quot; to the range of that psychic power’s effects, and if the psychic power requires you to select a unit visible to the {{W40Kkeyword|PSYKER}}, for that manifestation you can select a unit visible to any friendly unit with the &amp;lt;u&amp;gt;Angels of Death&amp;lt;/u&amp;gt; ability.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Indomitable:&#039;&#039;&#039; &#039;&#039;This warlord refuses to yield whilst foes remain before him.&#039;&#039;&lt;br /&gt;
::When resolving an attack made against this {{W40Kkeyword|WARLORD}}, an unmodified wound roll of 1-3 always fail, irrespective of any abilities that the weapon or the model making that attack may have.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - Blade of the Martyr:&#039;&#039;&#039; &#039;&#039;This mighty Force Sword was once wielded by Azariah Moriah, then Chapter Master of the Blood Ravens, at the siege of Patel Major. Only rarely released from the Chapter&#039;s Librarium, this blade is psychically imbued with the memory of the Moriah&#039;s zeal.&#039;&#039;&lt;br /&gt;
::Model equipped with a &#039;&#039;&#039;force weapon&#039;&#039;&#039;. This Relic replaces a &#039;&#039;&#039;force weapon&#039;&#039;&#039; and has the following profile:&lt;br /&gt;
::{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| white-space: nowrap |&#039;&#039;&#039;Blade of the Martyr&#039;&#039;&#039; || Melee || Melee || +2 || -3 || D3 || align=&amp;quot;Left&amp;quot; | Each time a Psychic test is taken for the bearer, if the result of that test was an unmodified result of 9+, your opponent cannot attempt to deny that power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagems - Spiritual Might (1 CP):&#039;&#039;&#039; &#039;&#039;Suspiciously, the Blood Ravens are numbered amongst the most psychically gifted of all the Space Marine Chapters.&#039;&#039;&lt;br /&gt;
::&amp;lt;u&amp;gt;Epic Deed&amp;lt;/u&amp;gt;: Use this Stratagem in your Psychic phase. Select one {{W40Kkeyword|Blood Ravens}} {{W40Kkeyword|psyker}} unit from your army. You can attempt to manifest one additional psychic power with that unit this phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Electrosurge:&#039;&#039;&#039; &#039;&#039;Electrokinetic energy surges through the Librarian&#039;s veins and arcs between his fingertips. With a gesture, it leaps forth to transform flesh into charred meat.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 6&lt;br /&gt;
::&amp;lt;u&amp;gt;Witchfire&amp;lt;/u&amp;gt;: If manifested, select one enemy unit within 12&amp;quot; of and visible to this {{W40Kkeyword|PSYKER}}. That unit suffers 3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{W40Kkeyword|[[Crimson Fists]]}}&#039;&#039;&#039;&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;
|[[File:Chapter CrimsonFists.png|Border|75px|left]]&lt;br /&gt;
|&#039;&#039;The Crimson Fists spent arduous decades on the brink of extinction. Crippled by the assault on their home planet of Rynn&#039;s World by Ork Waaagh! Snagrod, the Chapter held on to their planet through sheer tenacity and tactical excellence. Only with the Ultima Founding was their strength restored, and they could look to the future with some degree of hope. They now fight to overthrow Xenos, despots, and tyrants.&#039;&#039;&lt;br /&gt;
|}&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;
-----&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Chapter special Rules&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactic - No Matter the Odds:&#039;&#039;&#039; &#039;&#039;Even when faced with seemingly insurmountable odds, the Crimson Fists emerge bloodied but victorious.&#039;&#039;&lt;br /&gt;
::*Each time a model with this tactic makes an attack against a unit that contained at least 5 more models than the attacker&#039;s unit when it was selected to fight or shoot, add 1 to that attack’s hit roll. For the purposes of this tactic, {{W40Kkeyword|VEHICLE}} models each count as 5 models.&lt;br /&gt;
::*Each time a model with this tactic is destroyed by a melee attack, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making attacks, and is then removed from play. When making these attacks, if any of the destroyed model’s characteristics change as it suffers damage, for the purposes of determining what characteristics on its profile to use, the destroyed model is considered to have 1 wound remaining.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine Bonus - Rynn&#039;s Defenders:&#039;&#039;&#039; &#039;&#039;Forged in the fire of the most terrible and hopeless battles, the Crimson Fists are steadfast and stubborn warriors, reluctant to yield so long as victory is possible.&#039;&#039;&lt;br /&gt;
::Whilst the &#039;&#039;Tactical Doctrine&#039;&#039; is active, each time a model with this ability makes a ranged attack that targets a unit within half range with a Rapid Fire weapon or an Assault weapon, improve the Strength characteristic of that attack by 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Tenacious Opponent:&#039;&#039;&#039; &#039;&#039;This champion fights all the harder when he is outnumbered by his foes.&#039;&#039;&lt;br /&gt;
::Each time this {{W40Kkeyword|WARLORD}} is selected to fight, if there are at least 5 enemy models within 6&amp;quot; of it, until that fight is resolved, add D3 to the Attacks characteristic of this {{W40Kkeyword|WARLORD}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - Fist of Vengeance:&#039;&#039;&#039; &#039;&#039;This master-crafted power fist is blood red, and chipped and marked with hundreds of battle scars. Forged many years before the cataclysm that almost destroyed the Crimson Fists, the Fist of Vengeance was recovered from the ruins of the Chapter’s fortress monastery. In the years since that dark day, this symbol of resilience and defiance has been borne into battle by many heroes of the Chapter.&#039;&#039;&lt;br /&gt;
::Model equipped with a &#039;&#039;&#039;power fist&#039;&#039;&#039;. This Relic replaces a &#039;&#039;&#039;power fist&#039;&#039;&#039; and has the following profile:&lt;br /&gt;
::{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| white-space: nowrap |&#039;&#039;&#039;Fist of Vengeance&#039;&#039;&#039; || Melee || Melee || x2 || -3 || 3 || align=&amp;quot;Left&amp;quot; | -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagems - Slay the Tyrant (1 CP):&#039;&#039;&#039; &#039;&#039;The Crimson Fists have earned a reputation for liberating planets enslaved by tyrants, slaying the despots themselves so that their power base crumbles.&#039;&#039;&lt;br /&gt;
::&amp;lt;u&amp;gt;Battle Tactic&amp;lt;/u&amp;gt;: Use this Stratagem in your Shooting phase or the Fight phase, when a {{W40Kkeyword|CRIMSON FISTS}} unit from your army is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit against a {{W40Kkeyword|CHARACTER}} unit, add 1 to the hit roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Enduring Duty:&#039;&#039;&#039; &#039;&#039;The Librarian steels the spirit of one of his companions to fight on to the end, even when the body should have given up and all hope is gone.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 5&lt;br /&gt;
::&amp;lt;u&amp;gt;Blessing&amp;lt;/u&amp;gt;: If manifested, select one friendly {{W40Kkeyword|CRIMSON FISTS}} {{W40Kkeyword|INFANTRY}} unit within 18&amp;quot; of the {{W40Kkeyword|psyker}}.&lt;br /&gt;
::*Select one model in that unit; that model regains up to D3 lost wounds. Each model can only be healed once per turn.&lt;br /&gt;
::*If that unit is not at its Starting Strength, one destroyed model is added back to that unit with its full wounds remaining.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{W40Kkeyword|[[Exorcists]]}}&#039;&#039;&#039;&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;
|[[File:Chapter Exorcists.png|Border|75px|left]]&lt;br /&gt;
|&#039;&#039;The secretive brethren of the Exorcists have taken it as their mission to hunt down and destroy the most terrible of Mankind’s foes, and a shroud of impenetrable mystery surrounds their operations and their ties to the more radical factions of the Inquisition. Undergoing arduous and unorthodox rituals and training regimes, the Exorcists are rendered resistant to the taint of Chaos and its debilitating effects.&#039;&#039;&lt;br /&gt;
|}&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;
-----&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Chapter special Rules&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactic - Psychic Ward:&#039;&#039;&#039; &#039;&#039;The Exorcists are known to utilise certain occult mental arts to enter an almost trance-like state of higher consciousness, which allows them to become completely devoid of fear and pain, even when confronted by the sanity-destroying horrors of the Warp.&#039;&#039;&lt;br /&gt;
::*Each time a Combat Attrition test is taken for a unit with this tactic, it is automatically passed.&lt;br /&gt;
::*Each time a model with this tactic would lose a wound, roll one D6; on a 6 that wound is not lost. If that wound would be lost as a result of a mortal wound, that wound is not lost on a 5+ instead of 6.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine Bonus - Unpredictable Adaptability:&#039;&#039;&#039; &#039;&#039;When an enemy counters one tactic used by the Exorcists, the Chapter plans accordingly, adapts, and changes strategy, enabling it to outmanoeuvre its enemies and catch them completely off-guard. &#039;&#039;&lt;br /&gt;
::While the &#039;&#039;Tactical Doctrine&#039;&#039; is active, while a unit with this ability is within Engagement Range of any enemy units, this unit gains the bonus of the &#039;&#039;Assault Doctrine&#039;&#039;, instead of the &#039;&#039;Tactical Doctrine&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Know Thy Enemy:&#039;&#039;&#039; &#039;&#039;This warlord is learned in the wealth of archived lore the Chapter has collected over centuries of warfare against their enemies, and applies this knowledge with effectiveness upon the battlefield.&#039;&#039;&lt;br /&gt;
::At the start of the first battle round, select one enemy unit. Until the end of the battle, this {{W40Kkeyword|WARLORD}} gains the following ability: &amp;quot;&amp;lt;u&amp;gt;Know Thy Enemy&amp;lt;/u&amp;gt; (Aura): While a friendly {{W40Kkeyword|EXORCISTS}} {{W40Kkeyword|CORE}} unit is within 6&amp;quot; of this model, each time a model in that unit makes an attack against that enemy unit, add 1 to the wound roll.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - Exile Plate:&#039;&#039;&#039; &#039;&#039;Etched into the Ceramite of this suit of armour are powerful wards and hexagrams of exile. With the culmination of the Chapter’s anagogic knowledge adorning every aspect of its surface, the bearer purges those black of soul.&#039;&#039;&lt;br /&gt;
::*The bearer has a Save characteristic of 2+.&lt;br /&gt;
::*While an enemy model is within Engagement Range of the bearer, worsen the Invulnerable saves or Daemonic saves this enemy model may have by 1, to a minimum of 6+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagems - Spiritual Resolve (2 CP):&#039;&#039;&#039; &#039;&#039;The ordeals of the Halls of Tempering grant heightened spiritual resilience to those who survive them.&#039;&#039;&lt;br /&gt;
::&amp;lt;u&amp;gt;Strategic Ploy&amp;lt;/u&amp;gt;: Use this Stratagem in your opponent’s Psychic phase, when an {{W40Kkeyword|EXORCISTS}} unit from your army is selected for a psychic power manifested by an enemy {{W40Kkeyword|PSYKER}}. The effects of that psychic power are not resolved for that manifestation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Soul Death:&#039;&#039;&#039; &#039;&#039;Looking into the Great Beyond, the Librarian search for the spirit of an enemy, and assault it directly.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 6&lt;br /&gt;
::&amp;lt;u&amp;gt;Witchfire&amp;lt;/u&amp;gt; (Aura): If manifested, select the closest enemy unit within 18&amp;quot; of this {{W40Kkeyword|PSYKER}}. That unit suffers D3 mortal wounds. If that unit has the {{W40Kkeyword|PSYKER}} keyword and the result of the Psychic test is higher than the Leadership characteristic of that unit, randomly select one psychic power that unit knows. Until the end of the battle, that unit no longer knows that psychic power.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{W40Kkeyword|[[Fire Angels]]}}&#039;&#039;&#039;&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;
|[[File:Chapter FireAngels.png|Border|75px|left]]&lt;br /&gt;
|&#039;&#039;The Fire Angels is a recently founded Chapter, though not the first to bear the title and panoply. The Fire Angels hail from the world of Lorin Alpha and while they share the genetic heritage of the Ultramarines, the Fire Angels have no special links to the wider body of Ultramarines successors. Instead, they look forward, carving their own legends in the annals of the Imperium&#039;s history.&#039;&#039;&lt;br /&gt;
|}&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;
-----&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Chapter special Rules&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactic - Sacred Messengers:&#039;&#039;&#039; &#039;&#039;The Fire Angels consider themselves to be holy fighters in the God Emperor’s service whose foremost duty is to defend the Imperium from those who would assail it.&#039;&#039;&lt;br /&gt;
::*Add 1 to the Leadership characteristic of models with this tactic.&lt;br /&gt;
::*Add 3&amp;quot; to the range of aura abilities of {{W40kKeyword|CHARACTER}} models with this tactic, to a maximum of 9&amp;quot;. This does not increase the range of the &amp;lt;u&amp;gt;Narthecium&amp;lt;/u&amp;gt; ability and aura abilities that are Psychic Powers.&lt;br /&gt;
::*Each time a {{W40kKeyword|CHARACTER}} model with this tactic uses an ability in your Command phase that specifies a range, add 3&amp;quot; to the range of that ability, to a maximum of 9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine Bonus - Live by the sword:&#039;&#039;&#039; &#039;&#039;The Fire Angels are known to favour the sword as the epitome of a warrior’s arsenal and the incarnate focus of his honour.&#039;&#039;&lt;br /&gt;
::Whilst the &#039;&#039;Assault Doctrine&#039;&#039; is active, each time a model with this ability makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Hallowed Warrior:&#039;&#039;&#039; &#039;&#039;The hands of this warlord are guided by his flawless faith in the God Emperor.&#039;&#039;&lt;br /&gt;
::Each time this {{W40kKeyword|WARLORD}} makes an attack, re-roll a hit roll of 1 and re-roll a wound roll of 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - Light of Castigation:&#039;&#039;&#039; &#039;&#039;The Fire Angels Chapter Cult cleaves much closer to the doctrine of the Ecclesiarchy than to the typical practices of its brethren, and its fervour has been added to more than one Ministorum crusade. After the Hengistus Crusade, a grateful cardinal provided to the Fire Angels the Light of Castigation, a hand flamer he had personally blessed and sanctified according to the highest rites.&#039;&#039;&lt;br /&gt;
::Model equipped with a &#039;&#039;&#039;pyre pistol&#039;&#039;&#039;. This Relic replaces a &#039;&#039;&#039;pyre pistol&#039;&#039;&#039; and has the following profile:&lt;br /&gt;
::{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| white-space: nowrap |&#039;&#039;&#039;Light of Castigation&#039;&#039;&#039; || 12&amp;quot; || white-space: nowrap | Pistol D6 || 4 || -1 || 2 || align=&amp;quot;Left&amp;quot; | Blast. Each time an attack is made with this weapon, that attack automatically hits the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagems - Unstoppable Advance (1/2 CP):&#039;&#039;&#039; &#039;&#039;Shaped by their earliest trials in combat, the Fire Angels have developed a predilection for mobile mechanised deployments.&#039;&#039;&lt;br /&gt;
::&amp;lt;u&amp;gt;Strategic Ploy&amp;lt;/u&amp;gt;: Use this Stratagem in your Movement phase, after a {{W40kKeyword|Fire Angels}} {{W40kKeyword|TRANSPORT}} unit from your army moves. If that unit is a {{W40kKeyword|REPULSOR}}, this Stratagem costs 2 CP; otherwise, it costs 1 CP. {{W40kKeyword|Fire Angels}} units embarked aboard that unit can immediately disembark. Any units that do so cannot Advance this turn, but can make a charge move this turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Wrath of the Righteous:&#039;&#039;&#039; &#039;&#039;Like a murderous angel, the Librarian exacts the Emperor’s righteous fury on those who deny His dominion over the stars or those who profane that which is sacred.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 7&lt;br /&gt;
::&amp;lt;u&amp;gt;Malediction&amp;lt;/u&amp;gt;: If manifested, select one enemy unit within 12&amp;quot; of and visible to this {{W40kKeyword|PSYKER}}. Until the start of your next Psychic phase, each time a melee attack is allocated to a model in that unit, add 1 to the Damage characteristic of that attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{W40Kkeyword|[[Iron Snakes]]}}&#039;&#039;&#039;&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;
|[[File:Chapter IronSnakes.png|Border|75px|left]]&lt;br /&gt;
|&#039;&#039;Hailing from the frozen ocean world of Ithaka, the Iron Snakes are a somewhat superstitious brotherhood whose squads are named after the founding leaders of the Chapter. Over the centuries, several Iron Snakes squads have accumulated particularly impressive string of victories and glorious rolls of honours - the histories of Squads Skypio, Parthus, Veii and Thebes are the stuff of many great sagas and legends.&#039;&#039;&lt;br /&gt;
|}&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;
-----&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Chapter special Rules&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactic - Phratry Organisation:&#039;&#039;&#039; &#039;&#039;Each Iron Snakes Squad is trained and equipped to fight independently of the rest of the Chapter. They are all treated as individual tactical formations, held equal in the line of battle.&#039;&#039;&lt;br /&gt;
::*{{W40kKeyword|INFANTRY}} units with this tactic gain the &amp;lt;u&amp;gt;Objective Secured&amp;lt;/u&amp;gt; ability.&lt;br /&gt;
::*Each time a model with this tactic makes a ranged attack that targets the closest eligible enemy unit, add 1 to that attacks hit roll.&lt;br /&gt;
::*Each time a model with this tactic makes a melee attack, if that model’s unit made a charge move this turn, add 1 to that attacks hit roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine Bonus - Ithaka&#039;s Spears:&#039;&#039;&#039; &#039;&#039;Particularly skilful with them, each Iron Snake battle brother is issued with Sea Lances before battle, to be used and disposed of at his convenience.&#039;&#039;&lt;br /&gt;
::Whilst the &#039;&#039;Assault Doctrine&#039;&#039; is active, when resolving a melee attack made by a model with this ability, improve the Armour Penetration characteristic of that attack by 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Predetermined Succession:&#039;&#039;&#039; &#039;&#039;Each squad-leader is expected to nominate a successor from within his squad, who will be chosen to accompany him to officer-level briefings and take over command in the event of his death.&#039;&#039;&lt;br /&gt;
::*After nominating this model to be your {{W40kKeyword|WARLORD}}, randomly determine one additional Warlord Trait for them from the Adeptus Astartes Warlord Traits table.&lt;br /&gt;
::*If this {{W40kKeyword|WARLORD}} is destroyed, you can immediately select one other {{W40kKeyword|Iron Snakes}} {{W40kKeyword|CHARACTER}} model from your army that does not have a Warlord Trait, and select a Warlord Trait for that model to gain (this must be a Warlord Trait no other model from your army has, it must be one that model can have, and cannot be Predetermined Succession). Until the end of the battle, that model counts as your Warlord for all rules purposes. If any mission objective, secondary objective or Agenda rules are triggered when your {{W40kKeyword|WARLORD}} is destroyed, those rules are not triggered until this new {{W40kKeyword|WARLORD}} is destroyed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - Tiborus:&#039;&#039;&#039; &#039;&#039;A master-crafted power lance used to hunt large and predacious species on Ithaka.&#039;&#039;&lt;br /&gt;
::Model equipped with a &#039;&#039;&#039;power weapon&#039;&#039;&#039; or &#039;&#039;&#039;master-crafted power weapon&#039;&#039;&#039; only. This Relic replaces a &#039;&#039;&#039;power weapon&#039;&#039;&#039; or &#039;&#039;&#039;master-crafted power weapon&#039;&#039;&#039;, and has the following profile:&lt;br /&gt;
::{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tiborus&#039;&#039;&#039; || Melee || Melee || +2 || -4 || 2 || align=&amp;quot;Left&amp;quot; | Each time an attack with this weapon is allocated to a model whose characteristics can change as they suffer damage, that model’s unit suffers 2 mortal wounds in addition to the normal damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagems - Phalanx Formation (2 CP):&#039;&#039;&#039; &#039;&#039;The Chapter&#039;s Armoury can issue Combat Shields and Sea Lances to all battle-brothers. Consequently, the Iron Snakes can close up and use shield-wall tactics to hold their position.&#039;&#039;&lt;br /&gt;
::&amp;lt;u&amp;gt;Battle Tactic&amp;lt;/u&amp;gt;: Use this Stratagem at the end of your Morale phase. Select one {{W40kKeyword|Iron Snakes}} {{W40kKeyword|INFANTRY}} unit from your army that is within 3&amp;quot; of any objective markers. Until the start of your next turn, add 1 to the Attacks and Leadership characteristic of models in that unit, and when resolving an attack made against that unit, add 1 to the armour saving throw.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Rending Maw:&#039;&#039;&#039; &#039;&#039;The Librarian calls forth the avatar of a sea-wyrms native to Ithaka, whose maw erupts from the very ground beneath the enemy. The very stones and earth reform into the shape of jaws and teeth that snap shut, consuming all within in a shower of gore.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 6&lt;br /&gt;
::&amp;lt;u&amp;gt;Witchfire&amp;lt;/u&amp;gt;: If manifested, select one enemy unit that is wholly on or within an Area Terrain feature and is within 18&amp;quot; of and visible to this {{W40Kkeyword|PSYKER}}. Roll ten D6; for each roll of 5+ that unit suffers 1 mortal wound.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{W40Kkeyword|[[Mortifactors]]}}&#039;&#039;&#039;&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;
|[[File:Chapter Mortifactors.png|Border|75px|left]]&lt;br /&gt;
|&#039;&#039;The Mortifactors are a dark and brooding Chapter who venerate their honoured dead to the point of obsession. Their open morbidness and celebration of death often makes their Imperial allies, especially the more superstitious ones, ill at ease. Their grim aspect and the fear that it inspires are weapons of war as much as the guns and blades they wield, and they have been seen to use skeletal war paint, hooded robes and even bone-inlaid Power Scythes in battle.&#039;&#039;&lt;br /&gt;
|}&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;
-----&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Chapter special Rules&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactic - Angels Macabre:&#039;&#039;&#039; &#039;&#039;Lore description.&#039;&#039;&lt;br /&gt;
::*Units with this tactic have the following ability: &#039;&amp;quot;&amp;lt;u&amp;gt;Grim Aspect&amp;lt;/u&amp;gt; (Aura): While an enemy unit is within 3&amp;quot; of a unit with this ability, subtract 2 from the Leadership characteristic of models in that unit, and subtract 1 from Combat Attrition tests made for that unit.&amp;quot;&lt;br /&gt;
::*Each time an attack is made by a model with this tactic, if its unit is below Half-strength, add 1 to that attack’s wound roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine Bonus - Morbid Harvest:&#039;&#039;&#039; &#039;&#039;Lore description.&#039;&#039;&lt;br /&gt;
::Whilst the &#039;&#039;Assault Doctrine&#039;&#039; is active, each time a model with this ability makes a melee attack, if the target of that attack was below Half Strength when it was selected as the target, or if the target has a Starting Strength of 1 and had half or less of its wounds remaining when it was selected as the target, you can ignore any or all wound roll modifiers and abilities that reduce the Damage characteristic of that attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - The Reaper&#039;s Visage (Aura):&#039;&#039;&#039; &#039;&#039;This warlord&#039;s aura of terror is so overwhelming that his mere presence mentally isolates his enemies from the rest of the battlefield.&#039;&#039;&lt;br /&gt;
::While an enemy unit is within 3&amp;quot; of this {{W40kKeyword|WARLORD}}, that unit cannot be affected by the abilities (excluding those that are psychic powers) of other enemy units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - Primarch&#039;s Edge:&#039;&#039;&#039; &#039;&#039;This venerable Astartes Combat Knife has seen millennia of service. Legend has it that it was first drawn by the Primarch Roboute Guilliman. It is unknown how the Mortifactors first came into the keeping of this relic, but their most cunning armourers have bent all their skill into preserving it unblemished through the long years since they received it.&#039;&#039;&lt;br /&gt;
::Model equipped with a &#039;&#039;&#039;chainsword&#039;&#039;&#039;. This Relic replaces a &#039;&#039;&#039;chainsword&#039;&#039;&#039; and has the following profile:&lt;br /&gt;
::{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| white-space: nowrap |&#039;&#039;&#039;Primarch&#039;s Edge&#039;&#039;&#039; || Melee || Melee || User || -2 || 2 || align=&amp;quot;Left&amp;quot; | Each time an attack is made with this weapon, an unmodified hit roll of 4+ automatically wounds the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagems - Daunting Riposte (1 CP):&#039;&#039;&#039; &#039;&#039;For the Mortifactors, only in death does duty truly begin.&#039;&#039;&lt;br /&gt;
::&amp;lt;u&amp;gt;Battle Tactic&amp;lt;/u&amp;gt;: Use this Stratagem at the start of the Fight phase. Select one {{W40kKeyword|Mortifactors}} {{W40kKeyword|CORE}} unit from your army. Until the end of the phase, each time a model in that unit is destroyed by a melee attack and does not explode, roll one D6: on a 5+, after the attacking models&#039; unit has finished making its attacks, it suffers 1 mortal wound (a unit can suffer a maximum of 6 mortal wounds per phase as the result of this ability).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Fear of the Darkness:&#039;&#039;&#039; &#039;&#039;Sheer terror overcomes the Librarian&#039;s foes as their souls are pierced with the horror of death and the truth of their insignificance in an uncaring universe.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 7&lt;br /&gt;
::&amp;lt;u&amp;gt;Witchfire&amp;lt;/u&amp;gt;: If manifested, select one enemy unit within 18&amp;quot; of and visible to this {{W40kKeyword|Psyker}}. Roll one 2D6 for each model in that unit: for each roll that exceeds that model’s Leadership characteristic, that model’s unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{W40Kkeyword|[[Raptors (Chapter)|Raptors]]}}&#039;&#039;&#039;&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;
|[[File:Chapter Raptors.png|Border|75px|left]]&lt;br /&gt;
|&#039;&#039;Believed to have been founded from initiates training on Deliverance at the time of the Isstvan V disaster, the Raptors are an ancient and well respected Chapter. They prize skilled marksmanship and independent thought, and view the Codex Astartes as a highly effective set of guidelines rather than absolute doctrine. The Raptors are known for fielding substantial 10th Company assets supported by waves of combat skimmers.&#039;&#039;&lt;br /&gt;
|}&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;
-----&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Chapter special Rules&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactic - Legendary Marksmen:&#039;&#039;&#039; &#039;&#039;Even amongst such expert sharpshooter as the Adeptus Astartes, the Raptors are rightly famed and feared for their ability to place lethally accurate gun fire onto enemy units, a skill often practised from ambush to devastating effect.&#039;&#039;&lt;br /&gt;
::*Add 4&amp;quot; to the Range characteristic of all ranged weapons (excluding flame weapons and Relics) models with this tactic are equipped with.&lt;br /&gt;
::*Each time a ranged attack targets an {{W40Kkeyword|INFANTRY}} unit with this tactic, if the attacker is more than 12&amp;quot; away, subtract 1 from that attack’s hit roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine Bonus - Precision Strikes&#039;&#039;&#039; &#039;&#039;Trained to identify and slaughter priority targets, the Raptors make art of stalking and assassination.&#039;&#039;&lt;br /&gt;
::Whilst the &#039;&#039;Tactical Doctrine&#039;&#039; is active, when resolving an attack made by a model with this ability against a {{W40Kkeyword|CHARACTER}} unit, you can add 1 to hit rolls and wound rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Guerrilla Fighter:&#039;&#039;&#039; &#039;&#039;Adept of asymmetric warfare, this warlord prefers ranged hit-and-run tactics over close quarters fighting.&#039;&#039;&lt;br /&gt;
::Once per turn, in your Shooting phase, after shooting with a friendly {{W40Kkeyword|Raptors}} {{W40Kkeyword|INFANTRY}} unit within 6&amp;quot; of this {{W40Kkeyword|WARLORD}}, that unit can make a Normal Move; if it does, that unit cannot shoot again this phase and is not eligible to declare a charge with this turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - Thanatos:&#039;&#039;&#039; &#039;&#039;This master-crafted bolt rifle is fitted with an incredibly sophisticated telescopic combat sight. No enemy is too far or too hidden for its gaze.&#039;&#039;&lt;br /&gt;
::Model equipped with a &#039;&#039;&#039;master-crafted bolt rifle&#039;&#039;&#039;. This Relic replaces a &#039;&#039;&#039;master-crafted bolt rifle&#039;&#039;&#039; and has the following profile:&lt;br /&gt;
::{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thanatos&#039;&#039;&#039; || 36&amp;quot; || white-space: nowrap | Rapid Fire 1 || 4 || -2 || 3 || align=&amp;quot;Left&amp;quot; | Each time you select a target for this weapon, ignore the &amp;lt;u&amp;gt;Look Out, Sir&amp;lt;/u&amp;gt; rule. Each time an attack is made with this weapon, you can ignore any or all hit roll and Ballistic Skill modifiers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagems - Infiltrated Vanguard (1/2 CP):&#039;&#039;&#039; &#039;&#039;By expertly scouting a region before launching an attack, the Raptors can insert their units without their opponents realising the number or nature of the opposing forces.&#039;&#039;&lt;br /&gt;
::&amp;lt;u&amp;gt;Strategic Ploy&amp;lt;/u&amp;gt;: Use this Stratagem before the battle when declaring reserves and transports (if you are playing a mission without this step, use this Stratagem during deployment instead). If you spend 1 CP, you can set up one {{W40Kkeyword|Raptors}} {{W40Kkeyword|INFANTRY}} unit from your army in ambush instead of placing it on the battlefield. If you spend 2 CPs, you can place two {{W40Kkeyword|Raptors}} {{W40Kkeyword|INFANTRY}} units in ambush instead. In the Reinforcements step of one of your Movement phases, you can set up any units in ambush anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models. You can only use this Stratagem once.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Shadowstep:&#039;&#039;&#039; &#039;&#039;The gloom of the battlefield coalesces into a dark passageway that allows those who use it to stalk amongst shadows and re-emerge where the foe least expects them.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 6&lt;br /&gt;
::&amp;lt;u&amp;gt;Blessing&amp;lt;/u&amp;gt;: If manifested, select one {{W40Kkeyword|Raptors}} {{W40Kkeyword|INFANTRY}} {{W40Kkeyword|CHARACTER}} unit from your army within 18&amp;quot; of this {{W40kKeyword|Psyker}}. Remove that unit from the battlefield and set it up anywhere on the battlefield that is more than 9&amp;quot; from any enemy models.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{W40Kkeyword|[[Red Scorpions]]}}&#039;&#039;&#039;&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;
|[[File:Chapter RedScorpions.png|Border|75px|left]]&lt;br /&gt;
|&#039;&#039;The Red Scorpions are stalwart traditionalists who view the purity of the Human form as sacrosanct. Although nothing is known of the Chapter&#039;s origins or primogenitor, their gene-seed is noted for its extreme incorruptibility, and this fact shapes their core beliefs. Scornful of any deviation from the physiology granted to them by the Emperor - whom they regard as divine - they despise aliens and mutants, refusing to ally with such abominations unless the Emperor&#039;s blessing seems indisputable.&#039;&#039;&lt;br /&gt;
|}&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;
-----&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Chapter special Rules&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactic - Purity Above All:&#039;&#039;&#039; &#039;&#039;Fanatical in their pursuit of genetic and spiritual purity, the gene-seed&#039;s sanctity is essential to the Red Scorpions&#039; core beliefs; as a result, the Apothecaries are present in the Chapter organisation as squad leaders in place of a sergeant.&#039;&#039;&lt;br /&gt;
::*You can ignore any or all Ballistic Skill and Weapon Skill modifiers for models with this tactic.&lt;br /&gt;
::*Models with this tactic that has the word &amp;quot;Sergeant&amp;quot; in their profile have the following ability: &amp;quot;&amp;lt;u&amp;gt;Helix Sergeant&amp;lt;/u&amp;gt;: Once per phase, the first time a saving throw is failed for this model&#039;s unit, the Damage characteristic of that attack is changed to 0.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine Bonus - Rigid Structure:&#039;&#039;&#039; &#039;&#039;The chain of command within the Chapter is highly authoritarian, and all orders given by a superior are to be obeyed without question.&#039;&#039;&lt;br /&gt;
::Whilst the &#039;&#039;Tactical Doctrine&#039;&#039; is active, when resolving an attack made by a {{W40kKeyword|CORE}} model with this ability, if that unit is within 3&amp;quot; of a {{W40kKeyword|CHARACTER}} model with this ability, you can add 1 to hit rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Divine Purity:&#039;&#039;&#039; &#039;&#039;This warlord holds himself to the highest of standards and considers his purity and loyalty second to none when compared to other servants of the God-Emperor and soldiers of the Imperium.&#039;&#039;&lt;br /&gt;
::This {{W40kKeyword|WARLORD}} can ignore any or all modifiers to its Strength, Toughness, Attacks and Leadership characteristics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - Tear of the Scorpion:&#039;&#039;&#039; &#039;&#039;Among all of the fine weapons from their vast armouries, none are as revered by the Red Scorpions as the Relic Blades known as the Tears of the Scorpion. Ancient weapons of immense spiritual value to the Chapter, this sword generate a power field of long-lost eldritch design. Other power weapons offer no protection from these vicious blades.&#039;&#039;&lt;br /&gt;
::Model equipped with a &#039;&#039;&#039;power weapon&#039;&#039;&#039; or &#039;&#039;&#039;master-crafted power weapon&#039;&#039;&#039; only. This Relic replaces a &#039;&#039;&#039;power weapon&#039;&#039;&#039; or &#039;&#039;&#039;master-crafted power weapon&#039;&#039;&#039;, and has the following profile:&lt;br /&gt;
::{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| white-space: nowrap |&#039;&#039;&#039;Tears of the Scorpion&#039;&#039;&#039; || Melee || Melee || +2 || -3 || 2 || align=&amp;quot;Left&amp;quot; | When resolving an attack made with this weapon, you can ignore any and all hit roll and wound roll modifiers for that attack, and the model that attack is allocated to cannot use any rules to ignore the wounds it loses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagems - Surprising Creativity (1 CP):&#039;&#039;&#039; &#039;&#039;Although the Chapter relies heavily on the Codex Astartes for strategic and tactical deployments, it can unexpectedly innovate when circumstances dictate.&#039;&#039;&lt;br /&gt;
::&amp;lt;u&amp;gt;Strategic Ploy&amp;lt;/u&amp;gt;: Use this Stratagem at the start of your Movement phase. Select one {{W40kKeyword|Red Scorpions}} {{W40kKeyword|CORE}} unit from your army, then select either the Devastator, Tactical or Assault Doctrine. Until the start of your next Movement phase, that unit gains the bonus of that combat doctrine instead of the active combat doctrine.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Word of the Codex Astartes:&#039;&#039;&#039; &#039;&#039;The Librarian calls to the common bond between Battle-Brothers as laid down by the Codex Astartes and reminds Space Marines of their sacred duty and powerful heritage.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 6&lt;br /&gt;
::&amp;lt;u&amp;gt;Blessing&amp;lt;/u&amp;gt;: If manifested, select one friendly {{W40kKeyword|Red Scorpions}} {{W40kKeyword|PRIMARIS}} unit within 12&amp;quot; of this {{W40kKeyword|PSYKER}}. Until the start of your next Psychic phase, Morale tests taken for that unit are automatically passed, and each time a model in that unit makes an attack, re-roll a hit roll of 1 and re-roll a wound roll of 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{W40Kkeyword|[[Shadow Wolves]]}}&#039;&#039;&#039;&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;
|[[File:Chapter ShadowWolves.png|Border|75px|left]]&lt;br /&gt;
|&#039;&#039;Thought to have been destroyed by the Tyranid invasion of their homeworld, Varadon, in 987.M41, the Shadow Wolves survived and managed to send a strike force to defend Cadia during the Thirteenth Black Crusade. Known for their particular hatred against their corrupted counterparts and their proficiency in utilizing archaic armaments, these Astartes demonstrate unparalleled acumen in battling against elite forces.&#039;&#039;&lt;br /&gt;
|}&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;DISCLAIMER: THE SHADOW WOLVES HAVE NEAR ZERO LORE. EVERYTHING HERE IS MADE-UP.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Chapter special Rules&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactic - Giant Slayers:&#039;&#039;&#039; &#039;&#039;The Shadow Wolves are honed to confront adversaries of formidable might in the crucible of combat. Even the strongest opponent should fear their wrath.&#039;&#039;&lt;br /&gt;
::*Each time an enemy model makes a melee attack against a unit with this tactic, if that enemy model made a charge move, was charged or performed a Heroic Intervention this turn, subtract 1 from that attack&#039;s hit roll.&lt;br /&gt;
::*Each time a model with this tactic makes a melee attack, if that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attack’s Strength characteristic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine Bonus - Archaic Customisation:&#039;&#039;&#039; &#039;&#039;The Shadow Wolves do not hesitate to extensively temper with armaments from the Dark Age of Technology, if such means the eradication of their many enemies.&#039;&#039;&lt;br /&gt;
::Whilst the &#039;&#039;Tactical Doctrine&#039;&#039; is active, when resolving an attack made with a plasma weapon or grav weapon by a model with this ability, add 1 to that attack’s wound roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Pack Leader (Aura):&#039;&#039;&#039; &#039;&#039;The exceptional charisma of this warlord influence greatly the warriors who battle beneath his banner. They fight all the harder to follow his shining example.&#039;&#039;&lt;br /&gt;
::Friendly {{W40kKeyword|Shadow Wolves}} {{W40kKeyword|PRIMARIS}} units can perform a Heroic Intervention as if they were {{W40kKeyword|CHARACTERS}} whilst they are within 6&amp;quot; of this {{W40kKeyword|WARLORD}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - Graviton Maul:&#039;&#039;&#039; &#039;&#039;Able to effortlessly pulverize armoured foes, these weapons are venerated artifacts hailing from the time of the Horus Heresy. Originally employed predominantly by the Fourth Legion in the course of both the Great Crusade and the Heresy, the enigma of how the Shadow Wolves procured these ancient hammers remains unsolved.&#039;&#039;&lt;br /&gt;
::Model equipped with a &#039;&#039;&#039;thunder hammer&#039;&#039;&#039;. This Relic replaces a &#039;&#039;&#039;thunder hammer&#039;&#039;&#039; and has the following profile:&lt;br /&gt;
::{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| white-space: nowrap |&#039;&#039;&#039;Graviton Maul&#039;&#039;&#039; || Melee || Melee || x2 || -3 || 3 || align=&amp;quot;Left&amp;quot; | This weapon is a grav weapon. Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 3+D3.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagems - Expert Anatomist (2 CP):&#039;&#039;&#039; &#039;&#039;The warriors of the Shadow Wolves meticulously analyse the anatomy of their adversaries before any conflict to ensure the delivery of lethal strikes.&#039;&#039;&lt;br /&gt;
::&amp;lt;u&amp;gt;Battle Tactic&amp;lt;/u&amp;gt;: Use this Stratagem in your Shooting phase or the Fight phase, when a {{W40kKeyword|Shadow Wolves}} {{W40kKeyword|Core}} or {{W40kKeyword|Shadow Wolves}} {{W40kKeyword|CHARACTER}} unit from your army is selected to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack, add 1 to the wound roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Armour Betrayal:&#039;&#039;&#039; &#039;&#039;The Librarian&#039;s otherworldly vision penetrates an enemy&#039;s hard-shell, laying bare its vulnerable inner workings to his destructive manipulation.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Malediction:&#039;&#039;&#039; 6&lt;br /&gt;
::&amp;lt;u&amp;gt;Malediction&amp;lt;/u&amp;gt;: If manifested, select one enemy unit within 18&amp;quot; of and visible to this {{W40kKeyword|psyker}}. Until the start of your next Psychic phase, subtract 1 to armour saving throws made for models in that enemy unit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{W40Kkeyword|[[Silver Skulls]]}}&#039;&#039;&#039;&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;
|[[File:Chapter SilverSkulls.png|Border|75px|left]]&lt;br /&gt;
|&#039;&#039;Highly superstitious, the Silver Skulls believe that the Emperor himself guides their deeds. Though this means that they will only take to the field when the portents are favourable, it also leads them to fight with the absolute conviction of fanatics, which does not sit well with some Imperial commanders. After the opening of the Great Rift, the Silver Skulls have been amongst the most active of all Chapters, fighting on many fronts.&#039;&#039;&lt;br /&gt;
|}&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;
-----&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Chapter special Rules&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactic - Cold Efficiency:&#039;&#039;&#039; &#039;&#039;The Silver Skulls are known for being relentless, efficient, extremely pragmatic, not adverse to using whatever tactics it takes to win, and their barbaric brutality when engaged in melee combat.&#039;&#039;&lt;br /&gt;
::*Models with this tactic do not suffer the penalty to hit rolls incurred for firing Assault weapons in the same turn that their unit has Advanced.&lt;br /&gt;
::*Models with this tactic do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved.&lt;br /&gt;
::*Each time a model with this tactic makes an attack with a melee weapon, if that model’s unit made a charge move, was charged or performed a Heroic Intervention this turn, improve the Armour Penetration characteristic of that attack by 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine Bonus - Prognosticatum Forecasts:&#039;&#039;&#039; &#039;&#039;The Prognosticars are the seers of the Silver Skulls, reading the Emperor&#039;s Tarot or Rune-stones for divination of the future, granting the squads and companies they are attached to an edge for the coming battle.&#039;&#039;&lt;br /&gt;
::Whilst the &#039;&#039;Devastator Doctrine&#039;&#039; is active, each time a {{W40Kkeyword|CORE}} unit with this ability makes a ranged attack, while they are within 6&amp;quot; of a friendly {{W40Kkeyword|PSYKER}}, you can ignore any or all hit roll and Ballistic Skill modifiers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Skilled Augure:&#039;&#039;&#039; &#039;&#039;This Prognosticar is a master of the esoteric divination and precognitive abilities, which are the pride of his Chapter.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|Psyker}} only. Once per Psychic phase, when you attempt to manifest a &#039;&#039;Blessing&#039;&#039; Psychic Power with this {{W40Kkeyword|WARLORD}}, you can re-roll that Psychic test.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - Argent Guide:&#039;&#039;&#039; &#039;&#039;A rare psycho-crystalline lattice is woven throughout the faces of this set of divinatory cards of the Emperor&#039;s Tarot. Its unusual construction allows anyone familiar with the Chapter mysteries to utilise the diviner&#039;s arts.&#039;&#039;&lt;br /&gt;
::Each time your opponent uses a Stratagem, if the bearer is on the battlefield, roll one D6: on a 5+, you gain 1 Command point.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagems - Headhunting (1 CP):&#039;&#039;&#039; &#039;&#039;The Silver Skulls have a brutal reputation as headhunters. They are known for wearing the decapitated heads and skulls of their enemies as trophies on their power armour.&#039;&#039;&lt;br /&gt;
::&amp;lt;u&amp;gt;Battle Tactic&amp;lt;/u&amp;gt;: Use this Stratagem when a {{W40Kkeyword|Silver Skulls}} {{W40Kkeyword|PRIMARIS}} unit from your army is chosen to fight with in the Fight phase. Until the end of the phase, when resolving an attack made by a model in that unit against a {{W40Kkeyword|CHARACTER}} unit that is not a {{W40Kkeyword|VEHICLE}}, or against a unit that is not a {{W40Kkeyword|VEHICLE}} and contains any models with a Wounds characteristic of 4 or more, add 1 to the wound roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Empyric Prognostic:&#039;&#039;&#039; &#039;&#039;The Prognosticar projects his will deep into the Warp to ascertain the next step towards victory.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 6&lt;br /&gt;
::&amp;lt;u&amp;gt;Blessing&amp;lt;/u&amp;gt;: If manifested, until the start of your next Psychic phase, you can change the result of a single hit roll, wound roll, Advance roll, charge roll, Psychic test, Deny the Witch test or Morale test made for one friendly {{W40Kkeyword|Silver Skulls}} unit within 18&amp;quot; of this {{W40kKeyword|PSYKER}} to be 6. This counts as an unmodified 6 for all rules purposes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{W40Kkeyword|[[Storm Wardens]]}}&#039;&#039;&#039;&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;
|[[File:Chapter StormWardens.png|Border|75px|left]]&lt;br /&gt;
|&#039;&#039;The Battle-Brothers of the Storm Wardens Chapter are known to exhibit a fierce resolve in the face of overwhelming odds and display an unstoppable drive to test themselves against all who would stand before them. Perhaps this feature of their character is a result of the beliefs instilled in each before he has even joined the Chapter, for the warrior clans of Sacris are fearsome and resolute indeed.&#039;&#039;&lt;br /&gt;
|}&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;
-----&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Chapter special Rules&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactic - Storm and Fury:&#039;&#039;&#039; &#039;&#039;The traditions of the Storm Wardens mirror those of the feral tribes of Sacris, which place a strong emphasis on close combat and testing oneself against the strongest of foes upon the field of battle.&#039;&#039;&lt;br /&gt;
::*At the start of the Fight phase, if a unit with this tactic is within Engagement Range of any enemy units, it can fight first that phase.&lt;br /&gt;
::*Units with this tactic are eligible to perform Heroic Interventions as if they were {{W40kKeyword|CHARACTERS}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine Bonus - Way of Honour:&#039;&#039;&#039; &#039;&#039;Upon closing with the enemy, the Storm Wardens draw their chainswords and Sacris Claymores, and engage the enemy in the manner of their forebears - in the bloody maelstrom of close combat.&#039;&#039;&lt;br /&gt;
::Whilst the &#039;&#039;Assault Doctrine&#039;&#039; is active, when resolving a melee attack made by a model with this ability, if it made a charge move, was charged or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to that attack&#039;s wound roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Master Duellist:&#039;&#039;&#039; &#039;&#039;This warlord seek out single combat with foes he considers worthy of the honour.&#039;&#039;&lt;br /&gt;
::*This {{W40kKeyword|Warlord}} is eligible to perform a Heroic Intervention if it is within 6&amp;quot; horizontally and 5&amp;quot; vertically of any enemy unit, instead of 3&amp;quot; horizontally and 5&amp;quot; vertically.&lt;br /&gt;
::*Each time this {{W40kKeyword|Warlord}} makes a Heroic Intervention move, it can move up to 6&amp;quot; instead of 3&amp;quot;. All other rules for Heroic Interventions still apply.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - Fury Unrelenting:&#039;&#039;&#039; &#039;&#039;These vambraces were salvaged from the ruined armour of a Battle-Brother of the Storm Wardens during an engagement by the Chapter against the Tau. He survived the barrage brought to bear against his squad by Broadside Battlesuits and charged the position held by the heavy guns alone. In a vengeful rage, he assaulted his foes with just his armoured fists, but his furious blows were enough to bring down the Battlesuits before he was slain.&#039;&#039;&lt;br /&gt;
::Each time the bearer makes a melee attack, you can select for it to use the close combat weapon profile instead of a melee weapon it is equipped with. Each time the bearer makes an attack with the close combat weapon profile, if a hit is scored, the target suffers 1 mortal wound and the attack sequence ends.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagems - The last duel (2 CP):&#039;&#039;&#039; &#039;&#039;Many Storm Warden Astartes prefer to challenge enemy commanders to single combat to test themselves against the mightiest of enemies.&#039;&#039;&lt;br /&gt;
::&amp;lt;u&amp;gt;Epic Deed&amp;lt;/u&amp;gt;: Use this Stratagem in the Fight phase. Select one {{W40kKeyword|Storm Wardens}} {{W40kKeyword|CHARACTER}} unit (excluding {{W40kKeyword|VEHICLE}} units) from your army and one enemy {{W40kKeyword|CHARACTER}} unit. Until the end of the phase, each time that enemy {{W40kKeyword|CHARACTER}} unit is selected to fight, if the selected {{W40kKeyword|Storm Wardens}} {{W40kKeyword|CHARACTER}} unit is within Engagement Range of that enemy {{W40kKeyword|CHARACTER}} unit when your opponent is selecting targets for its attacks, those attacks can only target the selected {{W40kKeyword|Storm Wardens}} {{W40kKeyword|CHARACTER}} unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Ancestor&#039;s Rage:&#039;&#039;&#039; &#039;&#039;Calling upon the talents of dead heroes of the Chapter, the Librarian is able to instil exceptional skill at arms.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 6&lt;br /&gt;
::&amp;lt;u&amp;gt;Blessing&amp;lt;/u&amp;gt;: If manifested, select one friendly {{W40kKeyword|Storm Wardens}} {{W40kKeyword|PRIMARIS}} model within 12&amp;quot; of this {{W40kKeyword|PSYKER}}. Until the start of your next Psychic phase, add 2 to the Strength and Attacks characteristics of that model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
===HQs===&lt;br /&gt;
-----&lt;br /&gt;
====Captain====&lt;br /&gt;
[[File:99120101179 PrimarisCaptain01.jpg|right|350px]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1000px&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;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Captain.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Captain || 6&amp;quot; || 2+ || 2+ || 4 || 4 || 6 || 5 || 9 || 3+ || 75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
A Captain is equipped with: Astartes chainsword; bolt pistol; Astartes grenades.&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;-Astartes chainsword&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Astartes chainsword&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it makes 1 additional attack with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes grenades&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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 || 4 || 0 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krak grenade&#039;&#039;&#039; || 6&amp;quot; || Grenade 1 || 6 || -2 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Angels of Death&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Iron Halo&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rites of Battle (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Core}} unit is within 6&amp;quot; of this model, each time a model in that unit makes an attack, re-roll a hit roll of 1.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
*If this model is not equiped with an &#039;&#039;&#039;Astartes grav-bike&#039;&#039;&#039;, this model’s &#039;&#039;&#039;bolt pistol&#039;&#039;&#039; and &#039;&#039;&#039;Astartes chainsword&#039;&#039;&#039; can be replaced with 1 &#039;&#039;&#039;pair of lightning claws&#039;&#039;&#039;.&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;-Pair of lightning claws&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pair of lightning claws&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || Each time the bearer fights, it makes 2 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*This model’s &#039;&#039;&#039;Astartes chainsword&#039;&#039;&#039; can be replaced with one of the following: 1 weapon from the &#039;&#039;Pistols&#039;&#039; list; 1 weapon from the &#039;&#039;Melee Weapons&#039;&#039; list; 1 &#039;&#039;&#039;storm shield&#039;&#039;&#039; (maximum 1 per model).&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;Pistols&#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 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;-Bolt pistol&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Pyre pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pyre pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 3 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Inferno pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 8 || -3 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Weapons&#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 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;-Astartes chainsword&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Astartes chainsword&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it makes 1 additional attack with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power weapon&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 weapon&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 1 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power fist&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 fist&#039;&#039;&#039; || Melee || Melee || x2 || -3 || 2 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Thunder hammer&#039;&#039;&#039; - 15 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || -2 || 3 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Storm shield&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm shield&#039;&#039;&#039; || The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*This model’s &#039;&#039;&#039;bolt pistol&#039;&#039;&#039; can be replaced with one of the following: 1 weapon from the &#039;&#039;Pistols&#039;&#039; list; 1 weapon from the &#039;&#039;Melee Weapons&#039;&#039; list; 1 &#039;&#039;&#039;storm shield&#039;&#039;&#039; (maximum 1 per model).&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;Pistols&#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 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;-Bolt pistol&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Pyre pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pyre pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 3 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Inferno pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 8 || -3 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Weapons&#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 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;-Astartes chainsword&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Astartes chainsword&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it makes 1 additional attack with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power weapon&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 weapon&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 1 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power fist&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 fist&#039;&#039;&#039; || Melee || Melee || x2 || -3 || 2 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Thunder hammer&#039;&#039;&#039; - 15 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || -2 || 3 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Storm shield&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm shield&#039;&#039;&#039; || The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*If this model is not equiped with a &#039;&#039;&#039;Astartes jump pack&#039;&#039;&#039; or an &#039;&#039;&#039;Astartes grav-bike&#039;&#039;&#039;, this model’s &#039;&#039;&#039;Astartes chainsword&#039;&#039;&#039; can be replaced with one of the following: 1 weapon from the &#039;&#039;Combi-weapons&#039;&#039; list; 1 weapon from the &#039;&#039;Special Weapons&#039;&#039; list; 1 weapon from the &#039;&#039;Heavy weapons&#039;&#039; list; 1 &#039;&#039;&#039;master-crafted bolt rifle&#039;&#039;&#039;.&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;Combi-weapons&#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 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;-Rifle-flamer&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.&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 rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flamer&#039;&#039;&#039; || 12&amp;quot; || Assault D6 || 4 || 0 || 1 || Each time an attack is made with this weapon profile, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Rifle-melta&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.&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 rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meltagun&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 8 || -4 || D6 || Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Rifle-plasma&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.&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 rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Standard&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 8 || -3 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Rifle-grav&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.&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 rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Grav-gun&#039;&#039;&#039; || 18&amp;quot; || Rapid Fire 1 || 5 || -3 || 1 || Each time an attack made with this weapon profile is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Weapons&#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 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;-Pyreblaster&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pyreblaster&#039;&#039;&#039; || 12&amp;quot; || Assault D6 || 4 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Melta rifle&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Melta rifle&#039;&#039;&#039; || 24&amp;quot; || Assault 1 || 8 || -4 || D6 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma incinerator&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 7 || -4 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 8 || -4 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-impactor&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-impactor&#039;&#039;&#039; || 20&amp;quot; || Assault 2 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons&#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 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;-Heavy bolter&#039;&#039;&#039; - 15 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 bolter&#039;&#039;&#039; || 36&amp;quot; || Heavy 3 || 5 || -1 || 2 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Heavy flamer&#039;&#039;&#039; - 15 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 flamer&#039;&#039;&#039; || 12&amp;quot; || Heavy D6 || 5 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Multi-melta&#039;&#039;&#039; - 25 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Multi-melta&#039;&#039;&#039; || 24&amp;quot; || Heavy 2 || 8 || -4 || D6 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Lascannon&#039;&#039;&#039; - 20 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-cannon&#039;&#039;&#039; - 15 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-cannon&#039;&#039;&#039; || 30&amp;quot; || Heavy 4 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma cannon&#039;&#039;&#039; - 20 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 36&amp;quot; || Heavy D3 || 7 || -3 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 36&amp;quot; || Heavy D3 || 8 || -3 || 2 || Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Master-crafted bolt rifle&#039;&#039;&#039; - 3 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Master-crafted bolt rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 4 || -1 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*This model can be equipped with one of the following: 1 &#039;&#039;&#039;Astartes jump pack&#039;&#039;&#039;; 1 &#039;&#039;&#039;Astartes grav-bike&#039;&#039;&#039; and 1 &#039;&#039;&#039;in-built bolter array&#039;&#039;&#039;.&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;-Astartes jump pack&#039;&#039;&#039; - 25 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Astartes jump pack&#039;&#039;&#039; || Improve the Move characteristic of the bearer by 6&amp;quot;. The bearer has the &amp;lt;u&amp;gt;Death From Above&amp;lt;/u&amp;gt; ability and the {{W40Kkeyword|FLY}} and {{W40Kkeyword|JUMP PACK}} keywords.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes grav-bike&#039;&#039;&#039; - 40 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Astartes grav-bike&#039;&#039;&#039; || Improve the Move characteristic of the bearer by 8&amp;quot;. Add 1 to the bearer&#039;s Toughness characteristic and 2 to its Wound characteristic. The bearer has the &amp;lt;u&amp;gt;Grav-bike&amp;lt;/u&amp;gt; ability and the {{W40Kkeyword|BIKER}} keyword, and does not have the {{W40Kkeyword|INFANTRY}} keyword.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-In-built bolter array&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;In-built bolter array&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 2 || 4 || -1 || 1 || Each time the bearer shoots, it can make attacks with this weapon even if it also makes attacks with Pistols or Grenades.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Chapter&amp;gt;}}, {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|ADEPTUS ASTARTES}}&lt;br /&gt;
*{{W40kKeyword|Infantry}}, {{W40kKeyword|Primaris}}, {{W40kKeyword|Character}}, {{W40kKeyword|Captain}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Lieutenant====&lt;br /&gt;
[[File:Lieutenant1.jpg|right|350px]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1000px&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;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Lieutenant.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Lieutenant || 6&amp;quot; || 2+ || 2+ || 4 || 4 || 5 || 4 || 8 || 3+ || 65&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
A Lieutenant is equipped with: Astartes chainsword; bolt pistol; Astartes grenades.&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;-Astartes chainsword&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Astartes chainsword&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it makes 1 additional attack with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes grenades&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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 || 4 || 0 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krak grenade&#039;&#039;&#039; || 6&amp;quot; || Grenade 1 || 6 || -2 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Angels of Death&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Company Heroes&amp;quot;&amp;gt;&lt;br /&gt;
If your army is Battle-forged, then for each {{W40kKeyword|Lieutenant}} unit included in a Detachment, a second {{W40kKeyword|Lieutenant}} unit can be included in that Detachment without taking up an additional Battlefield Role slot.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Refractor Field&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 5+ invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical Precision (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Core}} unit is within 6&amp;quot; of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
*If this model is not equiped with an &#039;&#039;&#039;Astartes grav-bike&#039;&#039;&#039;, this model’s &#039;&#039;&#039;bolt pistol&#039;&#039;&#039; and &#039;&#039;&#039;Astartes chainsword&#039;&#039;&#039; can be replaced with 1 &#039;&#039;&#039;pair of lightning claws&#039;&#039;&#039;.&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;-Pair of lightning claws&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pair of lightning claws&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || Each time the bearer fights, it makes 2 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*This model’s &#039;&#039;&#039;Astartes chainsword&#039;&#039;&#039; can be replaced with one of the following: 1 weapon from the &#039;&#039;Pistols&#039;&#039; list; 1 weapon from the &#039;&#039;Melee Weapons&#039;&#039; list; 1 &#039;&#039;&#039;storm shield&#039;&#039;&#039; (maximum 1 per model).&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;Pistols&#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 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;-Bolt pistol&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Pyre pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pyre pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 3 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Inferno pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 8 || -3 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Weapons&#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 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;-Astartes chainsword&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Astartes chainsword&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it makes 1 additional attack with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power weapon&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 weapon&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 1 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power fist&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 fist&#039;&#039;&#039; || Melee || Melee || x2 || -3 || 2 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Thunder hammer&#039;&#039;&#039; - 15 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || -2 || 3 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Storm shield&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm shield&#039;&#039;&#039; || The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*This model’s &#039;&#039;&#039;bolt pistol&#039;&#039;&#039; can be replaced with one of the following: 1 weapon from the &#039;&#039;Pistols&#039;&#039; list; 1 weapon from the &#039;&#039;Melee Weapons&#039;&#039; list; 1 &#039;&#039;&#039;storm shield&#039;&#039;&#039; (maximum 1 per model).&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;Pistols&#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 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;-Bolt pistol&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Pyre pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pyre pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 3 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Inferno pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 8 || -3 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Weapons&#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 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;-Astartes chainsword&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Astartes chainsword&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it makes 1 additional attack with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power weapon&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 weapon&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 1 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power fist&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 fist&#039;&#039;&#039; || Melee || Melee || x2 || -3 || 2 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Thunder hammer&#039;&#039;&#039; - 15 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || -2 || 3 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Storm shield&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm shield&#039;&#039;&#039; || The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*If this model is not equiped with a &#039;&#039;&#039;Astartes jump pack&#039;&#039;&#039; or an &#039;&#039;&#039;Astartes grav-bike&#039;&#039;&#039;, this model’s &#039;&#039;&#039;Astartes chainsword&#039;&#039;&#039; can be replaced with one of the following: 1 weapon from the &#039;&#039;Combi-weapons&#039;&#039; list; 1 weapon from the &#039;&#039;Special Weapons&#039;&#039; list; 1 weapon from the &#039;&#039;Heavy weapons&#039;&#039; list; 1 &#039;&#039;&#039;master-crafted bolt rifle&#039;&#039;&#039;.&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;Combi-weapons&#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 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;-Rifle-flamer&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.&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 rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flamer&#039;&#039;&#039; || 12&amp;quot; || Assault D6 || 4 || 0 || 1 || Each time an attack is made with this weapon profile, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Rifle-melta&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.&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 rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meltagun&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 8 || -4 || D6 || Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Rifle-plasma&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.&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 rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Standard&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 8 || -3 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Rifle-grav&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.&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 rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Grav-gun&#039;&#039;&#039; || 18&amp;quot; || Rapid Fire 1 || 5 || -3 || 1 || Each time an attack made with this weapon profile is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Weapons&#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 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;-Pyreblaster&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pyreblaster&#039;&#039;&#039; || 12&amp;quot; || Assault D6 || 4 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Melta rifle&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Melta rifle&#039;&#039;&#039; || 24&amp;quot; || Assault 1 || 8 || -4 || D6 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma incinerator&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 7 || -4 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 8 || -4 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-impactor&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-impactor&#039;&#039;&#039; || 20&amp;quot; || Assault 2 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons&#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 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;-Heavy bolter&#039;&#039;&#039; - 15 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 bolter&#039;&#039;&#039; || 36&amp;quot; || Heavy 3 || 5 || -1 || 2 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Heavy flamer&#039;&#039;&#039; - 15 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 flamer&#039;&#039;&#039; || 12&amp;quot; || Heavy D6 || 5 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Multi-melta&#039;&#039;&#039; - 25 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Multi-melta&#039;&#039;&#039; || 24&amp;quot; || Heavy 2 || 8 || -4 || D6 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Lascannon&#039;&#039;&#039; - 20 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-cannon&#039;&#039;&#039; - 15 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-cannon&#039;&#039;&#039; || 30&amp;quot; || Heavy 4 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma cannon&#039;&#039;&#039; - 20 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 36&amp;quot; || Heavy D3 || 7 || -3 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 36&amp;quot; || Heavy D3 || 8 || -3 || 2 || Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Master-crafted bolt rifle&#039;&#039;&#039; - 3 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Master-crafted bolt rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 4 || -1 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*This model can be equipped with one of the following: 1 &#039;&#039;&#039;Astartes jump pack&#039;&#039;&#039;; 1 &#039;&#039;&#039;Astartes grav-bike&#039;&#039;&#039; and 1 &#039;&#039;&#039;in-built bolter array&#039;&#039;&#039;.&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;-Astartes jump pack&#039;&#039;&#039; - 25 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Astartes jump pack&#039;&#039;&#039; || Improve the Move characteristic of the bearer by 6&amp;quot;. The bearer has the &amp;lt;u&amp;gt;Death From Above&amp;lt;/u&amp;gt; ability and the {{W40Kkeyword|FLY}} and {{W40Kkeyword|JUMP PACK}} keywords.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes grav-bike&#039;&#039;&#039; - 40 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Astartes grav-bike&#039;&#039;&#039; || Improve the Move characteristic of the bearer by 8&amp;quot;. Add 1 to the bearer&#039;s Toughness characteristic and 2 to its Wound characteristic. The bearer has the &amp;lt;u&amp;gt;Grav-bike&amp;lt;/u&amp;gt; ability and the {{W40Kkeyword|BIKER}} keyword, and does not have the {{W40Kkeyword|INFANTRY}} keyword.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-In-built bolter array&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;In-built bolter array&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 2 || 4 || -1 || 1 || Each time the bearer shoots, it can make attacks with this weapon even if it also makes attacks with Pistols or Grenades.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Chapter&amp;gt;}}, {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|ADEPTUS ASTARTES}}&lt;br /&gt;
*{{W40kKeyword|Infantry}}, {{W40kKeyword|Primaris}}, {{W40kKeyword|Character}}, {{W40kKeyword|Lieutenant}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Chaplain====&lt;br /&gt;
[[File:40kPreviewJuly23 Chaplain8h-500x466.jpg|right|350px]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1000px&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;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Chaplain.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Chaplain || 6&amp;quot; || 2+ || 3+ || 4 || 4 || 5 || 4 || 9 || 3+ || 70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
A Chaplain is equipped with: Crozius Arcanum; heavy bolt pistol; Astartes grenades.&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;-Crozius Arcanum&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Crozius Arcanum&#039;&#039;&#039; || Melee || Melee || +2 || -2 || 2 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Heavy bolt pistol&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 bolt pistol&#039;&#039;&#039; || 18&amp;quot; || Pistol 1 || 4 || -1 || 1 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes grenades&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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 || 4 || 0 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krak grenade&#039;&#039;&#039; || 6&amp;quot; || Grenade 1 || 6 || -2 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Angels of Death&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rosarius&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 5+ invulnerable save. In addition, if a psychic power manifested by an enemy model targets this model, roll one D6: on a 5+, this model is not affected by that power (other models are still affected normally).&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spiritual Leaders (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Core}} unit is within 6&amp;quot; of this model, models in that unit can use this model’s Leadership characteristic instead of their own.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model’s &#039;&#039;&#039;heavy bolt pistol&#039;&#039;&#039; can be replaced with 1 weapon from the &#039;&#039;Pistols&#039;&#039; list.&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;Pistols&#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 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;-Bolt pistol&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Pyre pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pyre pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 3 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Inferno pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 8 || -3 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*This model can be equipped with one of the following: 1 &#039;&#039;&#039;Astartes jump pack&#039;&#039;&#039;; 1 &#039;&#039;&#039;Astartes grav-bike&#039;&#039;&#039; and 1 &#039;&#039;&#039;in-built bolter array&#039;&#039;&#039;.&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;-Astartes jump pack&#039;&#039;&#039; - 25 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Astartes jump pack&#039;&#039;&#039; || Improve the Move characteristic of the bearer by 6&amp;quot;. The bearer has the &amp;lt;u&amp;gt;Death From Above&amp;lt;/u&amp;gt; ability and the {{W40Kkeyword|FLY}} and {{W40Kkeyword|JUMP PACK}} keywords.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes grav-bike&#039;&#039;&#039; - 40 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Astartes grav-bike&#039;&#039;&#039; || Improve the Move characteristic of the bearer by 8&amp;quot;. Add 1 to the bearer&#039;s Toughness characteristic and 2 to its Wound characteristic. The bearer has the &amp;lt;u&amp;gt;Grav-bike&amp;lt;/u&amp;gt; ability and the {{W40Kkeyword|BIKER}} keyword, and does not have the {{W40Kkeyword|INFANTRY}} keyword.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-In-built bolter array&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;In-built bolter array&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 2 || 4 || -1 || 1 || Each time the bearer shoots, it can make attacks with this weapon even if it also makes attacks with Pistols or Grenades.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priest:&#039;&#039;&#039;&lt;br /&gt;
:This model knows the &#039;&#039;Litany of Hate&#039;&#039; and one other litany from the &#039;&#039;&#039;Litanies of Battle&#039;&#039;&#039;. In your Command phase, if this model is on the battlefield, it can recite one litany it knows that has not already been recited by a friendly model this turn. Roll one D6: on a 3+, the recited litany is inspiring and takes effect until the start of your next Command phase.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Chapter&amp;gt;}}, {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|ADEPTUS ASTARTES}}&lt;br /&gt;
*{{W40kKeyword|Infantry}}, {{W40kKeyword|Primaris}}, {{W40kKeyword|Priest}}, {{W40kKeyword|Character}}, {{W40kKeyword|Chaplain}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Librarian====&lt;br /&gt;
[[File:40kPrimarisLibReveal1.jpg|right|350px]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1000px&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;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Librarian.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Librarian || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 5 || 4 || 9 || 3+ || 85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
A Librarian is equipped with: force weapon; bolt pistol; Astartes grenades.&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;-Force weapon&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 weapon&#039;&#039;&#039; || Melee || Melee || +1 || -3 || D3 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes grenades&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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 || 4 || 0 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krak grenade&#039;&#039;&#039; || 6&amp;quot; || Grenade 1 || 6 || -2 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Angels of Death&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Psychic Hood&amp;quot;&amp;gt;&lt;br /&gt;
Each time a Deny the Witch test is taken for this model, if the unit attempting to manifest the psychic power is within 12&amp;quot; of this model, add 1 to that Deny the Witch test.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model’s &#039;&#039;&#039;bolt pistol&#039;&#039;&#039; can be replaced with 1 weapon from the &#039;&#039;Pistols&#039;&#039; list.&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;Pistols&#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 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;-Bolt pistol&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Pyre pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pyre pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 3 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Inferno pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 8 || -3 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;&lt;br /&gt;
:This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and two psychic powers from the &#039;&#039;&#039;Librarius discipline&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Chapter&amp;gt;}}, {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|ADEPTUS ASTARTES}}&lt;br /&gt;
*{{W40kKeyword|Infantry}}, {{W40kKeyword|Primaris}}, {{W40kKeyword|Psyker}}, {{W40kKeyword|Character}}, {{W40kKeyword|Librarian}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Techmarine====&lt;br /&gt;
[[File:PrimarisTechmarineModelHelmeted.png|right|350px]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1000px&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;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Techmarine.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Techmarine || 6&amp;quot; || 3+ || 2+ || 4 || 4 || 5 || 4 || 8 || 2+ || 65&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
A Techmarine is equipped with: forge bolter; bolt pistol; master-crafted power weapon; servo-arm; Astartes grenades.&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;-Forge bolter&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Forge bolter&#039;&#039;&#039; || 24&amp;quot; || Assault 3 || 5 || -1 || 2 || Each time the bearer shoots, it can make attacks with this weapon even if it also makes attacks with Pistols or Grenades.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Master-crafted power weapon&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Master-crafted power weapon&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 2 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Servo-arm&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Servo-arm&#039;&#039;&#039; || Melee || Melee || x2 || -2 || 3 || Each time the bearer fights, no more than one attack can be made with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes grenades&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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 || 4 || 0 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krak grenade&#039;&#039;&#039; || 6&amp;quot; || Grenade 1 || 6 || -2 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Angels of Death&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blessing of the Omnissiah&amp;quot;&amp;gt;&lt;br /&gt;
At the end of your Movement phase, this model can repair one friendly {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Vehicle}} model within 3&amp;quot; of it. That {{W40kKeyword|Vehicle}} model regains up to D3 lost wounds. Each model can only be repaired once per turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Awaken the Machine Spirits&amp;quot;&amp;gt;&lt;br /&gt;
In your Command phase, this model can awaken one friendly {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Vehicle}} model within 3&amp;quot; of it. Until the start of your next Command phase, each time that {{W40kKeyword|Vehicle}} model makes a ranged attack, add 1 to that attack’s hit roll. Each model can only be awakened once per turn.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model’s &#039;&#039;&#039;bolt pistol&#039;&#039;&#039; can be replaced with 1 weapon from the &#039;&#039;Pistols&#039;&#039; list.&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;Pistols&#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 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;-Bolt pistol&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Pyre pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pyre pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 3 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Inferno pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 8 || -3 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Chapter&amp;gt;}}, {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|ADEPTUS ASTARTES}}&lt;br /&gt;
*{{W40kKeyword|Infantry}}, {{W40kKeyword|Primaris}}, {{W40kKeyword|Character}}, {{W40kKeyword|Techmarine}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Praefector Squad====&lt;br /&gt;
[[File:Ultrmarine intercessor veteran.png|right|275px]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1000px&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;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Veteran Sergeant and 1 Veteran. It can include up to 3 more Veterans.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Veteran || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 2 || 3 || 8 || 3+ || 22&lt;br /&gt;
|-&lt;br /&gt;
| Veteran Sergeant || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 2 || 4 || 9 || 3+ || 22&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
Every model is equipped with: Astartes chainsword; bolt pistol; Astartes grenades.&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;-Astartes chainsword&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Astartes chainsword&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it makes 1 additional attack with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes grenades&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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 || 4 || 0 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krak grenade&#039;&#039;&#039; || 6&amp;quot; || Grenade 1 || 6 || -2 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Angels of Death&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Combat Squads&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Deployment Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bodyguard&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Character}} unit that has a Wounds characteristic of 9 or less is within 3&amp;quot; of this unit, that {{W40kKeyword|CHARACTER}} unit can use the &amp;lt;u&amp;gt;Look Out, Sir&amp;lt;/u&amp;gt; rule even if this unit contains fewer than 3 models.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Squad&amp;quot;&amp;gt;&lt;br /&gt;
If a Detachment includes a {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Captain}}, then one {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Praefector Squad}} unit can be included in that Detachment without taking up a Battlefield Role slot.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
*If all of the models in the unit are not equiped with &#039;&#039;&#039;Astartes grav-bikes&#039;&#039;&#039;, any number of models can each have their &#039;&#039;&#039;bolt pistol&#039;&#039;&#039; and &#039;&#039;&#039;Astartes chainsword&#039;&#039;&#039; replaced with 1 &#039;&#039;&#039;pair of lightning claws&#039;&#039;&#039;.&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;-Pair of lightning claws&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pair of lightning claws&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || Each time the bearer fights, it makes 2 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Any number of models can each have their &#039;&#039;&#039;Astartes chainsword&#039;&#039;&#039; replaced with one of the following: 1 weapon from the &#039;&#039;Pistols&#039;&#039; list; 1 weapon from the &#039;&#039;Melee Weapons&#039;&#039; list; 1 &#039;&#039;&#039;storm shield&#039;&#039;&#039; (maximum 1 per model).&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;Pistols&#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 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;-Bolt pistol&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Pyre pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pyre pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 3 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Inferno pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 8 || -3 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Weapons&#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 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;-Astartes chainsword&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Astartes chainsword&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it makes 1 additional attack with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power weapon&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 weapon&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 1 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power fist&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 fist&#039;&#039;&#039; || Melee || Melee || x2 || -3 || 2 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Thunder hammer&#039;&#039;&#039; - 15 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || -2 || 3 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Storm shield&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm shield&#039;&#039;&#039; || The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Any number of models can each have their &#039;&#039;&#039;bolt pistol&#039;&#039;&#039; replaced with one of the following: 1 weapon from the &#039;&#039;Pistols&#039;&#039; list; 1 weapon from the &#039;&#039;Melee Weapons&#039;&#039; list; 1 &#039;&#039;&#039;storm shield&#039;&#039;&#039; (maximum 1 per model).&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;Pistols&#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 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;-Bolt pistol&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Pyre pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pyre pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 3 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Inferno pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 8 || -3 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Weapons&#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 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;-Astartes chainsword&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Astartes chainsword&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it makes 1 additional attack with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power weapon&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 weapon&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 1 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power fist&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 fist&#039;&#039;&#039; || Melee || Melee || x2 || -3 || 2 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Thunder hammer&#039;&#039;&#039; - 15 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || -2 || 3 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Storm shield&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm shield&#039;&#039;&#039; || The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*If all of the models in the unit are not equiped with &#039;&#039;&#039;jump packs&#039;&#039;&#039; or &#039;&#039;&#039;Astartes grav-bikes&#039;&#039;&#039;, any number of models can each have their &#039;&#039;&#039;Astartes chainsword&#039;&#039;&#039; replaced with one of the following: 1 weapon from the &#039;&#039;Combi-weapons&#039;&#039; list; 1 &#039;&#039;&#039;bolt rifle&#039;&#039;&#039;.&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;Combi-weapons&#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 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;-Rifle-flamer&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.&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 rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flamer&#039;&#039;&#039; || 12&amp;quot; || Assault D6 || 4 || 0 || 1 || Each time an attack is made with this weapon profile, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Rifle-melta&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.&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 rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meltagun&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 8 || -4 || D6 || Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Rifle-plasma&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.&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 rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Standard&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 8 || -3 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Rifle-grav&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.&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 rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Grav-gun&#039;&#039;&#039; || 18&amp;quot; || Rapid Fire 1 || 5 || -3 || 1 || Each time an attack made with this weapon profile is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Bolt rifle&#039;&#039;&#039; - 1 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*All of the models in the unit can be equipped with one of the following each: 1 &#039;&#039;&#039;Astartes jump pack&#039;&#039;&#039;; 1 &#039;&#039;&#039;Astartes grav-bike&#039;&#039;&#039; and 1 &#039;&#039;&#039;in-built bolter array&#039;&#039;&#039;.&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;-Astartes jump pack&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Astartes jump pack&#039;&#039;&#039; || Improve the Move characteristic of the bearer by 6&amp;quot;. The bearer has the &amp;lt;u&amp;gt;Death From Above&amp;lt;/u&amp;gt; ability and the {{W40Kkeyword|FLY}} and {{W40Kkeyword|JUMP PACK}} keywords.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes grav-bike&#039;&#039;&#039; - 15 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Astartes grav-bike&#039;&#039;&#039; || Improve the Move characteristic of the bearer by 8&amp;quot;. Add 1 to the bearer&#039;s Toughness characteristic and 2 to its Wound characteristic. The bearer has the &amp;lt;u&amp;gt;Grav-bike&amp;lt;/u&amp;gt; ability and the {{W40Kkeyword|BIKER}} keyword, and does not have the {{W40Kkeyword|INFANTRY}} keyword.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-In-built bolter array&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;In-built bolter array&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 2 || 4 || -1 || 1 || Each time the bearer shoots, it can make attacks with this weapon even if it also makes attacks with Pistols or Grenades.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Chapter&amp;gt;}}, {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|ADEPTUS ASTARTES}}&lt;br /&gt;
*{{W40kKeyword|Core}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Primaris}}, {{W40kKeyword|Veteran}}, {{W40kKeyword|Praefector Squad}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
----&lt;br /&gt;
====Intercessor Squad====&lt;br /&gt;
[[File:Unknow chapter primaris intercessor2.png|right|275px]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1000px&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;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Intercessor Sergeant and 4 Intercessors. It can include up to 5 more Intercessors.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Intercessor || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 2 || 2 || 7 || 3+ || 20&lt;br /&gt;
|-&lt;br /&gt;
| Intercessor Sergeant || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 2 || 3 || 8 || 3+ || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
Every model is equipped with: bolt pistol; bolt rifle; Astartes grenades.&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;-Bolt rifle&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 4 || -1 || 1 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes grenades&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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 || 4 || 0 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krak grenade&#039;&#039;&#039; || 6&amp;quot; || Grenade 1 || 6 || -2 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Angels of Death&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Combat Squads&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Deployment Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Line&amp;quot;&amp;gt;&lt;br /&gt;
While that unit is performing an action, it can make ranged attacks without that action failing.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
*For every 5 models in this unit, 1 Intercessor&#039;s &#039;&#039;&#039;bolt rifle&#039;&#039;&#039; can be replaced with one of the following: 1 weapon from the &#039;&#039;Special Weapons&#039;&#039; list; 1 weapon from the &#039;&#039;Heavy weapons&#039;&#039; list.&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;Special Weapons&#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 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;-Pyreblaster&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pyreblaster&#039;&#039;&#039; || 12&amp;quot; || Assault D6 || 4 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Melta rifle&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Melta rifle&#039;&#039;&#039; || 24&amp;quot; || Assault 1 || 8 || -4 || D6 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma incinerator&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 7 || -4 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 8 || -4 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-impactor&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-impactor&#039;&#039;&#039; || 20&amp;quot; || Assault 2 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons&#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 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;-Heavy bolter&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 bolter&#039;&#039;&#039; || 36&amp;quot; || Heavy 3 || 5 || -1 || 2 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Heavy flamer&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 flamer&#039;&#039;&#039; || 12&amp;quot; || Heavy D6 || 5 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Multi-melta&#039;&#039;&#039; - 20 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Multi-melta&#039;&#039;&#039; || 24&amp;quot; || Heavy 2 || 8 || -4 || D6 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Lascannon&#039;&#039;&#039; - 15 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-cannon&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-cannon&#039;&#039;&#039; || 30&amp;quot; || Heavy 4 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma cannon&#039;&#039;&#039; - 15 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 36&amp;quot; || Heavy D3 || 7 || -3 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 36&amp;quot; || Heavy D3 || 8 || -3 || 2 || Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*The Intercessor Sergeant&#039;s &#039;&#039;&#039;bolt rifle&#039;&#039;&#039; can be replaced with one of the following: 1 weapon from the &#039;&#039;Combi-weapons&#039;&#039; list; 1 weapon from the &#039;&#039;Melee Weapon&#039;&#039; list; 1 weapon from the &#039;&#039;Pistols&#039;&#039; list.&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;Combi-weapons&#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 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;-Rifle-flamer&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.&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 rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flamer&#039;&#039;&#039; || 12&amp;quot; || Assault D6 || 4 || 0 || 1 || Each time an attack is made with this weapon profile, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Rifle-melta&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.&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 rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meltagun&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 8 || -4 || D6 || Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Rifle-plasma&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.&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 rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Standard&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 8 || -3 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Rifle-grav&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.&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 rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Grav-gun&#039;&#039;&#039; || 18&amp;quot; || Rapid Fire 1 || 5 || -3 || 1 || Each time an attack made with this weapon profile is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Weapons&#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 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;-Astartes chainsword&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Astartes chainsword&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it makes 1 additional attack with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power weapon&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 weapon&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 1 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power fist&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 fist&#039;&#039;&#039; || Melee || Melee || x2 || -3 || 2 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Thunder hammer&#039;&#039;&#039; - 15 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || -2 || 3 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pistols&#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 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;-Bolt pistol&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Pyre pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pyre pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 3 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Inferno pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 8 || -3 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*The Intercessor Sergeant&#039;s &#039;&#039;&#039;bolt pistol&#039;&#039;&#039; can be replaced with one of the following: 1 weapon from the &#039;&#039;Melee Weapon&#039;&#039; list; 1 weapon from the &#039;&#039;Pistols&#039;&#039; list.&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;Melee Weapons&#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 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;-Astartes chainsword&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Astartes chainsword&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it makes 1 additional attack with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power weapon&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 weapon&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 1 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power fist&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 fist&#039;&#039;&#039; || Melee || Melee || x2 || -3 || 2 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Thunder hammer&#039;&#039;&#039; - 15 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || -2 || 3 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pistols&#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 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;-Bolt pistol&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Pyre pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pyre pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 3 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Inferno pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 8 || -3 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Chapter&amp;gt;}}, {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|ADEPTUS ASTARTES}}&lt;br /&gt;
*{{W40kKeyword|Core}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Primaris}}, {{W40kKeyword|Intercessor Squad}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Neophyte Squad====&lt;br /&gt;
[[File:Mantis Warrior primaris scout.png|right|330px]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1000px&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;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Neophyte Sergeant and 4 Neophytes. It can include up to 5 more Neophytes.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Neophyte || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 2 || 2 || 6 || 4+ || 17&lt;br /&gt;
|-&lt;br /&gt;
| Neophyte Sergeant || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 2 || 3 || 7 || 4+ || 17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
Every model is equipped with: bolt pistol; boltgun; Astartes grenades.&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;-Boltgun&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Boltgun&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes grenades&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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 || 4 || 0 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krak grenade&#039;&#039;&#039; || 6&amp;quot; || Grenade 1 || 6 || -2 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Angels of Death&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Combat Squads&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Deployment Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Concealed Positions&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Deployment Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;10th Company&amp;quot;&amp;gt;&lt;br /&gt;
If your army is Battle-forged, you cannot include more {{W40kKeyword|Neophyte Squad}} units than {{W40kKeyword|Intercessor Squad}} units in each {{W40kKeyword|ADEPTUS ASTARTES}} Detachment in your army.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
*The Neophyte Sergeant&#039;s &#039;&#039;&#039;boltgun&#039;&#039;&#039; can be replaced with one &#039;&#039;&#039;power weapon&#039;&#039;&#039;.&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;-Power weapon&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 weapon&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Any number of models can each have their &#039;&#039;&#039;boltgun&#039;&#039;&#039; replaced with one of the following: 1 &#039;&#039;&#039;Astartes chainsword&#039;&#039;&#039;; 1 &#039;&#039;&#039;Astartes shotgun&#039;&#039;&#039;; 1 &#039;&#039;&#039;Astartes sniper rifle&#039;&#039;&#039;.&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;-Astartes chainsword&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Astartes chainsword&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it makes 1 additional attack with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes shotgun&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Astartes shotgun&#039;&#039;&#039; || 12&amp;quot; || Assault 2 || 4 || 0 || 1 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes sniper rifle&#039;&#039;&#039; - 2 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Astartes sniper rifle&#039;&#039;&#039; || 36&amp;quot; || Heavy 1 || 4 || -1 || 1 || Each time you select a target for this weapon, you can ignore the &amp;lt;u&amp;gt;Look Out, Sir&amp;lt;/u&amp;gt; rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*For every 5 models in this unit, 1 Neophyte&#039;s &#039;&#039;&#039;boltgun&#039;&#039;&#039; can be replaced with 1 &#039;&#039;&#039;missile launcher&#039;&#039;&#039;.&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;-Missile launcher&#039;&#039;&#039; - 15 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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 missile&#039;&#039;&#039; || 48&amp;quot; || Heavy D6 || 4 || 0 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krak missile&#039;&#039;&#039; || 48&amp;quot; || Heavy 1 || 8 || -2 || D6 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Chapter&amp;gt;}}, {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|ADEPTUS ASTARTES}}&lt;br /&gt;
*{{W40kKeyword|Core}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Primaris}}, {{W40kKeyword|Neophyte}}, {{W40kKeyword|Neophyte Squad}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transport===&lt;br /&gt;
----&lt;br /&gt;
====Impulsor====&lt;br /&gt;
[[File:Soul Drinkers impulsor.png|right|550px]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1000px&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;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Impulsor.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Impulsor || * || 6+ || * || 7 || 8 || 11 || * || 8 || 3+ || 90&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 || 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;
An Impulsor is equipped with: 2 storm bolters.&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;-Storm bolter&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Storm bolter&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 2 || 4 || 0 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Angels of Death&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explodes&amp;quot;&amp;gt;&lt;br /&gt;
When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
:None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport:&#039;&#039;&#039;&lt;br /&gt;
:This model has a transport capacity of 6 {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Infantry}} models. It cannot transport {{W40kKeyword|Jump Pack}} or {{W40kKeyword|Gravis}} models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Chapter&amp;gt;}}, {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|ADEPTUS ASTARTES}}&lt;br /&gt;
*{{W40kKeyword|Vehicle}}, {{W40kKeyword|Transport}}, {{W40kKeyword|Battle Tank}}, {{W40kKeyword|Impulsor}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Prometeor====&lt;br /&gt;
[[File:DH Drop Pod.jpg|right|200px]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1000px&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;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Prometeor.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Prometeor || - || - || 3+ || 6 || 6 || 8 || - || 8 || 3+ || 70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
A Prometeor is equipped with: Prometeor bolter array.&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;-Prometeor bolter array&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Prometeor bolter array&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 2 || 4 || 0 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Angels of Death&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Death From Above&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Deployment Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Defensive Array&amp;quot;&amp;gt;&lt;br /&gt;
In your Shooting phase, each time this model is selected to shoot, its Prometeor bolter array can target, and resolve attacks against, every eligible enemy unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explodes&amp;quot;&amp;gt;&lt;br /&gt;
When this transport is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6&amp;quot; suffers 1 mortal wound.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Drop Pod Assault&amp;quot;&amp;gt;&lt;br /&gt;
This transport must start the battle set up high in the skies (see &amp;lt;u&amp;gt;Death From Above&amp;lt;/u&amp;gt;) but neither it, nor any units embarked within it, are counted towards any limits that the mission you are playing places on the maximum number of Reinforcement units you can have in your army. This transport can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this transport must immediately disembark after it has been set up on the battlefield, and they must be set up more than 9&amp;quot; away from any enemy models. After this transport has been set up on the battlefield, no units can embark within it.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
:None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport:&#039;&#039;&#039;&lt;br /&gt;
:This model has a transport capacity of 5 {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Infantry}} models. It cannot transport {{W40kKeyword|Jump Pack}} or {{W40kKeyword|Gravis}} models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Chapter&amp;gt;}}, {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|ADEPTUS ASTARTES}}&lt;br /&gt;
*{{W40kKeyword|Vehicle}}, {{W40kKeyword|Transport}}, {{W40kKeyword|Prometeor}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Elite===&lt;br /&gt;
----&lt;br /&gt;
====Psykana Servitors====&lt;br /&gt;
[[File:Imperial Chapter Bookkeeper with Servitor.png|right|350px]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1000px&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;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 2 Psykana Servitors.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Psykana Servitor || 6&amp;quot; || 5+ || 5+ || 3 || 3 || 1 || 1 || 6 || 4+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
Every model is equipped with: improvised weapon.&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;-Improvised weapon&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Improvised weapon&#039;&#039;&#039; || Melee || Melee || User || 0 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Mindlock&amp;quot;&amp;gt;&lt;br /&gt;
While this unit is within 6&amp;quot; of any friendly {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Librarian}} model, models in this unit have a Weapon Skill and Ballistic Skill characteristic of 4+ and a Leadership characteristic of 8. In addition, if your army is Battle-forged, then for each {{W40kKeyword|Librarian}} model included in a Detachment, one {{W40kKeyword|Psykana Servitors}} unit can be included in that Detachment without taking up a Battlefield Role slot.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Monotask&amp;quot;&amp;gt;&lt;br /&gt;
This unit cannot perform actions. In addition, if this unit is included as part of a Crusade force, it can never gain experience points, it can never have any Battle Honours, and any Out of Action tests taken for it are automatically passed.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Amplifier of Power (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
Once per phase, while a friendly {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Librarian}} model is within 3&amp;quot; of this unit, each time a Psychic test or Deny the Witch test is taken for that {{W40kKeyword|Librarian}} model, re-roll any or all dice results of 1.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
:None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Chapter&amp;gt;}}, {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|ADEPTUS ASTARTES}}&lt;br /&gt;
*{{W40kKeyword|Infantry}}, {{W40kKeyword|Servitor}}, {{W40kKeyword|Psykana Servitors}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Reclusiam Servitors====&lt;br /&gt;
[[File:Imperial Hive Preacher with Servitor.png|right|350px]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1000px&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;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 2 Reclusiam Servitors.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Reclusiam Servitor || 6&amp;quot; || 5+ || 5+ || 3 || 3 || 1 || 1 || 6 || 4+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
Every model is equipped with: improvised weapon.&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;-Improvised weapon&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Improvised weapon&#039;&#039;&#039; || Melee || Melee || User || 0 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Mindlock&amp;quot;&amp;gt;&lt;br /&gt;
While this unit is within 6&amp;quot; of any friendly {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Chaplain}} model, models in this unit have a Weapon Skill and Ballistic Skill characteristic of 4+ and a Leadership characteristic of 8. In addition, if your army is Battle-forged, then for each {{W40kKeyword|Chaplain}} model included in a Detachment, one {{W40kKeyword|Reclusiam Servitors}} unit can be included in that Detachment without taking up a Battlefield Role slot.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Monotask&amp;quot;&amp;gt;&lt;br /&gt;
This unit cannot perform actions. In addition, if this unit is included as part of a Crusade force, it can never gain experience points, it can never have any Battle Honours, and any Out of Action tests taken for it are automatically passed.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Magnifier of Speech (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
Once per phase, while a friendly {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Chaplain}} model is within 3&amp;quot; of this unit, each time a roll is made to determine if a litany recited by that {{W40kKeyword|Chaplain}} model is inspiring, re-roll dice result of 1.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
:None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Chapter&amp;gt;}}, {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|ADEPTUS ASTARTES}}&lt;br /&gt;
*{{W40kKeyword|Infantry}}, {{W40kKeyword|Servitor}}, {{W40kKeyword|Reclusiam Servitors}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Technical Servitors====&lt;br /&gt;
[[File:MECHANIC ADEPT BATTLE SERVITOR WITH HEAVY BOLTGUN.png|right|300px]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1000px&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;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 2 Technical Servitors. It can include up to 2 more Technical Servitors.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Technical Servitor || 6&amp;quot; || 5+ || 5+ || 3 || 3 || 1 || 1 || 6 || 4+ || 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
Every model is equipped with: servo-arm.&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;-Servo-arm&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Servo-arm&#039;&#039;&#039; || Melee || Melee || x2 || -2 || 3 || Each time the bearer fights, no more than one attack can be made with this weapon.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Mindlock&amp;quot;&amp;gt;&lt;br /&gt;
While this unit is within 6&amp;quot; of any friendly {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Techmarine}} model, models in this unit have a Weapon Skill and Ballistic Skill characteristic of 4+ and a Leadership characteristic of 8. In addition, if your army is Battle-forged, then for each {{W40kKeyword|Techmarine}} model included in a Detachment, one {{W40kKeyword|Technical Servitors}} unit can be included in that Detachment without taking up a Battlefield Role slot.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Monotask&amp;quot;&amp;gt;&lt;br /&gt;
This unit cannot perform actions. In addition, if this unit is included as part of a Crusade force, it can never gain experience points, it can never have any Battle Honours, and any Out of Action tests taken for it are automatically passed.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Repair Assistant (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
Once per phase, while a friendly {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Techmarine}} model is within 3&amp;quot; of this unit, each time that {{W40kKeyword|Techmarine}} model uses its &amp;lt;u&amp;gt;Blessing of the Omnissiah&amp;lt;/u&amp;gt; ability, if this unit contains 1 or more models equipped with a &#039;&#039;&#039;servo-arm&#039;&#039;&#039;, the model being repaired regains 1 additional lost wound.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
*Up to 2 Technical Servitors can each have their &#039;&#039;&#039;servo-arm&#039;&#039;&#039; replaced with one of the following: 1 &#039;&#039;&#039;heavy bolter&#039;&#039;&#039;; 1 &#039;&#039;&#039;multi-melta&#039;&#039;&#039;; 1 &#039;&#039;&#039;plasma cannon&#039;&#039;&#039;.&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;-Heavy bolter&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 bolter&#039;&#039;&#039; || 36&amp;quot; || Heavy 3 || 5 || -1 || 2 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Multi-melta&#039;&#039;&#039; - 15 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Multi-melta&#039;&#039;&#039; || 24&amp;quot; || Heavy 2 || 8 || -4 || D6 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma cannon&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 36&amp;quot; || Heavy D3 || 7 || -3 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 36&amp;quot; || Heavy D3 || 8 || -3 || 2 || Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Chapter&amp;gt;}}, {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|ADEPTUS ASTARTES}}&lt;br /&gt;
*{{W40kKeyword|Infantry}}, {{W40kKeyword|Servitor}}, {{W40kKeyword|Technical Servitors}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Ancient====&lt;br /&gt;
[[File:Primaris ancient with power sword.png‎‎|right|240px]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1000px&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;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Ancient.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Ancient || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 5 || 4 || 8 || 3+ || 80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
An Ancient is equipped with: Astartes banner; bolt pistol; Astartes grenades.&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;-Astartes Banner&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Astartes Banner&#039;&#039;&#039; || Melee || Melee || +1 || 0 || 1 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes grenades&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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 || 4 || 0 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krak grenade&#039;&#039;&#039; || 6&amp;quot; || Grenade 1 || 6 || -2 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Angels of Death&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Astartes Banner (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|PRIMARIS}} {{W40kKeyword|Core}} unit is within 6&amp;quot; of this model, that unit has the &amp;lt;u&amp;gt;Objective Secured&amp;lt;/u&amp;gt; ability. If that unit already has this ability, then for the purposes of determining which player controls an objective marker, each model in that unit counts as two models.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Officer&amp;quot;&amp;gt;&lt;br /&gt;
For each {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Praefector Squad}} unit included in a Detachment, one {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Ancient}} unit can be included in that Detachment without taking up a Battlefield Role slot.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model’s &#039;&#039;&#039;bolt pistol&#039;&#039;&#039; can be replaced with one of the following: 1 weapon from the &#039;&#039;Pistols&#039;&#039; list; 1 weapon from the &#039;&#039;Melee Weapons&#039;&#039; list.&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;Pistols&#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 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;-Bolt pistol&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Pyre pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pyre pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 3 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Inferno pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 8 || -3 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Weapons&#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 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;-Astartes chainsword&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Astartes chainsword&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it makes 1 additional attack with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power weapon&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 weapon&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 1 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power fist&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 fist&#039;&#039;&#039; || Melee || Melee || x2 || -3 || 2 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Thunder hammer&#039;&#039;&#039; - 15 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || -2 || 3 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Chapter&amp;gt;}}, {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|ADEPTUS ASTARTES}}&lt;br /&gt;
*{{W40kKeyword|Infantry}}, {{W40kKeyword|Primaris}}, {{W40kKeyword|Character}}, {{W40kKeyword|Ancient}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Apothecary====&lt;br /&gt;
[[File:40kPreviewJuly23 Apothecary2n-500x461.jpg|right|350px]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1000px&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;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Apothecary.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Apothecary || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 5 || 4 || 8 || 3+ || 70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
An Apothecary is equipped with: Reductor; bolt pistol; Astartes grenades.&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;-Reductor&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Reductor&#039;&#039;&#039; || Melee || Melee || User || -4 || 2 || Each time the bearer fights, no more than one attack can be made with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes grenades&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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 || 4 || 0 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krak grenade&#039;&#039;&#039; || 6&amp;quot; || Grenade 1 || 6 || -2 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Angels of Death&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Combat Restoratives&amp;quot;&amp;gt;&lt;br /&gt;
At the end of your Movement phase, this model can heal one friendly {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|PRIMARIS}} model whose unit is within 3&amp;quot; of it. That model regains up to D3 lost wounds. Each model can only be healed once per turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Narthecium (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|PRIMARIS}} unit is within 3&amp;quot; of this model, each time a model in that unit would lose a wound, roll one D6: on a 5+, that wound is not lost.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gene-seed Recovery&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|PRIMARIS}} unit unit is within range of this model &amp;lt;u&amp;gt;Narthecium&amp;lt;/u&amp;gt; ability, each time that unit takes a Morale test, the number of models from that unit that have been destroyed this turn is considered to be 0 for that test.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Officer&amp;quot;&amp;gt;&lt;br /&gt;
For each {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Praefector Squad}} unit included in a Detachment, one {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Apothecary}} unit can be included in that Detachment without taking up a Battlefield Role slot.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model’s &#039;&#039;&#039;bolt pistol&#039;&#039;&#039; can be replaced with 1 weapon from the &#039;&#039;Pistols&#039;&#039; list.&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;Pistols&#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 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;-Bolt pistol&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Pyre pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pyre pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 3 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Inferno pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 8 || -3 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Chapter&amp;gt;}}, {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|ADEPTUS ASTARTES}}&lt;br /&gt;
*{{W40kKeyword|Infantry}}, {{W40kKeyword|Primaris}}, {{W40kKeyword|Character}}, {{W40kKeyword|Apothecary}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Champion====&lt;br /&gt;
[[File:Primaris Company Champion.png|right|350px]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1000px&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;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Champion.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Champion || 6&amp;quot; || 2+ || 3+ || 4 || 4 || 5 || 5 || 8 || 3+ || 60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
A Champion is equipped with: master-crafted power weapon; heavy bolt pistol; Astartes grenades.&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;-Master-crafted power weapon&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Master-crafted power weapon&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 2 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Heavy bolt pistol&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 bolt pistol&#039;&#039;&#039; || 18&amp;quot; || Pistol 1 || 4 || -1 || 1 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes grenades&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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 || 4 || 0 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krak grenade&#039;&#039;&#039; || 6&amp;quot; || Grenade 1 || 6 || -2 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Angels of Death&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Honour or Death&amp;quot;&amp;gt;&lt;br /&gt;
This model is eligible to perform a Heroic Intervention if it is within 6&amp;quot; horizontally and 5&amp;quot; vertically of any enemy unit, instead of 3&amp;quot; horizontally and 5&amp;quot; vertically. Each time this model makes a Heroic Intervention move, so long as it ends that move either closer to the closest enemy model or within Engagement Range of an enemy {{W40kKeyword|Character}} or {{W40kKeyword|Monster}} unit, it can move up to 6&amp;quot;. All other rules for Heroic Interventions still apply.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Martial Superiority&amp;quot;&amp;gt;&lt;br /&gt;
At the start of the Fight phase, if this model is within Engagement Range of any enemy units, it can fight first that phase.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blade Parry&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ invulnerable save against melee weapons.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Officer&amp;quot;&amp;gt;&lt;br /&gt;
For each {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Praefector Squad}} unit included in a Detachment, one {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Champion}} unit can be included in that Detachment without taking up a Battlefield Role slot.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model’s &#039;&#039;&#039;heavy bolt pistol&#039;&#039;&#039; can be replaced with 1 weapon from the &#039;&#039;Pistols&#039;&#039; list.&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;Pistols&#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 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;-Bolt pistol&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Pyre pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pyre pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 3 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Inferno pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 8 || -3 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Chapter&amp;gt;}}, {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|ADEPTUS ASTARTES}}&lt;br /&gt;
*{{W40kKeyword|Infantry}}, {{W40kKeyword|Primaris}}, {{W40kKeyword|Character}}, {{W40kKeyword|Champion}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Veteran Intercessor Squad====&lt;br /&gt;
[[File:Imperial Fist primaris veteran.png|right|350px]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1000px&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;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Veteran Intercessor Sergeant and 4 Veteran Intercessor. It can include up to 5 more Veteran Intercessors.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Veteran Intercessor || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 2 || 3 || 8 || 3+ || 22&lt;br /&gt;
|-&lt;br /&gt;
| Veteran Intercessor Sergeant || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 2 || 4 || 9 || 3+ || 22&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
Every model is equipped with: Kraken bolt rifle; bolt pistol; Astartes grenades.&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;-Kraken Bolt rifle&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Kraken Bolt rifle&#039;&#039;&#039; || 36&amp;quot; || Rapid Fire 1 || 4 || -2 || 1 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes grenades&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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 || 4 || 0 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krak grenade&#039;&#039;&#039; || 6&amp;quot; || Grenade 1 || 6 || -2 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Angels of Death&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Combat Squads&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Deployment Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Line&amp;quot;&amp;gt;&lt;br /&gt;
While that unit is performing an action, it can make ranged attacks without that action failing.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any number of models can each have their &#039;&#039;&#039;Kraken bolt rifle&#039;&#039;&#039; replaced with 1 weapon from the &#039;&#039;Combi-weapons&#039;&#039; list.&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;Combi-weapons&#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 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;-Rifle-flamer&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.&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 rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flamer&#039;&#039;&#039; || 12&amp;quot; || Assault D6 || 4 || 0 || 1 || Each time an attack is made with this weapon profile, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Rifle-melta&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.&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 rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meltagun&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 8 || -4 || D6 || Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Rifle-plasma&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.&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 rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Standard&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 8 || -3 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Rifle-grav&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.&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 rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Grav-gun&#039;&#039;&#039; || 18&amp;quot; || Rapid Fire 1 || 5 || -3 || 1 || Each time an attack made with this weapon profile is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Up to 2 Veteran Intercessors can each have their &#039;&#039;&#039;Kraken bolt rifle&#039;&#039;&#039; replaced with one of the following: 1 weapon from the &#039;&#039;Heavy Weapons&#039;&#039; list; 1 weapon from the &#039;&#039;Special Weapons&#039;&#039; list.&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;Special Weapons&#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 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;-Pyreblaster&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pyreblaster&#039;&#039;&#039; || 12&amp;quot; || Assault D6 || 4 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Melta rifle&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Melta rifle&#039;&#039;&#039; || 24&amp;quot; || Assault 1 || 8 || -4 || D6 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma incinerator&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 7 || -4 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 8 || -4 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-impactor&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-impactor&#039;&#039;&#039; || 20&amp;quot; || Assault 2 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons&#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 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;-Heavy bolter&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 bolter&#039;&#039;&#039; || 36&amp;quot; || Heavy 3 || 5 || -1 || 2 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Heavy flamer&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 flamer&#039;&#039;&#039; || 12&amp;quot; || Heavy D6 || 5 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Multi-melta&#039;&#039;&#039; - 20 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Multi-melta&#039;&#039;&#039; || 24&amp;quot; || Heavy 2 || 8 || -4 || D6 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Lascannon&#039;&#039;&#039; - 15 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-cannon&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-cannon&#039;&#039;&#039; || 30&amp;quot; || Heavy 4 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma cannon&#039;&#039;&#039; - 15 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 36&amp;quot; || Heavy D3 || 7 || -3 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 36&amp;quot; || Heavy D3 || 8 || -3 || 2 || Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*The Veteran Intercessor Sergeant’s &#039;&#039;&#039;bolt pistol&#039;&#039;&#039; can be replaced with one of the following: 1 weapon from the &#039;&#039;Pistols&#039;&#039; list; 1 weapon from the &#039;&#039;Melee weapons&#039;&#039; list.&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;Pistols&#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 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;-Bolt pistol&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Pyre pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pyre pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 3 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Inferno pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 8 || -3 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Weapons&#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 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;-Astartes chainsword&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Astartes chainsword&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it makes 1 additional attack with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power weapon&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 weapon&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 1 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power fist&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 fist&#039;&#039;&#039; || Melee || Melee || x2 || -3 || 2 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Thunder hammer&#039;&#039;&#039; - 15 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || -2 || 3 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Chapter&amp;gt;}}, {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|ADEPTUS ASTARTES}}&lt;br /&gt;
*{{W40kKeyword|Core}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Primaris}}, {{W40kKeyword|Veteran}}, {{W40kKeyword|Veteran Intercessor Squad}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Veteran Dominator Squad====&lt;br /&gt;
[[File:Exorcist primaris assault veteran.png|right|375px]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1000px&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;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Veteran Dominator Sergeant and 4 Veteran Dominators. It can include up to 5 more Veteran Dominators.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Veteran Dominator || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 2 || 3 || 8 || 3+ || 22&lt;br /&gt;
|-&lt;br /&gt;
| Veteran Dominator Sergeant || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 2 || 4 || 9 || 3+ || 22&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
Every model is equipped with: heavy bolt pistol; Astartes chainsword; Astartes grenades.&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;-Heavy bolt pistol&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 bolt pistol&#039;&#039;&#039; || 18&amp;quot; || Pistol 1 || 4 || -1 || 1 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes chainsword&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Astartes chainsword&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it makes 1 additional attack with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes grenades&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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 || 4 || 0 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krak grenade&#039;&#039;&#039; || 6&amp;quot; || Grenade 1 || 6 || -2 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Angels of Death&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Combat Squads&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Deployment Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Close Support&amp;quot;&amp;gt;&lt;br /&gt;
After this unit finishes a charge move, select one enemy unit within Engagement Range of this unit and roll one D6 for each model from this unit that is within Engagement Range of that enemy unit: for each 6, that enemy 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;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Up to 2 Veteran Dominator&#039;s &#039;&#039;&#039;heavy bolt pistol&#039;&#039;&#039; and &#039;&#039;&#039;Astartes chainsword&#039;&#039;&#039; can be replaced with 1 weapon from the &#039;&#039;Special Weapons&#039;&#039; list.&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;Special Weapons&#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 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;-Pyreblaster&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pyreblaster&#039;&#039;&#039; || 12&amp;quot; || Assault D6 || 4 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Melta rifle&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Melta rifle&#039;&#039;&#039; || 24&amp;quot; || Assault 1 || 8 || -4 || D6 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma incinerator&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 7 || -4 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 8 || -4 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-impactor&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-impactor&#039;&#039;&#039; || 20&amp;quot; || Assault 2 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Any number of models can each have their &#039;&#039;&#039;heavy bolt pistol&#039;&#039;&#039; and &#039;&#039;&#039;Astartes chainsword&#039;&#039;&#039; replaced with 1 &#039;&#039;&#039;pair of lightning claw&#039;&#039;&#039;.&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;-Pair of lightning claw&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pair of lightning claw&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || Each time the bearer fights, it makes 2 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Any number of models can each have their &#039;&#039;&#039;Astartes chainsword&#039;&#039;&#039; replaced with 1 weapon from the &#039;&#039;Melee Weapons&#039;&#039; list.&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;Melee Weapons&#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 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;-Power weapon&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 weapon&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 1 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power fist&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 fist&#039;&#039;&#039; || Melee || Melee || x2 || -3 || 2 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Thunder hammer&#039;&#039;&#039; - 15 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || -2 || 3 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Any number of models can each have their &#039;&#039;&#039;Heavy bolt pistol&#039;&#039;&#039; replaced with one of the following: 1 weapon from the &#039;&#039;Pistols&#039;&#039; list; 1 &#039;&#039;&#039;storm shield&#039;&#039;&#039;.&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;Pistols&#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 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;-Bolt pistol&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Pyre pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pyre pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 3 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Inferno pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 8 || -3 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Storm shield&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm shield&#039;&#039;&#039; || The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*All of the models in the unit can be equipped with 1 &#039;&#039;&#039;Astartes jump pack&#039;&#039;&#039; each.&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;-Astartes jump pack&#039;&#039;&#039; - 2 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Astartes jump pack&#039;&#039;&#039; || Improve the Move characteristic of the bearer by 6&amp;quot;. The bearer has the &amp;lt;u&amp;gt;Death From Above&amp;lt;/u&amp;gt; ability and the {{W40Kkeyword|FLY}} and {{W40Kkeyword|JUMP PACK}} keywords.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Chapter&amp;gt;}}, {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|ADEPTUS ASTARTES}}&lt;br /&gt;
*{{W40kKeyword|Core}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Primaris}}, {{W40kKeyword|Melta Bombs}}, {{W40kKeyword|Veteran}}, {{W40kKeyword|Veteran Dominator Squad}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Subjugator Squad====&lt;br /&gt;
[[File:Angel of iron primaris terminator.png|right|365px]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1000px&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;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Subjugator Sergeant and 4 Subjugators. It can include up to 5 more Subjugators.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Subjugator || 5&amp;quot; || 3+ || 3+ || 4 || 5 || 3 || 3 || 8 || 3+ || 38&lt;br /&gt;
|-&lt;br /&gt;
| Subjugator Sergeant || 5&amp;quot; || 3+ || 3+ || 4 || 5 || 3 || 4 || 9 || 3+ || 38&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
Every model is equipped with: power fist; tornado bolter; Astartes grenades.&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;-Power fist&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 fist&#039;&#039;&#039; || Melee || Melee || x2 || -3 || 2 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Tornado bolter&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Tornado bolter&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 2 || 4 || -1 || 1 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes grenades&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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 || 4 || 0 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krak grenade&#039;&#039;&#039; || 6&amp;quot; || Grenade 1 || 6 || -2 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Angels of Death&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Combat Squads&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Deployment Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Teleport Strike&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Deployment Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shock Troops&amp;quot;&amp;gt;&lt;br /&gt;
Instead of following the normal rules for Rapid Fire weapons, models in this unit make double the number of attacks when shooting with a tornado bolter. This is not cumulative with the &amp;lt;u&amp;gt;Bolter Discipline&amp;lt;/u&amp;gt; ability.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminus Pattern Gravis Armour&amp;quot;&amp;gt;&lt;br /&gt;
Every model in this unit has a 5+ invulnerable save. In addition, each time an attack with a Damage characteristic of 1 is allocated to a model in this unit, add 1 to any armour saving throw made against that attack.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any number of models can each have their &#039;&#039;&#039;power fist&#039;&#039;&#039; replaced with one of the following: 1 &#039;&#039;&#039;lightning talon&#039;&#039;&#039;; 1 &#039;&#039;&#039;thunder hammer&#039;&#039;&#039;.&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;-Lightning talon&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 talon&#039;&#039;&#039; || Melee || Melee || +1 || -2 || 1 || Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Thunder hammer&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || -2 || 3 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*For every 5 models this unit contains, 1 Subjugator’s &#039;&#039;&#039;tornado bolter&#039;&#039;&#039; can be replaced with one of the following: 1 &#039;&#039;&#039;pyrecannon&#039;&#039;&#039;; 1 &#039;&#039;&#039;onslaught gatling cannon&#039;&#039;&#039;.&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;-Pyrecannon&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pyrecannon&#039;&#039;&#039; || 12&amp;quot; || Heavy D6 || 5 || -2 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Onslaught gatling cannon&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Onslaught gatling cannon&#039;&#039;&#039; || 24&amp;quot; || Heavy 8 || 5 || -1 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*The unit can be equipped with 1 &#039;&#039;&#039;teleport homer&#039;&#039;&#039;.&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;-Teleport homer&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Teleport homer&#039;&#039;&#039; || Once per battle, at the start of your Movement phase, you can remove this unit from the battlefield and then, in the Reinforcements step of your next Movement phase, you can set this unit back up on the battlefield, anywhere wholly within your own deployment zone and more than 9&amp;quot; from any enemy models, or anywhere within 3&amp;quot; of a friendly {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} model and more than 9&amp;quot; from any enemy models. If the battle ends and this unit is not on the battlefield, it is destroyed. If this unit has split into two units because of its &amp;lt;u&amp;gt;Combat Squads&amp;lt;/u&amp;gt; ability, only one of those units can use the &amp;lt;u&amp;gt;Teleport Homer&amp;lt;/u&amp;gt; ability.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Chapter&amp;gt;}}, {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|ADEPTUS ASTARTES}}&lt;br /&gt;
*{{W40kKeyword|Core}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Gravis}}, {{W40kKeyword|Primaris}}, {{W40kKeyword|Veteran}}, {{W40kKeyword|Subjugator Squad}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Redemptor Dreadnought====&lt;br /&gt;
[[File:Castellans of the Rift dreadnought redemptor.png|right|595px]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1000px&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;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Redemptor Dreadnought.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Redemptor Dreadnought || * || * || * || 7 || 7 || 13 || 3 || 8 || 3+ || 180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS&lt;br /&gt;
|-&lt;br /&gt;
| 7-13 || 8&amp;quot; || 3+ || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 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;
A Redemptor Dreadnought is equipped with: 2 storm bolters; 2 heavy flamers; 2 Redemptor fists.&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;-Heavy flamer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 flamer&#039;&#039;&#039; || 12&amp;quot; || Heavy D6 || 5 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Storm bolter&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Storm bolter&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 2 || 4 || 0 || 1 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Redemptor fist&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Redemptor fist&#039;&#039;&#039; || Melee || Melee || x2 || -3 || D3+3 || Each time the bearer fights, it makes 1 additional attack with this weapon.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Angels of Death&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Duty Eternal&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 6+ invulnerable save. In addition, each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explodes&amp;quot;&amp;gt;&lt;br /&gt;
When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model can be equipped with 1 &#039;&#039;&#039;Icarus rocket pod&#039;&#039;&#039;.&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;-Icarus rocket pod&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Icarus rocket pod&#039;&#039;&#039; || 24&amp;quot; || Heavy D3 || 7 || -1 || 2 || Blast. Each time an attack is made with this weapon against a {{W40kKeyword|FLY}} unit, add 1 to that attack’s hit roll.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Each of this model’s &#039;&#039;&#039;Redemptor fist&#039;&#039;&#039; can be replaced with one of the following: 1 &#039;&#039;&#039;Redemptor drill&#039;&#039;&#039;; 1 &#039;&#039;&#039;Redemptor talon&#039;&#039;&#039;.&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;-Redemptor drill&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|white-space: nowrap |&#039;&#039;&#039;Redemptor drill&#039;&#039;&#039; || Melee || Melee || x2 || -4 || 2D3+3 || align=&amp;quot;Left&amp;quot; | Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Redemptor talon&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|white-space: nowrap |&#039;&#039;&#039;Redemptor talon&#039;&#039;&#039; || Melee || Melee || User || -3 || 2 || align=&amp;quot;Left&amp;quot; | Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, make 2 hit rolls instead of 1.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Each of this model’s &#039;&#039;&#039;heavy flamer&#039;&#039;&#039; can be replaced with one of the following: 1 &#039;&#039;&#039;heavy bolter&#039;&#039;&#039;; 1 &#039;&#039;&#039;multi-melta&#039;&#039;&#039;.&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;-Heavy bolter&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 bolter&#039;&#039;&#039; || 36&amp;quot; || Heavy 3 || 5 || -1 || 2 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Multi-melta&#039;&#039;&#039; - 15 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Multi-melta&#039;&#039;&#039; || 24&amp;quot; || Heavy 2 || 8 || -4 || D6 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Each of this model’s &#039;&#039;&#039;Redemptor fist&#039;&#039;&#039; and &#039;&#039;&#039;heavy flamer&#039;&#039;&#039; can be replaced with one of the following: 1 &#039;&#039;&#039;heavy onslaught gatling cannon&#039;&#039;&#039;; 1 &#039;&#039;&#039;macro plasma incinerator&#039;&#039;&#039;.&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;-Heavy onslaught gatling cannon&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 onslaught gatling cannon&#039;&#039;&#039; || 30&amp;quot; || Heavy 12 || 6 || -1 || 1 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Macro plasma incinerator&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 36&amp;quot; || Heavy D6 || 8 || -4 || 2 || Blast&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 36&amp;quot; || Heavy D6 || 9 || -4 || 3 || Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Chapter&amp;gt;}}, {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|ADEPTUS ASTARTES}}&lt;br /&gt;
*{{W40kKeyword|Vehicle}}, {{W40kKeyword|Core}}, {{W40kKeyword|Dreadnought}}, {{W40kKeyword|Redemptor Dreadnought}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Fast Attacks===&lt;br /&gt;
----&lt;br /&gt;
====Ascensor Squad====&lt;br /&gt;
[[File:Carcharadon primaris biker.png|right|550px]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1000px&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;
Sleipnir Pattern Grav-Bike&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Ascensor Sergeant and 2 Ascensors. It can include up to 2 more Ascensors.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Ascensor || 14&amp;quot; || 3+ || 3+ || 4 || 5 || 2 || 2 || 7 || 3+ || 40&lt;br /&gt;
|-&lt;br /&gt;
| Ascensor Sergeant || 14&amp;quot; || 3+ || 3+ || 4 || 5 || 2 || 3 || 8 || 3+ || 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
Every model is equipped with: bolt pistol; in-built bolter array; Astartes chainsword; Astartes grenades.&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;-Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-In-built bolter array&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;In-built bolter array&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 2 || 4 || -1 || 1 || Each time the bearer shoots, it can make attacks with this weapon even if it also makes attacks with Pistols or Grenades.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes chainsword&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Astartes chainsword&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it makes 1 additional attack with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes grenades&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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 || 4 || 0 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krak grenade&#039;&#039;&#039; || 6&amp;quot; || Grenade 1 || 6 || -2 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Angels of Death&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Heavy Cavalry&amp;quot;&amp;gt;&lt;br /&gt;
In the Fight phase, if this unit made a charge move this turn, then until the end of the phase, add 2 to the Attacks characteristic of models in this unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Grav-bike&amp;quot;&amp;gt;&lt;br /&gt;
Each time this unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6&amp;quot; to the Move characteristic of models in this unit. In addition, this unit can ignore any or all modifiers to its Move characteristic, Advance rolls and charge rolls.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
*Up to 2 Ascensor&#039;s &#039;&#039;&#039;in-built bolter array&#039;&#039;&#039; can be replaced with 1 &#039;&#039;&#039;in-built melta talon&#039;&#039;&#039;.&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;-In-built melta talon&#039;&#039;&#039; - 20 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;In-built melta talon&#039;&#039;&#039; || 12&amp;quot; || Assault 2 || 8 || -4 || D6 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. Each time the bearer shoots, it can make attacks with this weapon even if it also makes attacks with Pistols or Grenades.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*The Ascensor Sergeant&#039;s &#039;&#039;&#039;Astartes chainsword&#039;&#039;&#039; can be replaced with 1 weapon from the &#039;&#039;Melee Weapons&#039;&#039; list.&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;Melee Weapons&#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 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;-Power weapon&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 weapon&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 1 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power fist&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 fist&#039;&#039;&#039; || Melee || Melee || x2 || -3 || 2 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Thunder hammer&#039;&#039;&#039; - 15 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || -2 || 3 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*The Ascensor Sergeant&#039;s &#039;&#039;&#039;bolt pistol&#039;&#039;&#039; can be replaced with 1 weapon from the &#039;&#039;Pistols&#039;&#039; list.&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;Pistols&#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 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;-Bolt pistol&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Pyre pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pyre pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 3 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Inferno pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 8 || -3 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Chapter&amp;gt;}}, {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|ADEPTUS ASTARTES}}&lt;br /&gt;
*{{W40kKeyword|Core}}, {{W40kKeyword|Biker}}, {{W40kKeyword|Primaris}}, {{W40kKeyword|Ascensor Squad}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Dominator Squad====&lt;br /&gt;
[[File:Salamander primaris assault marine.png|right|580px]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1000px&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;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Dominator Sergeant and 4 Dominators. It can include up to 5 more Dominators.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Dominator || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 2 || 2 || 7 || 3+ || 20&lt;br /&gt;
|-&lt;br /&gt;
| Dominator Sergeant || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 2 || 3 || 8 || 3+ || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
Every model is equipped with: heavy bolt pistol; Astartes chainsword; Astartes grenades.&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;-Heavy bolt pistol&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 bolt pistol&#039;&#039;&#039; || 18&amp;quot; || Pistol 1 || 4 || -1 || 1 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes chainsword&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Astartes chainsword&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it makes 1 additional attack with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes grenades&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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 || 4 || 0 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krak grenade&#039;&#039;&#039; || 6&amp;quot; || Grenade 1 || 6 || -2 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Angels of Death&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Combat Squads&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Deployment Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Close Support&amp;quot;&amp;gt;&lt;br /&gt;
After this unit finishes a charge move, select one enemy unit within Engagement Range of this unit and roll one D6 for each model from this unit that is within Engagement Range of that enemy unit: for each 6, that enemy 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;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*For every 5 models in this unit, 1 Dominator&#039;s &#039;&#039;&#039;heavy bolt pistol&#039;&#039;&#039; and &#039;&#039;&#039;Astartes chainsword&#039;&#039;&#039; can be replaced with 1 weapon from the &#039;&#039;Special Weapons&#039;&#039; list.&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;Special Weapons&#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 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;-Pyreblaster&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pyreblaster&#039;&#039;&#039; || 12&amp;quot; || Assault D6 || 4 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Melta rifle&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Melta rifle&#039;&#039;&#039; || 24&amp;quot; || Assault 1 || 8 || -4 || D6 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma incinerator&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 7 || -4 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 8 || -4 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-impactor&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-impactor&#039;&#039;&#039; || 20&amp;quot; || Assault 2 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*The Dominator Sergeant&#039;s &#039;&#039;&#039;heavy bolt pistol&#039;&#039;&#039; and &#039;&#039;&#039;Astartes chainsword&#039;&#039;&#039; can be replaced with 1 &#039;&#039;&#039;pair of lightning claw&#039;&#039;&#039;.&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;-Pair of lightning claw&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pair of lightning claw&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || Each time the bearer fights, it makes 2 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*The Dominator Sergeant&#039;s &#039;&#039;&#039;Astartes chainsword&#039;&#039;&#039; can be replaced with 1 weapon from the &#039;&#039;Melee Weapons&#039;&#039; list.&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;Melee Weapons&#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 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;-Power weapon&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 weapon&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 1 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power fist&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 fist&#039;&#039;&#039; || Melee || Melee || x2 || -3 || 2 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Thunder hammer&#039;&#039;&#039; - 15 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || -2 || 3 || Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*The Dominator Sergeant&#039;s &#039;&#039;&#039;heavy bolt pistol&#039;&#039;&#039; can be replaced with 1 weapon from the &#039;&#039;Pistols&#039;&#039; list.&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;Pistols&#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 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;-Bolt pistol&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Pyre pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pyre pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 3 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Inferno pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 8 || -3 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*All of the models in the unit can be equipped with 1 &#039;&#039;&#039;Astartes jump pack&#039;&#039;&#039; each.&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;-Astartes jump pack&#039;&#039;&#039; - 2 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Astartes jump pack&#039;&#039;&#039; || Improve the Move characteristic of the bearer by 6&amp;quot;. The bearer has the &amp;lt;u&amp;gt;Death From Above&amp;lt;/u&amp;gt; ability and the {{W40Kkeyword|FLY}} and {{W40Kkeyword|JUMP PACK}} keywords.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Chapter&amp;gt;}}, {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|ADEPTUS ASTARTES}}&lt;br /&gt;
*{{W40kKeyword|Core}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Primaris}}, {{W40kKeyword|Melta Bombs}}, {{W40kKeyword|Dominator Squad}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Venator Squad====&lt;br /&gt;
[[File:Raptor primaris reiver .png|right|250px]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1000px&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;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Venator Sergeant and 4 Venators. It can include up to 5 more Venators.&lt;br /&gt;
{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;Left&amp;quot; | Venator || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 2 || 2 || 7 || 3+ || 26&lt;br /&gt;
|-&lt;br /&gt;
| Venator Sergeant || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 2 || 3 || 8 || 3+ || 26&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
Every model is equipped with: Nemesis bolt carbine; bolt pistol; Astartes grenades.&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;-Nemesis bolt carbine&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| white-space: nowrap |&#039;&#039;&#039;Nemesis bolt carbine&#039;&#039;&#039; || 24&amp;quot; || white-space: nowrap | Rapid Fire 1 || 4 || -1 || 1 || align=&amp;quot;Left&amp;quot; | Each time you select a target for this weapon, you can ignore the &amp;lt;u&amp;gt;Look Out, Sir&amp;lt;/u&amp;gt; rule.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| white-space: nowrap | &#039;&#039;&#039;Bolt pistol&#039;&#039;&#039; || 12&amp;quot; || white-space: nowrap | Pistol 1 || 4 || 0 || 1 || align=&amp;quot;Left&amp;quot; | -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes grenades&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&lt;br /&gt;
{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| white-space: nowrap | &#039;&#039;&#039;Frag grenade&#039;&#039;&#039; || 6&amp;quot; || white-space: nowrap | Grenade D6 || 4 || 0 || 1 || align=&amp;quot;Left&amp;quot; | Blast.&lt;br /&gt;
|-&lt;br /&gt;
| white-space: nowrap | &#039;&#039;&#039;Krak grenade&#039;&#039;&#039; || 6&amp;quot; || white-space: nowrap | Grenade 1 || 6 || -2 || D3 || align=&amp;quot;Left&amp;quot; | -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Angels of Death&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Combat Squads&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Deployment Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Outflank&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Deployment Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Elimination Support&amp;quot;&amp;gt;&lt;br /&gt;
Each time a model in this unit makes an attack against a {{W40kKeyword|CHARACTER}} unit, re-roll a hit roll of 1.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phobos Armour&amp;quot;&amp;gt;&lt;br /&gt;
When the bearer’s unit makes a Normal Move Advances or Falls Back, the bearer does not count any vertical distance it moves against the total that it can move this turn.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
*For every 5 models in this unit, 1 Venator&#039;s &#039;&#039;&#039;Nemesis bolt carbine&#039;&#039;&#039; can be replaced with one of the following: 1 &#039;&#039;&#039;las-fusil&#039;&#039;&#039;; 1 &#039;&#039;&#039;flechette launcher&#039;&#039;&#039;.&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;-Las-fusil&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| white-space: nowrap | &#039;&#039;&#039;Las-fusil&#039;&#039;&#039; || 36&amp;quot; || white-space: nowrap | Heavy 1 || 8 || -3 || 3 || align=&amp;quot;Left&amp;quot; | -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Flechette launcher&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| white-space: nowrap | &#039;&#039;&#039;Flechette launcher&#039;&#039;&#039; || 24&amp;quot; || white-space: nowrap | Heavy 8 || 3 || 0 || 1 || align=&amp;quot;Left&amp;quot; | -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*The Venator Sergeant’s &#039;&#039;&#039;Bolt pistol&#039;&#039;&#039; can be replaced with 1 &#039;&#039;&#039;power weapon&#039;&#039;&#039;.&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;-Power weapon&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| white-space: nowrap | &#039;&#039;&#039;Power weapon&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 1 || align=&amp;quot;Left&amp;quot; | -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Chapter&amp;gt;}}, {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|ADEPTUS ASTARTES}}&lt;br /&gt;
*{{W40kKeyword|Core}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Phobos}}, {{W40kKeyword|Primaris}}, {{W40kKeyword|SMOKESCREEN}}, {{W40kKeyword|Venator Squad}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Flyers===&lt;br /&gt;
----&lt;br /&gt;
====Vindictor====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1000px&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;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Vindictor.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Vindictor || * || 6+ || * || 6 || 6 || 10 || * || 7 || 3+ || 170&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 || 20-50&amp;quot; || 3+ || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 3-5 || 20-40&amp;quot; || 4+ || 2&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 20-30&amp;quot; || 5+ || 1 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
A Vindictor is equipped with: 2 Bellicatus missile arrays; Hailfury autocannon.&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;-Bellicatus missile array&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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 missile&#039;&#039;&#039; || 48&amp;quot; || Heavy D6 || 4 || 0 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krak missile&#039;&#039;&#039; || 48&amp;quot; || Heavy 1 || 8 || -2 || D6 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flakk missile&#039;&#039;&#039; || 48&amp;quot; || Heavy D3 || 7 || -1 || 2 || Blast. Each time an attack is made with this weapon profile against an {{W40kKeyword|FLY}} unit, add 1 to that attack’s hit roll.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Hailfury autocannon&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Hailfury autocannon&#039;&#039;&#039; || 48&amp;quot; || Heavy 6 || 7 || -1 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Angels of Death&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Airborne&amp;quot;&amp;gt;&lt;br /&gt;
You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can {{W40kKeyword|FLY}}. You can only fight with this model if it is within Engagement Range of any enemy units that can {{W40kKeyword|FLY}}, and this model can only make melee attacks against units that can {{W40kKeyword|FLY}}. Enemy units can only make melee attacks against this model if they can {{W40kKeyword|FLY}}.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hard to Hit&amp;quot;&amp;gt;&lt;br /&gt;
Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Manoeuvrable Interceptor&amp;quot;&amp;gt;&lt;br /&gt;
Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It can pivot up to 90° one more time, at any point, during the move.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hover Jet&amp;quot;&amp;gt;&lt;br /&gt;
In your Command phase, this model can hover. If it does, then until the start of your next Command phase, its Move characteristic becomes 20&amp;quot; and it loses the &amp;lt;u&amp;gt;Airborne&amp;lt;/u&amp;gt;, &amp;lt;u&amp;gt;Hard to Hit&amp;lt;/u&amp;gt; and &amp;lt;u&amp;gt;Manoeuvrable Interceptor&amp;lt;/u&amp;gt; abilities.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explodes&amp;quot;&amp;gt;&lt;br /&gt;
When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model’s &#039;&#039;&#039;Hailfury autocannon&#039;&#039;&#039; can be replaced with 1 &#039;&#039;&#039;tri-las blaster&#039;&#039;&#039;.&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;-Tri-las blaster&#039;&#039;&#039; - 20 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Tri-las blaster&#039;&#039;&#039; || 24&amp;quot; || Heavy 3 || 9 || -3 || D6 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Chapter&amp;gt;}}, {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|ADEPTUS ASTARTES}}&lt;br /&gt;
*{{W40kKeyword|Vehicle}}, {{W40kKeyword|Aircraft}}, {{W40kKeyword|Fly}}, {{W40kKeyword|SMOKESCREEN}}, {{W40kKeyword|Vindictor}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Heavy Supports===&lt;br /&gt;
----&lt;br /&gt;
====Retributor Squad====&lt;br /&gt;
[[File:Hawk lord primaris grav devastator.png|right|400px]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1000px&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;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Retributor Sergeant and 4 Retributors. It can include up to 5 more Retributors.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Retributor || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 3 || 2 || 7 || 3+ || 30&lt;br /&gt;
|-&lt;br /&gt;
| Retributor Sergeant || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 3 || 3 || 8 || 3+ || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
Every model is equipped with: pyreblaster; bolt pistol; Astartes grenades.&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;-Pyreblaster&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pyreblaster&#039;&#039;&#039; || 12&amp;quot; || Assault D6 || 4 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes grenades&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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 || 4 || 0 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krak grenade&#039;&#039;&#039; || 6&amp;quot; || Grenade 1 || 6 || -2 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Angels of Death&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Combat Squads&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Deployment Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Fire Support&amp;quot;&amp;gt;&lt;br /&gt;
Each time a model in this unit makes a ranged attack, the target does not receive the benefits of Dense Cover against that attack.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any number of the models in the unit can have their &#039;&#039;&#039;pyreblaster&#039;&#039;&#039; replaced with one of the following: 1 weapon from the &#039;&#039;Special Weapons&#039;&#039; list; 1 weapon from the &#039;&#039;Heavy weapons&#039;&#039; list.&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;Special Weapons&#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 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;-Pyreblaster&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pyreblaster&#039;&#039;&#039; || 12&amp;quot; || Assault D6 || 4 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Melta rifle&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Melta rifle&#039;&#039;&#039; || 24&amp;quot; || Assault 1 || 8 || -4 || D6 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma incinerator&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 7 || -4 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 8 || -4 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-impactor&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-impactor&#039;&#039;&#039; || 20&amp;quot; || Assault 2 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapons&#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 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;-Heavy bolter&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 bolter&#039;&#039;&#039; || 36&amp;quot; || Heavy 3 || 5 || -1 || 2 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Heavy flamer&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 flamer&#039;&#039;&#039; || 12&amp;quot; || Heavy D6 || 5 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Multi-melta&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Multi-melta&#039;&#039;&#039; || 24&amp;quot; || Heavy 2 || 8 || -4 || D6 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Lascannon&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-cannon&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-cannon&#039;&#039;&#039; || 30&amp;quot; || Heavy 4 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma cannon&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 36&amp;quot; || Heavy D3 || 7 || -3 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 36&amp;quot; || Heavy D3 || 8 || -3 || 2 || Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*The Retributor Sergeant&#039;s &#039;&#039;&#039;bolt pistol&#039;&#039;&#039; can be replaced with 1 weapon from the &#039;&#039;Pistol&#039;&#039; list.&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;Pistols&#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 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;-Bolt pistol&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
|}&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Pyre pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Pyre pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 3 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Inferno pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Plasma pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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;Standard&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supercharge&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 8 || -3 || 2 || If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grav-pistol&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grav-pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 5 || -3 || 1 || Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Chapter&amp;gt;}}, {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|ADEPTUS ASTARTES}}&lt;br /&gt;
*{{W40kKeyword|Core}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Primaris}}, {{W40kKeyword|Retributor Squad}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Gladiator====&lt;br /&gt;
[[File:Aurora Chapter Gladiator.png|right|549px]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1000px&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;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Gladiator. It can include up to 2 more Gladiators.&lt;br /&gt;
{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Gladiator || * || 6+ || * || 7 || 8 || 12 || * || 8 || 3+ || 140&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A &lt;br /&gt;
|-&lt;br /&gt;
| 7-12 || 10&amp;quot; || 3+ || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 5&amp;quot; || 4+ || D3 &lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 3&amp;quot; || 5+ || 1 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
Every model is equipped with: Ballista laser destroyer; 2 heavy bolters.&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;-Ballista laser destroyer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| white-space: nowrap | &#039;&#039;&#039;Ballista laser destroyer&#039;&#039;&#039; || 72&amp;quot; || white-space: nowrap | Heavy 3 || 10 || -4 || D3+3 || align=&amp;quot;Left&amp;quot; | -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Heavy bolter&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| white-space: nowrap | &#039;&#039;&#039;Heavy bolter&#039;&#039;&#039; || 36&amp;quot; || white-space: nowrap | Heavy 3 || 5 || -1 || 2 || align=&amp;quot;Left&amp;quot; | -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Angels of Death&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Vehicle Squadron&amp;quot;&amp;gt;&lt;br /&gt;
When this unit is first set up on the battlefield, its models do not have to be set up in unit coherency. Instead, each model must be set up within 6&amp;quot; of one other model from its unit. From that point on, each model in this unit is treated as a separate unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explodes&amp;quot;&amp;gt;&lt;br /&gt;
When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any number of models can each be equipped with 1 &#039;&#039;&#039;Icarus rocket pod&#039;&#039;&#039;.&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;-Icarus rocket pod&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| white-space: nowrap | &#039;&#039;&#039;Icarus rocket pod&#039;&#039;&#039; || 24&amp;quot; || white-space: nowrap | Heavy D3 || 7 || -1 || 2 || align=&amp;quot;Left&amp;quot; | Blast. Each time an attack is made with this weapon against a {{W40kKeyword|FLY}} unit, add 1 to that attack’s hit roll.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Any number of models can each have their 2 &#039;&#039;&#039;heavy bolters&#039;&#039;&#039; replaced with one of the following: 2 &#039;&#039;&#039;lascannons&#039;&#039;&#039;; 2 &#039;&#039;&#039;multi-meltas&#039;&#039;&#039;; 2 &#039;&#039;&#039;heavy flamers&#039;&#039;&#039;.&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;-Multi-melta&#039;&#039;&#039; - 10 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| white-space: nowrap | &#039;&#039;&#039;Multi-melta&#039;&#039;&#039; || 24&amp;quot; || white-space: nowrap | Heavy 2 || 8 || -4 || D6 || align=&amp;quot;Left&amp;quot; | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Lascannon&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| white-space: nowrap | &#039;&#039;&#039;Lascannon&#039;&#039;&#039; || 48&amp;quot; || white-space: nowrap | Heavy 1 || 9 || -3 || D6 || align=&amp;quot;Left&amp;quot; | -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Heavy flamer&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| white-space: nowrap | &#039;&#039;&#039;Heavy flamer&#039;&#039;&#039; || 12&amp;quot; || white-space: nowrap | Heavy D6 || 5 || -1 || 1 || align=&amp;quot;Left&amp;quot; | Each time an attack is made with this weapon, that attack automatically hits the target.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Any number of models can each have their &#039;&#039;&#039;Ballista laser destroyer&#039;&#039;&#039; replaced with one of the following: 1 &#039;&#039;&#039;Onager grav-cannon&#039;&#039;&#039;; 1 &#039;&#039;&#039;Polybolos gatling battery&#039;&#039;&#039;.&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;-Onager grav-cannon&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| white-space: nowrap | &#039;&#039;&#039;Onager grav-cannon&#039;&#039;&#039; || 36&amp;quot; || white-space: nowrap | Heavy D3+6 || 6 || -3 || 2 || align=&amp;quot;Left&amp;quot; | Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 3.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Polybolos gatling battery&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable style=text-align:center&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| white-space: nowrap | &#039;&#039;&#039;Polybolos gatling battery&#039;&#039;&#039; || 24&amp;quot; || white-space: nowrap | Heavy 24 || 5 || -1 || 1 || align=&amp;quot;Left&amp;quot; | -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Chapter&amp;gt;}}, {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|ADEPTUS ASTARTES}}&lt;br /&gt;
*{{W40kKeyword|Vehicle}}, {{W40kKeyword|Smokescreen}}, {{W40kKeyword|Battle Tank}}, {{W40kKeyword|Gladiator}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Tempestor====&lt;br /&gt;
[[File:Siver Skulls Tempestor.png|right|520px]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1000px&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;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Tempestor.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Tempestor || * || 6+ || * || 7 || 8 || 12 || * || 8 || 3+ || 180&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;
| 7-12 || 10&amp;quot; || 3+ || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 5&amp;quot; || 4+ || D3 &lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 3&amp;quot; || 5+ || 1 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
A Tempestor is equipped with: Monsoon orbital uplink; 2 storm bolters.&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;-Monsoon orbital uplink&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Monsoon orbital uplink&#039;&#039;&#039; || 120&amp;quot; || Heavy 2D3 || - || - || - || {{tt|Indirect Fire|An Indirect Fire weapon is one that can target units that are not visible to the bearer. If such a weapon targets a unit that is not visible, then each time an attack is made with that weapon against that target this phase, worsen the Ballistic Skill characteristic of that attack by 1 and add 1 to any armour saving throws made against that attack.}}. Blast. This weapon cannot target {{W40kKeyword|Character}} units. Each time a successful hit roll is made for an attack with this weapon, the target suffers 1 mortal wounds.&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Storm bolter&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Storm bolter&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 2 || 4 || 0 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Angels of Death&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Relay of the fleet&amp;quot;&amp;gt;&lt;br /&gt;
Each time you use the &#039;&#039;Orbital Bombardment&#039;&#039; Stratagem, if this model is on the battlefield, that Stratagem costs 2 Command point.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explodes&amp;quot;&amp;gt;&lt;br /&gt;
When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model can be equipped with 1 &#039;&#039;&#039;Icarus rocket pod&#039;&#039;&#039;.&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;-Icarus rocket pod&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Icarus rocket pod&#039;&#039;&#039; || 24&amp;quot; || Heavy D3 || 7 || -1 || 2 || Blast. Each time an attack is made with this weapon against a {{W40kKeyword|FLY}} unit, add 1 to that attack’s hit roll.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Chapter&amp;gt;}}, {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|ADEPTUS ASTARTES}}&lt;br /&gt;
*{{W40kKeyword|Vehicle}}, {{W40kKeyword|Smokescreen}}, {{W40kKeyword|Battle Tank}}, {{W40kKeyword|Tempestor}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Repulsor====&lt;br /&gt;
[[File:Repulsor preliminary drawing.jpg‎‎|335px|thumb|right|The original]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1000px&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;
TBD&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Repulsor.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Repulsor || * || 6+ || * || 8 || 8 || 16 || * || 9 || 3+ || 240&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 || 5&amp;quot; || 4+ || D6 &lt;br /&gt;
|-&lt;br /&gt;
| 1-4 || 3&amp;quot; || 5+ || D3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
A Repulsor is equipped with: heavy onslaught gatling cannon; 2 las-talons; 2 multi-launchers.&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;-Heavy onslaught gatling cannon&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 onslaught gatling cannon&#039;&#039;&#039; || 30&amp;quot; || Heavy 12 || 6 || -1 || 1 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Las-talon&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Las-talon&#039;&#039;&#039; || 24&amp;quot; || Heavy 2 || 9 || -3 || D6 || -&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; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Multi-launcher&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before selecting targets, select one of the profiles below to make attacks with.&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 charge&#039;&#039;&#039; || 18&amp;quot; || Assault D6 || 4 || 0 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krak charge&#039;&#039;&#039; || 18&amp;quot; || Assault 1 || 6 || -2 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Angels of Death&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Abilities&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shield dome&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 5+ invulnerable save against ranged attacks.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explodes&amp;quot;&amp;gt;&lt;br /&gt;
When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model can be equipped with 1 &#039;&#039;&#039;Icarus rocket pod&#039;&#039;&#039;.&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;-Icarus rocket pod&#039;&#039;&#039; - 5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Icarus rocket pod&#039;&#039;&#039; || 24&amp;quot; || Heavy D3 || 7 || -1 || 2 || Blast. Each time an attack is made with this weapon against a {{W40kKeyword|FLY}} unit, add 1 to that attack’s hit roll.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport:&#039;&#039;&#039;&lt;br /&gt;
:This model has a transport capacity of 12 {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|Infantry}} models. Each {{W40kKeyword|Jump Pack}} or {{W40kKeyword|Gravis}} model takes up the space of 2 models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Chapter&amp;gt;}}, {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|ADEPTUS ASTARTES}}&lt;br /&gt;
*{{W40kKeyword|Vehicle}}, {{W40kKeyword|Transport}}, {{W40kKeyword|Smokescreen}}, {{W40kKeyword|Battle Tank}}, {{W40kKeyword|Repulsor}}&lt;br /&gt;
&lt;br /&gt;
=Crusade Rules=&lt;br /&gt;
&lt;br /&gt;
==Agendas==&lt;br /&gt;
*&#039;&#039;&#039;Agenda Name:&#039;&#039;&#039; &#039;&#039;Lore Description.&#039;&#039;	&lt;br /&gt;
::Effect&lt;br /&gt;
&lt;br /&gt;
==Requisitions==&lt;br /&gt;
*&#039;&#039;&#039;Requisition Name (X RP):&#039;&#039;&#039; &#039;&#039;Lore Description&#039;&#039;&lt;br /&gt;
::Effect&lt;br /&gt;
&lt;br /&gt;
==Battle Traits==&lt;br /&gt;
==={{W40kKeyword|X}} Units===&lt;br /&gt;
*&#039;&#039;&#039;1) Name:&#039;&#039;&#039; &#039;&#039;Lore Description&#039;&#039;&lt;br /&gt;
::Effect&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2) Name:&#039;&#039;&#039; &#039;&#039;Lore Description&#039;&#039;&lt;br /&gt;
::Effect&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3) Name:&#039;&#039;&#039; &#039;&#039;Lore Description&#039;&#039;&lt;br /&gt;
::Effect&lt;br /&gt;
&lt;br /&gt;
==Weapon Enhancements==&lt;br /&gt;
===&amp;quot;Weapon Category&amp;quot;===&lt;br /&gt;
*&#039;&#039;&#039;-1) Name:&#039;&#039;&#039; &#039;&#039;Lore Description&#039;&#039;&lt;br /&gt;
::Effect&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-2) Name:&#039;&#039;&#039; &#039;&#039;Lore Description&#039;&#039;&lt;br /&gt;
::Effect&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-3) Name:&#039;&#039;&#039; &#039;&#039;Lore Description&#039;&#039;&lt;br /&gt;
::Effect&lt;br /&gt;
&lt;br /&gt;
==Battle Scars==&lt;br /&gt;
==={{W40kKeyword|X}} Units Only===&lt;br /&gt;
&#039;&#039;&#039;-Name:&#039;&#039;&#039; &#039;&#039;Lore Description.&#039;&#039;&lt;br /&gt;
*Effect&lt;br /&gt;
&lt;br /&gt;
==Crusade Relics==&lt;br /&gt;
===Artificer Relics===&lt;br /&gt;
*&#039;&#039;&#039;Relic Name:&#039;&#039;&#039; &#039;&#039;Lore Description.&#039;&#039;&lt;br /&gt;
::Effect&lt;br /&gt;
&lt;br /&gt;
===Antiquity Relics===&lt;br /&gt;
*&#039;&#039;&#039;Relic Name:&#039;&#039;&#039; &#039;&#039;Lore Description.&#039;&#039;&lt;br /&gt;
::Effect&lt;br /&gt;
&lt;br /&gt;
===Legendary Relics===&lt;br /&gt;
*&#039;&#039;&#039;Relic Name:&#039;&#039;&#039; &#039;&#039;Lore Description.&#039;&#039;&lt;br /&gt;
::Effect&lt;br /&gt;
&lt;br /&gt;
[[Category:/tg/ 40,000]]&lt;br /&gt;
[[Category:Under Development]]&lt;br /&gt;
[[Category:Codex /tg/&#039;s Edition]]&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;br /&gt;
[[Category:Space Marines]]&lt;br /&gt;
[[Category:Primaris Marines]]&lt;/div&gt;</summary>
		<author><name>192.42.116.15</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Stranded_in_fantasy&amp;diff=1011555</id>
		<title>Stranded in fantasy</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Stranded_in_fantasy&amp;diff=1011555"/>
		<updated>2026-05-20T14:46:07Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.15: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
{{Story}}&lt;br /&gt;
&lt;br /&gt;
An [[awesome]] piece of writefaggotry from [[/tg/]] - showing that on /tg/ the [[magic]] still [[Gets shit done|happens]].&lt;br /&gt;
&lt;br /&gt;
Inspired by a derivative of the [[copypasta]] that gave rise to the [[4chan Archipelago]], and written by /tg/ [[writefag]] &amp;lt;span style=&amp;quot;color:#117743&amp;quot;&amp;gt;&#039;&#039;&#039;008&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &#039;&#039;&#039;Stranded in Fantasy&#039;&#039;&#039; started on the January 18th, 2012, and completed on January 31st, 2012.&lt;br /&gt;
&lt;br /&gt;
The story is copied here, but you can read it on the sup/tg/ archives, which are listed [[Stranded_in_fantasy#Sup/tg/_archives|at the bottom of this page]].&lt;br /&gt;
&lt;br /&gt;
==Brief summary== (Spoliers erradicated)&lt;br /&gt;
&lt;br /&gt;
It&#039;s about a group of [[humans]] from our world who get hypno-suckered into some plot-device portals that land them in a city in a world where [[D&amp;amp;D]] is reality. It is not glorified in any way - its eleven humans in a world of [[elves]], [[dwarves]], [[orcs]] and other humans, and they have no money, no powers (to begin with...) and are shit out of luck. They soon realize that not everything is sunny in a fantasy world and lines should be crossed for them to survive.&lt;br /&gt;
&lt;br /&gt;
The Terrans (Transported Humans)&lt;br /&gt;
&lt;br /&gt;
* Alex: Wild Magic [[Sorcerer]]&lt;br /&gt;
* Marcus: [[Bard]]&lt;br /&gt;
* Jason: [[Rogue]]&lt;br /&gt;
* Journal Writer: [[Psion]]&lt;br /&gt;
* Mike: [[Warlock]]&lt;br /&gt;
* Avery: [[Cleric]]&lt;br /&gt;
* Ian: [[ Arcane fighter ]]&lt;br /&gt;
* Max: [[Wizard]]&lt;br /&gt;
* Austin: [[Artificer]]&lt;br /&gt;
* Dan: [[ Warrior ]]&lt;br /&gt;
* Amanda: [[ Bard ]]&lt;br /&gt;
&lt;br /&gt;
===Map===&lt;br /&gt;
[[File:Stranded_Map_boarders_and_trade.png]]&lt;br /&gt;
&lt;br /&gt;
A fully formated archive of the story is not currently available.&lt;br /&gt;
&lt;br /&gt;
A partially formatted word doc is available here: https://mega.nz/#!l1cGQKyL!vKT6n6W7MLeJUMZrqL-u2RC2lKd7dOCYRnlWH6yVQ7k&lt;br /&gt;
&lt;br /&gt;
For the narrated story https://www.youtube.com/watch?v=xgiVhnQ9HFA&amp;amp;ab_channel=NeckbeardiaReborn&lt;br /&gt;
&lt;br /&gt;
==Part 1==&lt;br /&gt;
&lt;br /&gt;
===Journal Entry 1===&lt;br /&gt;
&lt;br /&gt;
Well, here I am. I don&#039;t know why I&#039;m bothering to keep this journal, only a handful of people in this place will be able to read it when I&#039;m gone. For peace of mind I suppose. Where to start. It was another typical day of doing nothing, trying to get work and keeping myself entertained. I&#039;m not sure what happened, but suddenly there was a voice in my head telling me I had to prepare. Before I knew what was going on, a doorway, a portal opened up in my living room. Round, glowing and beyond, a city of some sort. It looked positively medieval. Stone and wood buildings, strange people, some not human. A fantasy world. Somehow I knew I had 30 minutes before it closed. It felt like a dream and perhaps that&#039;s why I went through. I thought it was a dream, it seemed the logical thing to do at the time. I don&#039;t know why. At least I had the presence of mind to grab what I could and not just hop through. What a catastrophe that would have been. So here I am, where ever here is. I guess I should find out and see what&#039;s going on.&lt;br /&gt;
&lt;br /&gt;
===Journal Entry 2===&lt;br /&gt;
&lt;br /&gt;
What the fuck was I thinking? So here I am. In some fucking fantasy world. Magic and everything. Shortly after I arrived, that dreamy feeling fell off and the reality of the situation has hit. I&#039;m stuck here and I don&#039;t know why. I&#039;m not alone though, there are a handful of others in the same situation. We&#039;re all foreigners here, stranded and effectively homeless in this place with no idea why. Speaking of this place, It&#039;s called Rosenbridge. I have no trouble communicating with the locals, but I can&#039;t read their language. They use some squiggly shit that makes no sense to me. I think spoken language is just being translated for us at this point. Rosenbridge is apparently a town in a trade hub connecting several larger cities. Kind of a place were the different races of this world pass through. I&#039;ve seen Elves, Dwarves or Gnomes, some lizard... thing and some others that I&#039;m not entirely sure of outside of the more common humans. I&#039;m kind of creeped out to be honest. Anyways, we&#039;re all camped out in some alleyway near the outer wall of the city.&lt;br /&gt;
&lt;br /&gt;
===Journal Entry 3===&lt;br /&gt;
&lt;br /&gt;
Well, I just witnessed some magic. It was pretty spectacular, but I guess it&#039;s a common thing as the locals didn&#039;t seem to give mind. Some guy in robes doing some display in the town square. Burst of light, movement of hands and mumbling and boom. I&#039;m not entirely sure what happened. Alex, one of the people that&#039;s in the same situation as me, was going to see if he knew anything about why we&#039;re here. Fucking wizards man. There&#039;s what I estimate to be several thousand people milling about the markets. I don&#039;t know why, but for the first time I feel intimidated by a crowd. I get an odd overwhelming feeling. I think it&#039;s stress. I may be starting to lose it. God knows Avery hasn&#039;t fucking stopped crying since we found her and gathered up in the alleyway.&lt;br /&gt;
&lt;br /&gt;
===Journal Entry 4===&lt;br /&gt;
&lt;br /&gt;
Well, Alex&#039;s wizard friend had no ideas and didn&#039;t seem the least interested according to him. Fucking wizards. Anyways, caught some kid groping at my ass, I think he was looking for a coin purse. The local&#039;s don&#039;t seem to actually have pockets on their clothes, everything is carried in little pouches. Anyways, pistol whipped the little fucker off his feet and took off. I wish I had money, I&#039;m starving and none of us have anything worth trading. Thieving or begging may be in our future, or prostitution if things get desperate. What the fuck is going on.&lt;br /&gt;
&lt;br /&gt;
===Journal Entry 5===&lt;br /&gt;
&lt;br /&gt;
So Rosenbridge. It&#039;s apparently mostly built on some massive ancient bridge that&#039;s over a river leading to the ocean. Part of the trade routes coming through are by boat, this is apparently the stopping point as it gets too shallow or rapids or something beyond this. Spent some time at the waterfront. Managed to swipe some bread. It was rock hard and tasted terrible but fuck was I hungry. This is the first time I&#039;ve come to know real starvation. It looks like the others have found something to eat. Someone, I think Max, said that there was a church that gave donations to the poor. We&#039;ll have to check that out.&lt;br /&gt;
&lt;br /&gt;
===Journal Entry 6===&lt;br /&gt;
&lt;br /&gt;
There&#039;s some carnival in town today. Strange foods, acrobatics displays and showy wizards. Alex has been hanging around the wizards and observing. I think he&#039;s going to try and figure out this magic stuff. Best of luck to him. Anyways, checked out that church, it&#039;s a bunch of sun worshipers. They give some kind of oatmeal slop once a day to the poor. It had no taste but it was filling at least. The chick giving the handouts seemed surprised at the sudden influx of hobos in town. Namely us. We&#039;ve decided to stay tight lipped about our origins for now. Don&#039;t need any more trouble. Hung around the carnival for most of the day but didn&#039;t have any coin for the real shows. Entertainment&#039;s been slim. My mp3 player battery has been dead more than it&#039;s been charged. The solar charger I brought with me is slow as hell.&lt;br /&gt;
&lt;br /&gt;
===Journal Entry 7===&lt;br /&gt;
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Jason got mugged today while he was pissing behind some tavern. Lost everything. Luckily we found most of it in a heap by the waterfront. Unfortunately the screen on his Kindle is cracked now. Alex has been gathering up some stuff from just outside town. Grass, leaves, some kind of flower. He says he wants to try one of those carny wizard spells he spent all day watching. Some kind of ingredients along with vocal and hand motions are involved. We&#039;re not sure if the hand motions and vocal parts are required or just something for the show. I guess he&#039;ll figure out in experimentation. He has some hardon for learning the local&#039;s magic. I don&#039;t think we can, we&#039;re not from this world.&lt;br /&gt;
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===Journal Entry 8===&lt;br /&gt;
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So some guard comes around our alley and starts bullying us around. Turns out he wants some people to work on the docks for a few copper coins. Most of us went for it. Money. I did as well. Backbreaking work moving crates and sacks and shit to and from boats and on to carts. My arms hurt and will probably hurt more tomorrow, but we&#039;ve got money and it&#039;s not illicit money either. I think Amanda was just another day from whoring herself out to the locals. I think she&#039;s a bit too chubby for that to work out though. The locals are all malnutrition thin (peasants) aside from the rich/nobles/merchants which are a bit pudgy&lt;br /&gt;
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===Journal Entry 9===&lt;br /&gt;
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Oh god what am I doing here? I&#039;ve been working my ass off at the fucking docks all week just for a pittance and it&#039;s barely enough to survive. Plus I&#039;m dodging thieves and guards looking for a beatdown all day and night. I hate this place. What the fuck was I thinking?!&lt;br /&gt;
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===Journal Entry 10===&lt;br /&gt;
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So while I&#039;m writing, sitting on the edge of the fountain in town, some guy comes up and seems incredibly fascinated in my pen. It&#039;s a bic ballpoint, blue. He said he was some kind of artificer and wanted to know all about it, so I gave him the basics. Ink in the tube drains out and on to the little ball. I&#039;m not sure how they work beyond that. I sold one of my least chewed on spares to him for two gold coins. I think that&#039;s a lot.&lt;br /&gt;
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===Journal Entry 11===&lt;br /&gt;
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Alex is in a coma. He tried doing that magic shit today. We sat down to watch.. at a safe distance and he did the hands thing and said the words, had the materials and then.. he grunted and fell over. He was out for a few hours before we realized he didn&#039;t just faint. We dragged him to the sun worshipers temple and they&#039;re taking care of him for now, they have some sort of clinic going on. I don&#039;t know the details. I spilled the beans to the priest, that we&#039;re from offworld. He got this weird look in his eyes and put his hand on my head and yelled Smite. I felt something but I don&#039;t know what. He apologized profusely afterwords, saying it was some kind of misunderstanding. Is he a paladin? Anyways, Avery is staying to keep watch on him over the night.&lt;br /&gt;
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===Journal Entry 12===&lt;br /&gt;
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We&#039;re in hiding now. Apparently word got out about us. The local magistrate or vizier decided we should be rounded up. Ian, Max and Austin were nabbed and taken to the prison or dungeon or whatever they have here. I stole some clothes off a clothesline and we&#039;re going dressed as locals and hanging out in an old abandoned house on the other end of town. The locals think it&#039;s haunted and it does have a creepy vibe. It&#039;s a temporary solution though.&lt;br /&gt;
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===Journal Entry 13===&lt;br /&gt;
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Amanda says she was up all night talking to a ghost that resides here. Some girl that was murdered by a cult of some kind long ago. In other news, Amanda isn&#039;t the only one losing it. I robbed someone today in an alleyway. I ran out of money and old starvation hit. Snuck up behind them and taser to the back. Ended up with a handful of silver coinage. That should keep us fed for a few days.&lt;br /&gt;
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===Journal Entry 14===&lt;br /&gt;
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I haven’t heard from Avery in a few days so I went to see what was going on at that church. Alex is up and moving around, but he&#039;s still kind of out of it, having trouble speaking and whatnot. It&#039;s like he suffered a stroke. The priest person said they could heal it in time using their divine power, but that there would be a price for it, and not the kind of price you can pocket. The only explanation as to what happened that they gave was that magic was a dangerous thing to the untrained. So much for Alex&#039;s dream of becoming a wizard. At least the church is keeping him out of the hands of the guards.&lt;br /&gt;
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===Journal Entry 15===&lt;br /&gt;
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Ran into that artificer guy today. He wanted to know more of the land I came from. Have to be careful about anyone overhearing what with the guards on the lookout for us. I didn&#039;t tell him much but I did sketch out a bicycle and the basics of how they work. He was fascinated and ran off with the page after giving me a few silvers. Bicycles, here. Imagine that. I don&#039;t think they know what rubber is though. I could be wrong though.&lt;br /&gt;
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===Journal Entry 16===&lt;br /&gt;
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That artificer showed up again. He is running a caravan over to the next stop in the trade circle, some place called Wildlake and invited us all to come along as caravan guards. He knows the guards are looking for us and this is the best he can do to assist I guess. Most of us couldn&#039;t even defend ourselves but it gives us a chance to get out of this place. Avery and Alex are staying behind at that sun church.&lt;br /&gt;
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===Journal Entry 17===&lt;br /&gt;
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Well, we&#039;ve been given some shitty used leather armor and a spear and we&#039;re off on this caravan job. We&#039;re getting paid too, a handful of gold to boot, so as long as nothing horrible happens, we should be okay. We&#039;re with 5 other guards who are locals. I had no idea how to put on the armor, it was all straps and leather so I watched the locals put theirs on and imitated. I know I fucked up at some point, it doesn’t feel right. Anyways, this trip should be about 5 days at cart speed. There are 6 carts in the caravan and 10 of us on guard duty total, 5 of us foreigners and 5 locals, plus some 10 merchants, cart drivers and so on. There&#039;s several beast people things with us and one rowdy dwarf, but otherwise all human.&lt;br /&gt;
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===Journal Entry 18===&lt;br /&gt;
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What the fuck am I doing here?! Why?! Why won&#039;t I wake up?!&lt;br /&gt;
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===Journal Entry 19===&lt;br /&gt;
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So much walking. My legs ache, my arms ache, my feet hurt. Almost twisted my ankle. Hate this place. Us Terrans have been having an entirely different experience from the locals on this trip. The locals are enjoying the walk, chatting and spending the nights around the campfire telling silly stories of drunken bravery and local heroes. Us Terrans are around the fire, all cramped up, in pain, dealing with blisters and mumbling about all the things we miss of home. I can feel the emotional difference between both our groups. It&#039;s the oddest sensation. Bah, I&#039;m just tired.&lt;br /&gt;
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===Journal Entry 20===&lt;br /&gt;
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Dan&#039;s dead. He was one of us. I don&#039;t know much about him other than he liked to sing to his mp3 collection during the run. We couldn&#039;t even bury him. So we&#039;re wandering along when these green things come rushing out of the underbrush. Goblins. Panic. Everything goes to shit. Dan gets a gut full of sword before he can do anything. I manage to get out my gun and I don&#039;t know, I was panic firing I guess? I hit at least 3 of the little fuckers. I&#039;m down 8 bullets. I have to be more careful. The goblins were driven off but there are other injured. We had time to loot the bodies but not bury Dan. Left at the side of the fucking road, stripped of everything, to be eaten by the fucking wolves or whatever.&lt;br /&gt;
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===Journal Entry 21===&lt;br /&gt;
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We, the Terrans, held a small memorial for Dan. The locals didn&#039;t quite get why we were bothering for someone we barely knew. We divided his belongings amongst the rest of us. We should make it to Wildlake in two days. I hope we made the right decision, joining this caravan. The next town may be worse. It may be better. I don&#039;t know.&lt;br /&gt;
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===Journal Entry 22===&lt;br /&gt;
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Had a bit of a scare today. Ran into a group of elven rangers on some hunt today. Almost mistook them for bandits, we&#039;re all a little jumpy. They seemed alright people I suppose, unless they really are bandits and just waiting for the rest of their guys. Anyways, we were going opposite directions from us. During all of this, I managed to get my tablet charged up with my solar charger and taught the artificer how to play Angry Birds during camp. He was entranced by it. I think he&#039;s starting to understand just how foreign we are. In the meantime, we practiced with some of the weapons we picked off the goblin corpses. The locals had a good laugh at us as we flailed around with blunted short swords.&lt;br /&gt;
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===Journal Entry 23===&lt;br /&gt;
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Well, I figure we&#039;ve been here a month now. I&#039;m not entirely sure, I haven’t been keeping an accurate count and since I&#039;m not writing every day, it&#039;s hard to estimate. We made it to Wildlake around midday. Contrary to my expectations, there is no lake involved. Apparently there was one here way back, but it drained out in some dungeon or mine collapse. It&#039;s slightly larger the Rosenbridge with a wooden outter wall. I saw my first airship today. A flying boat, parked in eastern portion of town. According to the locals, it regularly shows up every few weeks to pick up and deliver shipments from another kingdom. That&#039;s not all either. We passed a slave market on the way in. This is the first time any of us have seen anything like this. I&#039;m not sure how I feel about this. It&#039;s perfectly legal according to the locals.&lt;br /&gt;
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===Journal Entry 24===&lt;br /&gt;
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We got paid today. 5 gold. We&#039;re all staying in a local hostel/tavern for traders and their crews. We&#039;re bunked up with some odd people. They&#039;re all red and some of them look like they have a coral reef growing out of their chin covered in skin. Tieflings I suppose? Where the hell are we? As creepy as they look, they seem to be okay, and I&#039;m not getting any bad vibes off them. One of them was a musician and played some tunes. Marcus got his hands on one of their instruments and started playing Stairway to Heaven. The musician took interest and the two of them spent the rest of the night exchanging ideas. On the other hand, the artificer kept asking me for new tech ideas. I think I&#039;ll show him the wonders of safety razor. God knows I&#039;ll need to get a replacement from somewhere when mine wears out.&lt;br /&gt;
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===Journal Entry 25===&lt;br /&gt;
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Nope, still here, not a dream. Why isn&#039;t it a dream? I was in the tavern today when some bald elf chick covered in tatoos sits down next to me and says in the most serious tone ever, that my mind was like a locked treasure chest and that she must get inside. That&#039;s the weirdest pickup line I&#039;ve ever heard. I quickly left. Too much weird for me. I can only take so much, the headache that showed up just before she did didn&#039;t help either. So more information about Wildlake. There is a flooded dungeon under the town, that ran under a lake that was once a burial mound of some so and so king from centuries past. Parts of it are unflooded and the adventurous raid it on a regular basis. You&#039;d think there wouldn&#039;t be anything left to steal after all this time. It&#039;s also used as a shelter for the a-typical races that aren&#039;t welcome in town. The little inhuman ones like those fucking goblins.&lt;br /&gt;
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===Journal Entry 26===&lt;br /&gt;
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With the trade run done, we&#039;re kind of out of work. Our money isn&#039;t going to last for very long. I poked around town looking for opportunities for awhile. What do I have training in that works here? Nothing. Marcus picked up a guitar at the market and is working as a bard in the cheap tavern and making a silver or two a night, and that&#039;s at least something. Amanda keeps wanting to go with him to sing, but she can&#039;t hold a note to save her life. I guess we&#039;re stuck doing remedial jobs any bumfuck shit farmer can do. We can&#039;t even read the damn writing, we&#039;re illiterate here. Maybe I&#039;ll be a professional thief. Ha, that&#039;ll be the day.&lt;br /&gt;
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===Journal Entry 27===&lt;br /&gt;
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Well, I got a job sweeping up at the fucking slave market. Wonderful. Nothing like mournful stares and whispered pleas of help from dirty, barely clothed captives to keep the spirits up. I don&#039;t know what to think. At least I&#039;m making some money, the pittance that it is. Did I mention they randomly get whipped? They use some whip that doesn&#039;t leave marks but apparently hurts them like hell. Who makes up this shit? Mike on the other hand, has caught on and captured the attention of some girl who agreed to teach him to read in exchange for...something. I don&#039;t want to know. He is trying to teach us what he learns. Handed down knowledge.&lt;br /&gt;
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===Journal Entry 28===&lt;br /&gt;
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Airship is in town. Watched that for awhile. They couldn&#039;t come up with a better design than a flying boat. It apparently isn&#039;t sea worthy either so why bother? Maybe I could teach them aerodynamics. You&#039;d think it would be obvious. Anyways, I&#039;m starting to see slaves beaten in my dreams and it&#039;s only my third day. It&#039;s time for an occupation change. Anything else. I heard there&#039;s some call some help with one of the dungeon areas I might look in to. Why not? Maybe the guards will leave me alone. I made the mistake of showing them my drivers license when they asked for identification last night. Weirded them all out. Speaking of which, why the hell did I bring my wallet and car keys with me?!&lt;br /&gt;
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===Journal Entry 29===&lt;br /&gt;
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Well, I got sucked in to some adventure thing going on. Hired with some locals to check out and clear a lizard creature, kobold, infestation of one of the dungeons. We&#039;re to head in within a few hours and see what&#039;s going on down there. Also on the team is a big burly guy who is also illiterate, a bored dwarf and a highly excitable elven wizard or sorcerer. I can&#039;t tell the difference yet. Luckily we didn&#039;t meet in a tavern because that would be too cliché. No, we met around the town fountain and got our “mission objectives.” I at least have the leather armor and shortsword from the caravan trip. That and my big knife from home and my Sig. I need more ammo. I need a source of ammo. I have 7 more magazines worth of ammo, 8 bullets each. Apparently there&#039;s going to be another guy joining us at the dungeon entrance. I guess we&#039;ll see what that&#039;s about. Anyways, I did ask the wizard about what happened with Alex. He just gave me the dangers of magic speech the sun priest did. Also of note, caught sight of that bald chick following me again. Kind of hard to miss her. She&#039;s good at causing headaches.&lt;br /&gt;
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===Journal Entry 30===&lt;br /&gt;
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So we met up with a Paladin of some warrior god and hit the dungeon. He was a very...boisterous fellow. Lots of bragging. So this was my first dungeon. Everyone brought torches. I brought a flashlight. It&#039;s a camping thing, green power and all that. Solar battery and all. It should last a good 3 hours. So we go in and sure enough, kobolds. Ugly, filthy looking things, making weird lizard noises when they weren&#039;t speaking pidgin english or common or whatever. The dungeon was more or less just burial ruins, pretty straight forward. Looking back now, it was pretty dangerous, these things were out to kill us and we were out to kill them. What the fuck was I thinking? Wasted two bullets and learned that my big stainless steel knife was a piece of shit when it snapped in half upon hitting bone. The short sword did better but I&#039;ll be damned if I&#039;m not clumsy as hell with it. The paladin gave me some hints and tips in the middle of a fucking fight because this is nothing for him. Anyways, I didn&#039;t get any injuries except some scrapes. I&#039;m still fast on my feet and my reaction time is good. Found some stuff, some kind of silver chain necklace I found in the mud and some coinage the kobolds were hoarding. Do people actually sell them stuff? They seemed a little feral for trade. Also got paid 15 gold for the job. I don&#039;t know if I can do something like that again. Such stress, I can&#039;t describe it properly. Terror and thrill combined together&lt;br /&gt;
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===Journal Entry 31===&lt;br /&gt;
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So I spent the last few days in the tavern, possibly getting lead or mercury poisoning. I&#039;m surprised none of us have caught anything yet. I&#039;m the only one who brought medical supplies, and all I had time for was a bottle penicillin. Stupid portal. Why did I ever listen to you? Anyways, Marcus got some apprentice deal under a Bard to try and learn Bard magic. As long as he doesn&#039;t suffer a stroke like Alex did, if it will even work. Who knows how different we are from the locals. Aside from that, I&#039;m starting to learn to read the store signs from Mike&#039;s hand-me down teachings. It&#039;s a bit more complicated though, there&#039;s a simplified written language and a standard. We&#039;re apparently learning the simplified. I guess that&#039;s a good enough start.&lt;br /&gt;
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===Journal Entry 32===&lt;br /&gt;
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That bitch got to me and I think I had an epileptic seizure. She showed up suddenly and grabbed me from behind. I know it was her, I felt it. I made for my taser and suddenly I couldn&#039;t think straight and went into convulsions. Next thing I know I wake up in the local temple. Some love and peace worshiper temple. Nothing was missing but I&#039;ve got the headache to end all headaches and random nose bleeds. She fucking mind raped me and then dumped me off at the temple. What the fuck? Fucking psions. I&#039;ll get her. I know exactly where she is, why the fuck do I know exactly where she is, what did she do to me?&lt;br /&gt;
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===Journal Entry 33===&lt;br /&gt;
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I got cleaned and rested up. Still got the headache. Paid a visit to Ms Psion. Brought my gun but in hindsight, I don&#039;t think I could have used it if I wanted to. We had a nice talk, not sure how much, if any of it, was real or manufactured. I&#039;m pretty paranoid about it. I don&#039;t know what they can fully do. Going there was a bad idea. There was more than one. It&#039;s all kind of a blur. I do know a lot of talking was done but not a word was said. From what I can recall and managed to put together, they&#039;re part of some back door manipulators of the local guilds, manipulating towards their profits. I think the ideas I leaked to the artificer got out and that brought me to their attention and then they found something. Something I didn&#039;t know was there. Now I think I need them to learn to control it or go insane from increasing mental stress. Or at least that&#039;s what they want me to think. None of this makes sense.&lt;br /&gt;
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===Journal Entry 34===&lt;br /&gt;
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It&#039;s not a headache, it&#039;s feedback. So much but no solitude to be found in the city borders. I slipped outside for a bit and the volume lowered to acceptable levels. I will have to return, maybe Marcus can play that song that puts me to sleep. He learned how. It was a mental ingredient that Alex was missing, he couldn&#039;t observe the state of mind he needed and the training was missing. I wonder how he and Avery are doing, or the others that were captured. I have to go back to her, she will teach me. I will make her.&lt;br /&gt;
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===Journal Entry 35===&lt;br /&gt;
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It&#039;s been a few weeks I think. I learned to block it. The noise. Them. From then on, it&#039;s mostly intuitive. The advanced tricks come later, so they say. Having a logical mental grasp of things has certainly helped. They said I was their first otherplanar “wild talent.” Already I learned to decipher the feelings. Empathy I guess. It&#039;s created other side effects. I have trouble nearing the slave market, it&#039;s a literal pit of despair, so thick it&#039;s almost physical. Luckily the effect doesn&#039;t spread. Uh, while I was coming and going out of sanity during the week, Marcus picked up some magical Bard music. Just some simple stuff. Between my experience and his, I guess we can learn. There&#039;s hope for Alex yet if he ever regained full functionality. The others, Amanda, Jason and Mike have been poking around and found out about some academy or university quite a distance away that may have some answers for us. They apparently have some info on extra-planar travel. Might be a long shot but it&#039;s all we got.&lt;br /&gt;
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===Journal Entry 36===&lt;br /&gt;
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We need quite a bit of gold for travel expenses. Much more than we have. I signed up on another dungeoneering expedition. Jason signed up as well. We joined up with a sorcerer and what I&#039;m pretty sure was half the thieves guild pretending to be fighters. I didn&#039;t even know there was one. I suppose that&#039;s the way they want it. Apparently Jason is a pseudo apprentice to one of them. What the fuck. Anyways, we headed down to clear out some goblins and instead found a death cult. A dead death cult. They committed suicide, somewhat recently. There was a goblin, just the one though, and he wasn&#039;t a feral, he wanted to join. Whatever, I&#039;m not the leader on this expedition. He smells though. Jason managed to pick out a few traps and got a few pats on the head for it from his thief masters and I&#039;m pretty sure I got fondled at some point by every one of them while they were looking for my coins or something of interest. Suckers, I left it all with the others back at the inn. Overall load from the job.. The pay was cut in half since there was no Goblins. Loot off the cult was a handful of shitty quality daggers, a handful of coppers and a magical idol none of us wanted to touch. We rigged up some wood tongs, bagged it and sold it at the market for around 60 gold and some incense. We didn&#039;t pay the goblin, he can go fuck himself.&lt;br /&gt;
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===Journal Entry 37===&lt;br /&gt;
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We all gathered up after I got my Kindle charged up and watched Strange Days. It was the only movie I had on it when I came, and the only movie any of us brought. It&#039;s a good movie but when you&#039;ve been living out on this world for awhile, you notice the simple things. Oh look, they have proper shoes and their clothes have functioning pockets. Hey, cars. And so on. There were some tears as homesickness kicked in full force and then I picked up the overflow from the others. What the fuck was I thinking? I think that portal bullshit had a hypnotic effect or some limited mind control was used. The more I think about it, after what I learned.. But why bring us, we&#039;re random people with similar interests. It doesn&#039;t make sense. Anyways, a bit after that, I..”helped” Jason with some b&amp;amp;e work his masters were requesting he do.. for the experience. Now I&#039;m not the best person and I admit I&#039;d probably be doing it too if I didn&#039;t get caught up in the mental adventures of temporary insanity with Miss Bald and her skinhead friend so I&#039;m not even going to complain. I guess I&#039;m sliding on down the alignment scale. Desperation, real or imagined I suppose. So my part in this heist was feeling out if anyone was inside and then he does all the work, and I try and alert him if someone goes for the door. Alert in my case is to nearly knock him and myself silly. I&#039;m still new at this, it&#039;s like painting with boxing gloves on. I&#039;m not sure what the total haul was worth, but his masters paid him a handful of silver. I&#039;m starting to wonder of this coinage really is gold, silver and copper. Might just be what they call it or maybe they&#039;re using a really impure mixture. I don&#039;t know. Not important I guess.&lt;br /&gt;
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===Journal Entry 38===&lt;br /&gt;
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So two trips into the dungeon and I am apparently a dungeoneering pro according to the locals. Seriously? So I was approached while trying to grift some tourists about another run in another section of the crypt. Apparently it&#039;s the right season that the water level down there drops enough to allow access to some otherwise inaccessible areas. Jason and his handler are coming along with what I think is a gnome who wants to examine the construction techniques and a tiefling chick who was armed to the horns with whips. I&#039;m going to have to get a torch for this, it&#039;s probably going to last longer than my flashlight&#039;s battery. Of course I&#039;m not experienced in making a fire without a lighter. I&#039;ll figure it out. Maybe that&#039;s something else I can sell to the artificer. He&#039;s still working out the wonders of the ball point pen. Anyways, the expedition starts come sunrise.&lt;br /&gt;
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===Journal Entry 39===&lt;br /&gt;
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Dungeoneering pro my ass. So we&#039;re all stuck in a big cylindrical room, about 15ft diameter and 20ft high. I&#039;ll start from the top. We entered and immediately ran into a kobold scouting party that was seeing if the area was habitable for them. Why can&#039;t they just build a fucking town of their own? We managed to chase them off. Found a few traps, got some cuts and bruises by a few and some minor burns from the extra fun time magical ones. I have to wonder why anyone bothers. It&#039;s only a matter of time before someone breaks through, all you&#039;re doing is wasting money on slowing down an inevitable intrusion. Not cost effective in the least. We found the previously flooded section and entered. Most of the traps here were disabled from water damage except a few of the amusing surprise pits that were now filled with easily crossable water and silt. Picked up a few unknown gems and some random baubles and decorations. Our gnome friend took sketches of everything we saw, from walls to doorway arches. Very fast hands. Finally we entered this room. There was a lever on a pedestal. Typical. The gnome seemed excited and walked right over and pulled it before we could check it out. The door slammed shut and that&#039;s how we got to be stuck in this room. The tiefling chick nearly broke her little jaw after the first hour. Everyone seems calm but I can feel the panic. It&#039;s creating a kind of feedback effect, not easy to ignore.&lt;br /&gt;
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===Journal Entry 40===&lt;br /&gt;
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Still in the trap. Luckily we&#039;re not expecting the area to flood again for another few months. So we&#039;re all sitting around chatting it up. I got to regale everyone of the tale of the Quantum Lich who was trapped in a similar situation and went on imaginary adventures. Jason and I had a good laugh about it, the others were disturbed. So rather than sit around and wait for insanity or death, we tore apart the lever mechanism which went inert when the trap sprung and applied some mechanical engineering to it. Some of the rope that made it work broke. We figure this room was some kind of “airlock” leading to another chamber. We managed to repair the mechanism using one of the tiefling&#039;s whips and tricked it it into opening both doors with some luck. Tada. We took a vote and went further in. It&#039;s a good thing we did. While we didn&#039;t find mounds of gold and jewels, we found a small armory. Swords, daggers and armor, all in good shape, untouched by the flooding and rust. We cleaned the place out and headed back top side. Our market contact is selling off the loot and we got paid. Looks like we got a nice little mound of coinage and we all kept something from the loot. I traded in my shitty goblin short sword for a nice steel one. The gnome got his designs and seemed quite pleased, around the bruises anyways.&lt;br /&gt;
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===Journal Entry 41===&lt;br /&gt;
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Got caught up with the artificer today. He finished several prototypes of ball point pens but couldn&#039;t get the right consistency with the ink. Chemistry or Alchemy as they call it here is not his strong point, so he&#039;s working with someone on that. In the mean time, he&#039;s working out which is easier, bikes or razors. The razor has lots of fine points, but the bike has moving parts. I suggested a Penny-Farthing style with the pedal mounted on the front wheel for ease. He&#039;s pondering it. I see many great business arrangements in our future. One thing at a time though. It&#039;s not like there&#039;s a patent office though, anything he figures out, anyone else can copy and there goes the profits. Learned a new trick. I can pull memories out of people now. It&#039;s very obvious what&#039;s happening though and it&#039;s quite tedious and leaves me exhausted. In other news, someone tried robbing me in an alley. Not one of the sanctioned thieves, just some asshole. Gave him a mind full and then a face full of taser when that wasn&#039;t enough. I ended up taking his money, his pants and one boot just to fuck with him.&lt;br /&gt;
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===Journal Entry 42===&lt;br /&gt;
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The airship is in town today. Amanda is going to see about booking passage or at least how much it is to their main stop, which is about halfway to that university. From there.. well, we&#039;ll figure something out. We&#039;re all planning on going. We have to stick together. In the meantime, I&#039;m experimenting with Mike and Marcus with some zap stone he picked up cheap in the market. It&#039;s magic, produces static electricity at what seems to be a constant rate. I think it&#039;s for wizard pranks or maybe simple traps. We&#039;re seeing if we can&#039;t use it as a faster method to recharge our batteries. My taser must be getting low, and it takes hours to charge my mp3 player, even longer for the Kindle or Amanda&#039;s Ipad using the solar charger, or that hand crank thing we got from Dan.&lt;br /&gt;
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===Journal Entry 43===&lt;br /&gt;
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We have enough for the airship trip, but it&#039;s a no frills package and may be called upon to help move cargo around. We leave in two days. I haven’t actually ever been on a plane and here I am preparing for an airship ride. The trip should take 48 hours. Our experiments with the static stone didn&#039;t quite work out as well as we hoped. The electricity coming off it is in fact very random. We would need to set up some kind of transformer or something and I have no idea how to make one. Paid a last visit to Baldy. Why the hell did I do that again? Always a mindfuck with her. Literally. Also she keeps wanting me to shave my head. To hell with that. She did give me some tips on memory digging that should help, but practice makes perfect. It&#039;s like a muscle, it needs to be used. Translation: I gotta mind rape people to get stronger. What the hell have I gotten myself in to?&lt;br /&gt;
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===Journal Entry 44===&lt;br /&gt;
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So here I am, standing on the deck of an airship, an aerodynamically improbable shape propelled by magic. Fucking magic. As near as I can tell, it&#039;s a converted cutter with the sails removed and some magic propulsion added in. Some kind of engine powered by elementals or something. It&#039;s certainly not sea worthy anymore as the bottom&#039;s been cut up into loading doors for cargo. Us Terrans are sharing a tiny, stuffy cabin barely large enough for us all. We&#039;re sleeping on the floor more or less. The ship is noisy, the wood constantly creaking from movements. On deck is better but we have to stay out of the way of the crew. The view is amazing though. We&#039;re hauling ass over some plains. Mountains and forests in the distance, passing over a few horse riders far below. They are navigating by a combination of standard ship navigation techniques, compass and sextant combined with a magic map. Not too sure of the details on the map, probably helps with their versions of latitude and longitude guesswork. Something is bothering me though, I&#039;m picking up a lot of apprehension in the crew. I let the others know and we&#039;ve been digging for info but they&#039;re being tight lipped. It doesn&#039;t seem directed towards us though, so I don&#039;t think they&#039;re planning anything nefarious.&lt;br /&gt;
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===Journal Entry 45===&lt;br /&gt;
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A day and a half out and blam, the ship crashes. Found out what the crew was worried about. They were transporting some creature. It got free and set the whole underside aflame. The ship&#039;s enchantments started breaking one at a time. The captain managed to soft crash us. About 4 of the crew&#039;s total of 15 didn&#039;t make it. All us Terrans survived, but Mike has a broken arm and the rest of us are pretty banged up. We&#039;re doing what we can to treat the injuries. Whatever it was in the below decks either died in the fire or died in the crash. We have a long trip ahead of us on foot. We&#039;re loading up with all the supplies that survived and even managed to throw together a shitty cart to load up and transport the wounded. The area isn&#039;t exactly a haunted nightmare forest, but it&#039;s not exactly safe as the ones back home either. The Captain, a fiery woman, seems to think we can make it to Winterfield in a week if we don&#039;t dawdle. My request for a discount on the travel price was of course denied. Whatever. As long as we all make it. We Terrans are a bit better off than when we did our first caravan from Rosenbridge to Wildlake.&lt;br /&gt;
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===Journal Entry 46===&lt;br /&gt;
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So we&#039;re kind of lost in the woods. The tree cover is too thick to take sun measurements for navigation, so we&#039;re kind of guessing. We at least know the right direction, between my and the captain&#039;s compasses. The woods are pretty quiet which probably means predators, but I don&#039;t feel anything out there. Marcus occasionally breaks out the guitar to play something inspiring. He&#039;s getting better at it and is managing to combine some Terran music with what I&#039;m calling the bardic effects. It doesn&#039;t quite work right, so mostly we&#039;re hearing local traditional stuff. We&#039;ve all been taking turns pulling the supply/injury cart, and pushing when it inevitably gets stuck. A few of the crew are ahead, picking paths through the trees and looking for the best ground to traverse until we find some kind of road. The Captain is certain there&#039;s an old trade road around here somewhere. We&#039;re zigzagging back and forth looking for it as we continue on to Winterfield. I tried climbing one of the trees for a better look, but didn&#039;t see anything other than more trees. So much green. According to the map, we should be in the woods for at least two days before we exit out, cut across some foothills and enter the northern plains. The crew is pretty superstitious. They keep telling tall tales of dark elves kidnapping people to their caves living in the woods, or cannibal witches or Druids powered on hatred and my favorite, the Woods Lich. He raises the dead as dryad tree warriors. I&#039;d think it was all fun and games, but some of them are terrified by the prospect. It&#039;s like kids telling horror stories around a campfire to scare each other except it&#039;s grown men and women. Tonight we&#039;re going to tell our version. We&#039;re going to convert Hellraiser over to something they can understand.&lt;br /&gt;
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===Journal Entry 47===&lt;br /&gt;
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Well, we ran into wild borderline feral forest elves. I picked them up when they started shadowing us and called them out. They weren&#039;t hostile, but extremely distrustful. They barely spoke English..common, but we did manage to get some directions out of them. They just want us out of their territory asap. We&#039;re a change to the status quo I guess. The whole thing could have gone a lot worse if one of the idiot crew were first to approach call them out. Fucking elves. I think Amanda has an elf crush to boot. My experience with them so far in general hasn&#039;t been all that good considering my time with Miss Baldy McMindrape. Anyways, by nightfall, we hit the trade road. It was further east than the map said, and it&#039;s in pretty bad shape. It&#039;s been flooded out several times and is heavily overgrown, but it&#039;s a straight route, if not disused. Apparently once the airship started moving cargo in days what would have taken months, the whole thing just shut down overnight. I hope they can acquire a new one, I doubt they had an insurance policy on it.&lt;br /&gt;
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===Journal Entry 48===&lt;br /&gt;
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We&#039;re camped out at the edge of the woods for the night and will hit the foothills tomorrow. It should be easier going, but we don&#039;t exactly know what kind of dangers to expect. We all sat around and watched my Kindle copy of Strange Days again, including the crew. They obviously had no idea what was going on but the pretty moving pictures kept them distracted from telling stupid horror stories. I just hope they don&#039;t decide to burn us as witches come morning. We also have been getting in some weapon practice during our woodland adventure. I&#039;m not as clumsy as I used to be with the blade as when I first started. Mike&#039;s taken extremely well to his rapier.&lt;br /&gt;
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===Journal Entry 49===&lt;br /&gt;
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We got attacked. Hyenas. Gnolls and a few goblins. They initially charged in screaming, but gunfire sent them back. They continued with hit and run tactics for the rest of the day I&#039;m down 6 more bullets. 48 rounds left. We lost a crewman and the Captain took a nasty gash across the arm and leg. She&#039;s riding the cart now. None of us have any medical training. I don&#039;t know how bad the wound is, but she&#039;s out of the fight. If she takes fever, I&#039;ll give her a penicillin and hope she&#039;s not allergic. Took a few beatings otherwise and had to repair the cart, but we&#039;re okay. We captured a goblin and he&#039;s pulling the cart for now. Picked through the mortally wounded after the raids. Got to practice my memory harvesting skills. I know more about that Gnoll tribe than I ever wanted to, and they all died in horrible agony, and I got a headache. I&#039;ve come to realize I&#039;m becoming a horrible person. Was this something Mistress Skinhead McTattooface planted in my head or is this just how I&#039;m adapting to the situation? It must be adaption, I&#039;m not the only one effected. Jason was laughing at their pain and was cracking jokes about it for the rest of the day to freak out our goblin slave. Speaking of him, he doesn&#039;t speak common so we named him Wendy. Overall loot from the attacks.. A long bow and some nasty looking arrows. One of the crewmen knows how to use bows, so he took it.&lt;br /&gt;
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===Journal Entry 50===&lt;br /&gt;
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Surprise, I&#039;m apparently in charge of this whole expedition now while the Captain is out of it. She&#039;s sleeping most of the time and the bleeding has stopped.. kind of. I don&#039;t even know when to change her bandages, just when they look bad? We don&#039;t have enough material for a lot of them. No rotting smells though..yet. So with the Captain out of it and the first mate dead in the crash, somehow the chain of command falls to me. I think everyone&#039;s taking my secret rampant and unethical abuse of empathy as some form of leadership. Well, here goes nothing. No sign of the Gnoll party today, but we keep catching glimpses miles behind us. Probably scouts. I hope we&#039;re not being pushed into a war party. The hills aren&#039;t exactly giving us a clear view of everything, too many places to hide, too much cover, so we travel on. We should hit the plains tomorrow. That may bring luck or more misfortune. What the fuck am I doing here?&lt;br /&gt;
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===Journal Entry 51===&lt;br /&gt;
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No Gnoll attacks, they stopped following us when we hit the plains. One of the crewmen started getting real jittery. One of the big dumb guys. When pressed, he clammed up, but that shit don&#039;t work on me. This trip is taking longer than expected, even with the crash. I figure we&#039;ll hit Winterfield in four more days. At least there&#039;s that to look forward to. Hopefully we won&#039;t all get arrested upon arrival or worse. This isn&#039;t even the endpoint in our little trip, just the midway. We&#039;ll have to find a new group to travel with to this University place. The plains are nice, we can see if something is coming unlike the foothills. The terrain is flat enough that we can make good time over the trade road. I&#039;m sure there&#039;s some kind of horrible magic snake or dire rats hiding in the grass somewhere. We&#039;ll see I guess. The Captain isn&#039;t doing much better, but stable. Bleeding&#039;s stopped but she has a temperature. I slipped her a penicillin. I hope this works, is this even the right time to use them? Figures that we&#039;d end up with no one with any form of medical training. I&#039;m sure Mike&#039;s arm isn&#039;t going to heal right. We&#039;ll have to get him to a temple healer asap. Same with the Captain of course.&lt;br /&gt;
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===Journal Entry 52===&lt;br /&gt;
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Found out what was bothering the big guy. Nomadic barbarian tribe. He&#039;s an exiled member of course, headed over to Winterfield and took up an occupation. I don&#039;t know what he was exiled for, but they&#039;re pretty pissed to see him, and us because we&#039;re with him. We managed to talk them out of killing us on the spot and we&#039;re under their custody until they decide what to do with us. There&#039;s around 150 or so of them that I&#039;ve counted so far. They move in a huge migratory loop around the plains, following the wildlife and weather year after year. We did manage to get their healer to assist with our wounded so there is that. He&#039;s using a combination of some kind of magic healing and holistic medicine with lots of silly ritual that I&#039;m sure isn&#039;t really part of it. At least I hope it isn&#039;t. From observation, I figured that they&#039;re ancestor spirit worshipers along with a skygod that may or may not be the same figure as the sun god in a different mask. It&#039;s hard to tell. I&#039;m not about to announce my disbelief in the divine on this world, as things like that tend to go all wrong. Their young warriors dope up on some local plantlife and visit the ancient grave sites, experience something and then participate in a hunt. There&#039;s some kind of cannibalism involved as well, their greatest warrior gets eaten when he passes and the same goes for the medicine man and his replacement when the death comes. They don&#039;t seem to be experiencing the shakes, and is apparently a sin to eat anyone else.. so I&#039;m going to try and not be too worried.&lt;br /&gt;
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===Journal Entry 53===&lt;br /&gt;
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The Captain is back on her feet and thanked me for not fucking up too badly, and Mike&#039;s arm is doing better from the healer&#039;s treatment. That&#039;s the good news. The bad news is that after today&#039;s negotiations.. we get to take part in the Barbarian hunt. The worse news is that we&#039;re the prey in this hunt. We have a 4 hour head start. We&#039;re ditching the cart and carrying what supplies we can. It starts at sunrise. We have 8 young warriors in the chase, and some older ones just behind them in case they fail. We&#039;re not expected to survive. Mr Exile is ready to accept his fate. I don&#039;t want to die tired. I won&#039;t. Not after all of this.&lt;br /&gt;
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===Journal Entry 54===&lt;br /&gt;
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Rained all day and we ran. Rained into the night and we ran. Didn&#039;t even know I could run this long. Desperation. Separated from the others but I kept running. When sunlight came, one of those assholes was on my tail. They have fucking horses. Fucking Cheaters! Nearly got trampled. He got off his horse to finish me. I let loose with everything. There&#039;s nothing left up there now, he&#039;s blank. I don&#039;t think he even knows what he is anymore. Can barely think, bleeding from nose, dizzy. Hiding in a crevice, my legs were starting to lock up. Need to get moving asap.&lt;br /&gt;
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===Journal Entry 55===&lt;br /&gt;
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-4 bullets.&lt;br /&gt;
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===Journal Entry 56===&lt;br /&gt;
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Met up with the others at night. 3 Crewmen are gone, Amanda&#039;s dead. Speared. We&#039;re taking a break. We can afford a short breather. Mike did.. something. He flipped the fuck out and started talking to thin air and next thing I know he&#039;s throwing around fucking black fire and took down one, injured another. I think he made a deal, a Warlock deal. He won&#039;t talk about it but he&#039;s ashamed and terrified of whatever he agreed to, but fear of barbarian death overrode whatever that was. We&#039;ll talk about it once we get out of this situation.&lt;br /&gt;
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===Journal Entry 57===&lt;br /&gt;
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We ran into a Winterfield guard patrol with the barbarians on the horizon. They pulled back and the guards had enough compassion to help us. We were escorted back to town and currently sitting in a tavern. I ache everywhere. Amanda&#039;s gone. Another one of us down, dead on the side of the fucking road again. We&#039;re all dead quiet, the surviving ship crew and Captain. We&#039;re numb. I&#039;m not going to sleep well for awhile, and Mike&#039;s seriously fucked up. He still won&#039;t talk about it. We&#039;re going to hold a memorial tomorrow for Amanda and the other crewmen. I didn&#039;t even know their names. I feel like I&#039;m forgetting about something. Wendy! What ever happened to that fucking goblin, we left him at the barbarian camp. He&#039;s probably dead.&lt;br /&gt;
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===Journal Entry 58===&lt;br /&gt;
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I keep waking up, thinking I have to start running, or that there&#039;s a barbarian about to kill me or not sure where I am. This isn&#039;t good. PTSD? Fuck. We held a memorial for Amanda. Well, welcome to fucking Winterfield. It&#039;s a large city, reminds me of medieval France in architecture. It&#039;s a bit chilly here, but it is farther north. The locals are a bit distant. Apparently the barbarians are a problem for the area and the real reason the trade road shut down, and they switched to an airship. Well, hope they can build another one. The local royalty is too fearful of sending an army out to hunt the fuckers down like dogs. No, he&#039;s fine with the way things are. Calls it balance from what I hear. As much as I&#039;d like to just settle down here for awhile and recover, we can&#039;t really. We all agreed. The barbarians are set up to the south west and we need to move north east. If we wait here too long, they&#039;ll move further up their migratory path and it&#039;ll be too late. We have very little money. Jason is checking in with the local thieves guild, because that&#039;s apparently a thing he has to do now. I did some checking around and there is a caravan heading north to a town called Brightly. According to the map, we can get to the University from there. I&#039;m starting to understand how this University thing works, and why it&#039;s so far out. If you get there, you&#039;ve proven yourself apparently. Too late to turn back. We&#039;ll take a week to rest, gather supplies and then head out with the Caravan. Where to get the money? Looks like I&#039;m back to tasing people in alleyways and helping Jason b&amp;amp;e. What am I doing with my life?!&lt;br /&gt;
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===Journal Entry 59===&lt;br /&gt;
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Those fucking barbarians. They dropped off the desecrated corpses of Amanda and the crew on the doorstep of town for all to see. They&#039;ll pay for this, for everything. Motherfuckers. They&#039;ll at least get a burial now. At least there&#039;s that. I&#039;m so fucking pissed I don&#039;t know what to do. I accidentally lashed out at a few people mentally. We just wanted to pass through but those fuckers wanted to have their fun and now people are dead. Lives ruined. For what? I don&#039;t know anymore, I don&#039;t know. Anyways, I helped Jason nick some items he can fence and we&#039;ll see what else we can do to grab some money.&lt;br /&gt;
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===Journal Entry 60===&lt;br /&gt;
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We didn&#039;t get as much as I had hoped, so we&#039;re going to have to expand our horizons. This isn&#039;t really a town for adventurers, no nearby dungeons or anything, just asshole barbarians. Marcus is making some money, barding it up in the taverns at least. The people are too distrustful to be grifted easily. Mike is totally against a warlock magic show, and to be honest, it wouldn&#039;t be appropriate. I&#039;m not exactly a criminal mastermind. We can always hold up a trade caravan. Say, the one we&#039;re traveling with. That might be too many people though. We&#039;re not murderers and we&#039;re not bandits. We&#039;re just poor. Yeah, that&#039;s a great rationalization. I apparently have no moral issues with completely fucking over the locals. I think it&#039;s because I don&#039;t recognize them as.. us. “We&#039;re Terrans, we&#039;re better than you!” mentality. I don&#039;t know what to do. I don&#039;t, I just don&#039;t know. Would I have been like this if we stuck around Rosenbridge? What happened with Alex and Avery, or Ian, Max and Austin. Are they even still alive? I can&#039;t think and my mind is starting to leak. I need rest.&lt;br /&gt;
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===Journal Entry 61===&lt;br /&gt;
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Well, Jason came back from the guild with a job offer. We can make nearly twice the money we need with a single job. That job of course is to assassinate the king. He&#039;s not a popular man around here. Of course we&#039;re not exactly assassins. The fact I&#039;m seriously considering this job shows just how far I&#039;ve slipped. I&#039;ve talked with the others and they&#039;re all for it. Marcus explained it best with Spock logic. The needs of the many (us, and our need of money) outweigh the needs of the few (the king and his need to live.) It&#039;s fucked up logic but on the good side, maybe his replacement will do something about the fucking barbarians. We got decided to take the job. Jason picked up a map from his guild and we&#039;re going to do some planning latter tonight. In the meantime, we&#039;re attending Amanda&#039;s burial. Partially to make sure they don&#039;t fuck it up. She&#039;s been through enough.&lt;br /&gt;
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===Journal Entry 62===&lt;br /&gt;
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So the castle has 124 rooms spread across 4 floors. The king&#039;s chamber is on the fourth floor with a single entrance and access from a forward and rear balcony. We figure the interior is loaded with the royal guards. Going through the front door is out, using a balcony entrance is dangerous. We poked around the market to see what resources we can get our hands on. No magic flight rods or anything like that unfortunately. The best we can get out of the thieves guild is some rope, but it&#039;s quite a distance to climb. We could use it for a quick escape though. Too bad we don&#039;t have a sniper rifle, his throne room is nearly level with the inn roof half a mile away and has a clear window. How to get in a heavily guarded castle. Can&#039;t imitate the guards, they don&#039;t use face masks and probably all know each other. There are no silly royal parties scheduled either. The king&#039;s schedule is pretty simple. He wakes up, eats, sits in the throne and listens to the local woes, around lunch he quits and putters around with his mistress and then official kingdom business until dinner, then sleeps, then repeat. The afternoon court is apparently an open affair, I&#039;ll see about doing some recon tomorrow.&lt;br /&gt;
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===Journal Entry 63===&lt;br /&gt;
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Okay, the castle isn&#039;t as bustling as I thought it would be. Went in with Marcus and observed court, which was a few hours of peasant complaints, hilariously one sided criminal trials and the local gossip hour. Apparently this kind of thing is not common with the other kingdoms, it&#039;s just that there are no nobles in town, so the king has an open court so he can pretend he&#039;s important. He&#039;s not even married and his mistress is an ugly half orc. Well, ugly face but she&#039;s got some hot curves. I bet he uses a cloth sack. Anyways, I think our best opportunity would be to go in during court, slip away at the end and hang out in one of the unused castle rooms until night and then do the deed. Marcus wanted to help, but he&#039;s our public face and he shouldn&#039;t get involved. Mike will be waiting near the castle in case we need assistance in escaping the grounds. Just me and Jason. Court starts in a few hours, so we&#039;ll begin project KingSlayer then.&lt;br /&gt;
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===Journal Entry 64===&lt;br /&gt;
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Well, it didn&#039;t go as planned but it didn&#039;t go entirely bad either. We slipped off on our way out of court and occupied a dusty room in the east wing. Poked around for a bit, found a few silver coins laying around. A few hours after nightfall we moved out. Made it to the fourth floor of this wing which is mostly unused. Only had to slip past a couple of off duty staff. We had to put down one nosy cleaning lady. She&#039;s still alive. I tried a new trick on her, a kind of memory loop. Not sure it worked but she casually walked out of the room and into a wall, knocked herself out. Good enough I guess. She didn&#039;t get a good look at us at least. Did some climbing around outside to get to the balcony and we were in the king&#039;s chamber. Just like that. Then we sat there for a half hour staring. I couldn&#039;t do it. Jason finally maned up and put a pillow over the king&#039;s face and slit his throat out before he could begin to struggle. Got kind of an adrenalin high after that. Grabbed some things from the room, some coinage, some magic looking baubles and rappelled off the balcony using rope. Then we got caught. Plowed right into a guard and the one of the gardeners making out. I put down the guard before he could fumble his pants back on to get at his sword, and Jason took down the gardener. I don&#039;t feel good about this job at all.&lt;br /&gt;
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===Journal Entry 65===&lt;br /&gt;
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We got paid and set up with a caravan heading out to Brightly tomorrow. I feel like shit. We officially crossed the line and are now murderers. Everything in town is in chaos. Guards are raiding all the shady hideouts and arresting anyone they think is shady looking. We&#039;re hanging out in one of the more popular inns to try and blend in to the crowd. We don&#039;t blend well. Anyways, there&#039;s no royal heir to assume the throne, so the advisers are working out what to do. Maybe they&#039;ll invent democracy. Who am I kidding, it&#039;ll be a military dictatorship until whoever names themselves Emperor. In other news, I&#039;ve gotten good enough at reading to kind of read a book. It wasn&#039;t very interesting or very long. It was about some historical battle centuries ago in the area. Turns out the barbarian tribe is remains of a rival kingdom that was wiped out. Fucking barbarians. Anyways, time to resupply for the trip. I could use some new clothes. At least a new shirt, my jeans are holding up okay. My shirt has changed color several times now, from blue to brown to red and now it&#039;s gray and is covered in sloppily repaired rips and tears.&lt;br /&gt;
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===Journal Entry 66===&lt;br /&gt;
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So we&#039;re passengers in a caravan heading to Brightly. It&#039;s supposedly a safe route. I&#039;ve heard that before. Figured out what the magic things we stole from the king&#039;s chamber do. We got a poison immunity necklace and what appears to be an immovable ring. Like an immovable rod but as ring. It&#039;s a plain gold and luckily, bound to this gravity sphere, otherwise, who knows where it would zoom off to. Why would anyone make this is beyond me. Maybe it was an accident. Anyways, the caravan is made up of about 15 carts and was hastily put together once the local trade guild found out about the airship issues. We have a crew of 40 or so people: hired guards, horse and ox drivers, merchants, their support staff and passengers. The caravan leader is a civilized orc woman. She&#039;s got to be at least 6 foot 5. Now I&#039;ve never been into muscle girls, or green skin for that matter but damn. She&#039;s apparently made a name for herself with the locals and well trusted as some kind of trail blazer.&lt;br /&gt;
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===Journal Entry 67===&lt;br /&gt;
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It&#039;s been raining for the last few days. It&#039;s slowed us down considerably with muddy roads, carts getting stuck and fallen trees. Why don&#039;t they pave anything? The Romans did it. Spirits would be lower if not for Marcus&#039;s music. Did some chatting with the merchants. Seems Winterfield has no real exports, they just import everything they need, which is most things because of their barbarian problem. How do they afford it? Exporting their leftovers to Brightly for an even higher price. Brightly is apparently even more isolated. It&#039;s a lumber community, harvesting trees, producing wood products but lacking large farm space and anyone else to trade to, so everything they make comes and goes through Winterfield. With the airship down and the Barbarian problem, this entire arm of the trade network is cut off. Too bad they don&#039;t have trains. I&#039;m not even sure how to make a steam engine. I know the science behind it of course. If we ever get back to Wildlake, I&#039;ll have to hit up the artificer. Or maybe find another one out here, invent a magical monorail. Wouldn&#039;t that be funny. Oh great, Marcus was reading over my shoulder and is now playing the monorail song.&lt;br /&gt;
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===Journal Entry 68===&lt;br /&gt;
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Well, the rain stopped just long enough for a kobold raid. A whole shit load of the little fuckers. 3 of the caravan guard are dead, many injuries. Twice as many kobolds were brought down and the rest scattered. They got away with several bags of clothing from one of the carts. From their mental state, they were kind of desperate for anything to help with the coming Winter in a few months. I used to wonder what would drive someone to do something like that, and now I know. I&#039;ve been put in that situation but with even less important reasons. No point in dwelling on it though. So we should reach Brightly either tomorrow or the day after depending on the weather. Luckily I&#039;ve been managing to keep my notepad dry the whole time. Caught one of the merchants trying to read it last night when I set it aside to eat. Yeah, he couldn&#039;t read it. That&#039;s one thing we got, a language the locals can&#039;t read. Speaking of the locals, I&#039;m pretty sure Marcus did the bard thing and got lucky with one of the caravan girls. Not sure which. Maybe it was more than one? I hope that anti poison ring also does diseases.&lt;br /&gt;
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===Journal Entry 69===&lt;br /&gt;
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We made it to Brightly a few hours after nightfall. The city gates are closed, so we&#039;re camped just outside, partying like gypsies on making it with minimal losses. There is a massive forest around this place, and from what I gather, they&#039;re clear cutting the forest nonstop and processing the wood, but it&#039;s growing as fast as they can cut it. Magic woods of the unhaunted variety from what they say. Rumor has it that there are a bunch of dyrads inside that are churning out trees to keep the people from cutting deeper into the woods where their special trees are. Just rumor though. I&#039;m willing to bet there&#039;s some horrible evil locked away out there. That&#039;s how it usually is. Or maybe the horrible evil and the dryads are working together to get rich off the lumber industry. Who knows.&lt;br /&gt;
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===Journal Entry 70===&lt;br /&gt;
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I must have drank more than I thought last night. Woke up with a fresh tattoo on my arm from one of the merchant girls. She says it&#039;s a magical symbol for courage. Yeah bullshit. We have that joke on my world too. It&#039;s not in common and just looks like a fancy shape and not bad looking I guess, whatever. So Brightly isn&#039;t what I was expecting. It&#039;s not a human town. Reptile people. Dragonborn maybe? Not the shouting kind, though they are loud. Boisterous. At least they&#039;re friendly. The trade caravan is doing their business and heading out tomorrow. Us Terrans in the meantime need to plan the next leg of our amazing odyssey. This university is part of a city named Aellyn and it is to the east, almost dead east. There is no trade route there. They are self sufficient and considered one of the larger kingdoms. And prefer not to deal with other kingdoms if they don&#039;t have to. Isolationists. I hope they like offworlders.&lt;br /&gt;
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===Journal Entry 71===&lt;br /&gt;
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Well, the caravan is gone. We&#039;re currently the only humans in this city which means we can&#039;t pull off anything shady. We&#039;re also getting the special treatment. Lots of attention, sometimes not always the good kind. So we&#039;re planning over a map, working out our next expedition. Aellyn is a week or more away on foot and we&#039;ll have to cut over the edge of a small mountain on the way of we take the most direct route. The locals helped fill in some of the blank spots on the map for this area but there are still a lot of unknowns. The cold weather is coming in a few months so we can&#039;t dally around. Since we&#039;ll be passing through the middle of nowhere, we probably won&#039;t have any trouble with some of the bandit races like goblins or kobolds and the terrain isn&#039;t suited to roving barbarian tribes. My best bet, if there is anything out there, wild elves or a crazy loner wizard. Otherwise, probably be dealing with large and possibly magic animals. Money isn&#039;t a problem yet. We still have quite a bit from the King job, and we made more selling that weird ring. Suggested to the locals how they can use it in their lumber business as floating o-rings or platform base of some kind. We&#039;re going to wait a day and then head out. Too many non humans is starting to creep me out.&lt;br /&gt;
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===Journal Entry 72===&lt;br /&gt;
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Well, we&#039;re on the road again. Not really a road though, more like a small infrequently used path used by crazy adventurers that could easily be confused with a goat path. What I wouldn&#039;t give for an atv. Camped out in a clearing for the night. Dinner consisted of dried meat dried fruit. It wasn&#039;t bad. Needs salt. Something that&#039;s pretty rare here. How we take such things for common back home. Seasoning is something only the rich have here. Sugar is another thing. I haven&#039;t had any sweets in god knows how long. Chocolate. Do they even have chocolate here? Mint is another thing. If I ever get home, I&#039;ll have to remember to bring some candy next time a portal opens in my livingroom. Candy and a shotgun. And bags of ammo. And a fucking ATV.&lt;br /&gt;
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===Journal Entry 73===&lt;br /&gt;
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Well, we&#039;ve been captured by kobolds. The same ones from the caravan raid. They aren&#039;t entirely hostile this time, and I don&#039;t think they recognize us. Just more humans to them. I can tell it&#039;s them from the free floating memories. Kobolds are very... it&#039;s hard to explain in words, but they kind of project their minds everywhere in a non telepathic way. It makes reading them as easy as staring at a painting. Some of them speak common. They couldn&#039;t decide if they should ditch us and continue on their way, rob us and leave us dead or take us with them as hostages. They are kind of wandering aimlessly. They left their previous..village? Tribe? To expand. They got lost and don&#039;t really know how to survive on their own without banditry. We are trying to make a deal with them. They let us go and we teach them the basics of construction, engineering and farming. They can found their own village and not have to worry about getting stabbed in the face just to eat.&lt;br /&gt;
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===Journal Entry 74===&lt;br /&gt;
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Well, the kobold high command has taken to our offer and is now escorting us some of the way to Aellyn. We&#039;ve begun telling them about farming and construction basics. Simple stuff that they&#039;ve apparently never had to think about living in a cave. They are catching on pretty fast though, I&#039;ll give them that. You just have to find the right way to explain it to them, and in terms they&#039;d understand. Their first few attempts are probably going to be a catastrophe, but they apparently don&#039;t give up easy when they get an idea in their head. Any information we tell them spreads throughout them at a pretty fast rate. I guess they like gossip. They still smell terrible.&lt;br /&gt;
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===Journal Entry 75===&lt;br /&gt;
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We&#039;re crossing the edge of the mountains now. It&#039;s so cold up here. We&#039;re probably a good mile off sea level. The kobolds are all wrapped up in their stolen clothes and some are carrying around burning home made torches for warmth when we&#039;re on the move. I&#039;m wearing everything I own. Assuming we don&#039;t run into any trouble, we should be back down by tomorrow. Mountain climbing is a whole new experience for me. My hands are probably going to be covered in blisters tomorrow, if not from pulling myself up the rocks, then helping the damn kobolds. Since they&#039;ve gotten to know us, they&#039;ve gone from menacing bandits to friendly puppies in disposition. Things would probably be worse off if Marcus wasn&#039;t strumming along most of the time, keeping our spirits up. Mike&#039;s been pretty quiet, still won&#039;t talk about who or what he made his warlock pact with, or the terms of the deal. The emotions coming off him are troubling though. Depression. I&#039;ve been giving him mental nudges to try and snap him out of it but all I&#039;m doing is keeping him from sliding further down.&lt;br /&gt;
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===Journal Entry 76===&lt;br /&gt;
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Still in the mountains. No big issues, it just got darker out than usual due to cloud cover. We&#039;re held up in the remains of a crashed ship. A crashed ship in the mountains. It&#039;s been here awhile and doesn&#039;t have the extras that the other airship had. So how did it get here? Magic probably. Magic is always the answer. It&#039;s a slave ship. The busted remains of the hold is full of chained up, frost covered skeletons. We made damn sure they weren&#039;t magic skeletons at first. Just the regular kind. There&#039;s no loot here, whoever survived took everything worth taking with them, or it was stripped by passing adventurers. It&#039;s warmer inside so we&#039;re staying the night and should be on our way come morning. Tried my hand at writing and put a message on the wall in common stating our names, party size, date and where we were going, a note of our passing. It occurred to me afterwards that I used an Earth year and not the local year. How long have we been here again?&lt;br /&gt;
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===Journal Entry 77===&lt;br /&gt;
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We made it out of the mountains. We&#039;re camped at a small river, only four feet deep at crossing. We had to help the kobolds cross though, so we&#039;re all pretty wet. None of the gear got soaked though, luckily. They like the area and it is pretty good place for them to set up their koboldville experiment. Big open area, some woods not far away, a fresh water river and a lake less than a mile away. They weren&#039;t sure what to call it, so I suggested Chicago. Because it&#039;s funny. We&#039;re splitting off from them come morning and heading on our own. According to the map, we have a few more days travel through some woods and then Aeyllin should be in sight. This fucking trip better have been worth it. We&#039;ve lost so much and gained so little for it so far. Anyways, we&#039;re spending the last night dumping as much info as we can on the kobolds and hopefully it works out for them. Sure they&#039;re creepy little lizard/dragon people, but they&#039;re nice once they ditch their distrust. Not that I&#039;d want one living near me, they still smell, even after they bathe.&lt;br /&gt;
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===Journal Entry 78===&lt;br /&gt;
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So we&#039;ve been tromping through the woods for the last few days and suddenly breach the forest edge and plow right into another group of adventurers. They briefly mistook us for bandits but luckily no one was injured. They were heading away from Aeyllin and on their way to some burial tomb/doom maze for loot. We updated our map. Ours had Aeyllin in the wrong place, it&#039;s further north. Apparently the city has hundreds of farms stretching for miles to the south, and there&#039;s a mine/quarry on the north end. We&#039;re in farm country. I&#039;m not expecting any problems, we have a well traveled and patrolled road to follow with several taverns along the way for the farmers. It&#039;ll be nice to have some cooked food for a change. And some booze.&lt;br /&gt;
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===Journal Entry 79===&lt;br /&gt;
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We&#039;re in our first tavern for the night about half a day from the city. It&#039;s got a few rooms we can use. Beds, Yes! Picked up some local history. Aeyllin used to be an isolated elf city way back when, many centuries ago. Used to have a bit of an Aztec flavor to it from hearing the description. Then the place gets flooded with refugees from some war. All manner of races moving in but mostly humans, and the elves, in their short sighted compassion, granted sanctuary. Well, they got mostly outbred almost immediately and now it&#039;s a mostly human/half-elf city with spatterings of other races. The only traces of the old culture are some of the more ancient buildings in town. The old forests cleared away for construction and then farming. Sure enough, it has that university we&#039;ve been looking for in the middle of it. My expectations have lowered since hearing about it though. Everyone has such great things to say about it but they themselves have never been there and they&#039;re always saying the same things. Propaganda. The good news is that there are airships there, so if we need to leave, it should be a much easier trip, if not more expensive. Well, either way, we&#039;re going to rampage the shit out of that university library if we have to.&lt;br /&gt;
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===Journal Entry 80===&lt;br /&gt;
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Welcome to the wonderland that is Aeyllin. Well, we&#039;re in the city. Probably a quarter of the population are magic users of some sort, mostly low talent. We&#039;re staying in one of the larger inns. Marcus is staying free as long as he&#039;s working as the inn&#039;s nightly entertainment. The city is larger than I expected. There must be hundreds of thousands of people here. Whole districts stretch on for miles. It&#039;s far larger than any city we&#039;ve seen so far. There are about 12 districts. We&#039;re in the old city, which is the central district, it makes accessing the other districts easier as it&#039;s set up as a giant wheel and we&#039;re in the hub. Government buildings are scattered all over, non centralized. There is a king, it is a kingdom, but no castle or court. He leaves the running of the city to his advisers and only steps in when he wants something specific to happen. There is almost a public education system (only available to merchant class and up), a local postal service, semi-proper sewage and garbage disposal (they still dump it in the river, just not inside town and down stream) and church sponsored health care. Several churches are sponsored here and to stay competitive, they’ve lowered their healing rates to free for citizens. At least that&#039;s my guess. So we can see the university from here, it&#039;s off in the 2 o&#039;clock district, pretty big and lit up with magic glows. We&#039;re heading in there tomorrow. Today we&#039;re just resting and getting situated. My only complaint about this place is that everything is gray. The roads, walls, buildings. Everything is gray stone from the quarry. Granite. That means the city is one giant radiation sink. Wonderful.&lt;br /&gt;
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===Journal Entry 81===&lt;br /&gt;
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So we&#039;re in the university. Getting in was easy, we just had to register with the administration. They wanted race, name and where we started from. Rosenbridge I guess. We got a long speech about the rules. No taking anything off campus and no wrecking stuff basically. They were expecting us to be students, but that all changed once it slipped out that we&#039;re offworlders. Suddenly we&#039;re subjects. So we have an agreement, they help us dig up any information that we can find in their library system and in exchange, they&#039;ll study us in non harmful ways. So that&#039;s what we did today. We got separated. Poked, prodded and aura sampled. I spent more time with my clothes off standing in front of weird magical devices and having strange diagnostic spells being thrown at me than anything else. I did find out what that tattoo on my arm says. It&#039;s in some Draconic script. It means “The.” It could be worse I suppose. Currently we&#039;re in the library. While we did manage to learn to read, we&#039;re still having trouble with the more complex books, we we have requisitioned an apprentice wizard to help. Nice girl in her early 20&#039;s, wit as sharp as a knife. So we are researching planes walkers, traveling, off planes visitors and mysterious talking portals. A written language expert did show up to see our written language, but it&#039;s new to him. I wrote up a sample for him, The quick brown fox jumps over the lazy dog, for him to look into. We keep getting random people visiting, apparently our arrival has created a stir. Not everyday they get lost offworlders I guess.&lt;br /&gt;
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===Journal Entry 82===&lt;br /&gt;
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So there have been many offworld visitors recorded across the centuries. Some came as tourists, some came to conquer, but they all came and left under their own power. No tales of anyone being enticed through a portal from any world remotely like Earth. No talking portals either. Why the hell are we here? There&#039;s still a shit load of stuff to go through so maybe we&#039;ll come up with an answer eventually. Anyways, had a talk with our assistant about what happened to Alex back in Rosenbridge. Apparently strokes are one of the many things that can happen when a spell is cast wrong. It could have been worse I guess. We could have really used Alex and Avery on this stupid adventure. Or Dan. Or the ones imprisoned. Fuck. We should do something about that. We&#039;ll go back to Rosenbridge one day and we won&#039;t be scared, lost and helpless this time. Then we&#039;ll deal with those fucking Winterfield barbarians. So speaking of that, we are invited to attend some of their courses. They have something for nearly everyone, kind of. They actually have some psions around, and some courses for the more magical aspects of Barding and Mike really wants to dig into that Warlock course, find out exactly what he&#039;s in for. Not sure what Jason&#039;s going to learn though. I don&#039;t think they teach grand theft here. Maybe he can resume his apprenticeship at the local thieves guild. He&#039;s already checked in with them.&lt;br /&gt;
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===Journal Entry 83===&lt;br /&gt;
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That was incredibly tiresome. Psion class involves sitting in a circle and just mindfucking the shit out of each other while the Professor or Master or whatever he wants to call himself observes and keeps things from getting out of hand and repairing any damage. It&#039;s to build strength, learn to adapt defenses and so on. Got tested for telekinetics but got nothing. Might not be ready for that, or maybe I can&#039;t do it. Marcus apparently taught the master bard some Earth music. Not sure what Mike was up to, but he was white as a sheet when we met back up. He won&#039;t talk about it, but his mind was screaming “demon summoning” at me. Fantastic. Spent more time digging through the books. There was a talking portal in some dungeon, but it spoke riddles and wasn&#039;t trans-dimensional. In other news, the master artificer showed up and took a good look at our gear. I gave him a bicycle sketch and hinted at so much more in exchange for figuring out how to keep our electronics charged. Whispers of steam engines touching his mind ever so slightly, mental glimpses of aircraft and cars appearing and fading like a dream. I&#039;m getting better at this shit.&lt;br /&gt;
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===Journal Entry 84===&lt;br /&gt;
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So much philosophical bullshit involved in this class. At least there&#039;s no homework. It would be amusing if there was. “Go home and mindrape someone. Exam tomorrow.” Marcus is having the time of his life, and even Mike is starting to relax. Jason&#039;s been away quite a bit, says he&#039;s learning the craft. So we finished tearing through the archives. Nothing we can use, even the big directory of planes had nothing. Our assistant got some approval and with help, tried summoning a fucking devil to get some answers , but it snapped up tight at the sight of us and wouldn&#039;t give up anything. It didn&#039;t even want to deal. What the fuck? What does that even mean? I&#039;d be in a worse mood except the artificer master reworked our little static stone a bit and we can use it to charge things! We watched Strange Days again and listened to music. Got Amanda&#039;s Ipad charged up and took a look through it. She had brought a shit load of farming information with her and never said a thing about it. I wonder how useful this information would be?&lt;br /&gt;
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===Journal Entry 85===&lt;br /&gt;
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Since we&#039;re kind of students, we were invited to stay in the university housing. We took it up because it&#039;s saving us money and meals are included. It&#039;s a huge underground apartment complex with enough rooms for all the professors, students and staff. Around 400 rooms of varying size. We&#039;re put with the students of course. Back in college again. We have such things to teach them. Beer pong for instance. At least that was what came to mind, but no, the place is dead quiet. No fun allowed. More class. Wandered town for awhile and saw some of the sights and then hung around the market. I think this is the first time in awhile that we didn&#039;t have some immediate goal to shoot for. This is it, we made it here. Now what? If we can&#039;t find a way home, if there is no way home, we&#039;ll have to settle somewhere and live out our lives. Radiation aside, this is the nicest place we&#039;ve been in. What do I want to do with my life? I&#039;ve certainly gained new skills. I&#039;m sure I could make an excellent dungeon interrogator or mind thief. Blackmail artist maybe. Always with the evil. Maybe because it&#039;s all there is aside from peasantry. I&#039;m not a fucking peasant and my skills certainly make lying, cheating and stealing easy. What the fuck.&lt;br /&gt;
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===Journal Entry 86===&lt;br /&gt;
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We gathered up and talked. I brought up our future and we made a plan. We&#039;re going to head back to Rosenbridge after we&#039;re done here. Did some checking around and the best way back is to circle around the other way. Take an airship to Ashvale and from there, hop a ship to Kinild beach and if we&#039;re lucky, take another airship to Rosenbridge, if not , ride up to Wolf lake. From there we should be able to hop on the trade network to Rosenbridge from there. About a month&#039;s journey. Not exactly fast, but it looks to be safer than the way we came according to some people we asked. My only concern is that the some of the area on my map says “beware, orcs.” I was told that has been taken care of, that they had been pacified in a war. Always using that word, pacified. I don&#039;t like the way that sounds. Some kind of war happened out there that no one is really clear on. Anyways, our classes should last a few more weeks, then we head out. We&#039;re already starting to save up some money, from Marcus&#039;s tavern playing, Jason&#039;s sneakysneaky and I&#039;ve found an interesting new business. 5 coppers and they get to look at my porn collection on the kindle. It&#039;s been hugely popular in the dorms. Did I just accidentally invent pornography?&lt;br /&gt;
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===Journal Entry 87===&lt;br /&gt;
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This last week&#039;s been rough. Doing a full on mind attack in the middle of a fight without having to stop. I think I got it down but god damn. How to put it, having to split your full attention at two things at once. Hard core multitasking. Had to visit the healer a few times early on when I fucked up. Speaking of the healer, poked around to see if they knew about the radiation issue. They do know that people occasionally get cancer for no reason, and they can heal it. They believe it&#039;s either from the university&#039;s dark magics or a sinful lifestyle. When I told them it was all the granite, they thought I was crazy. I learned something else, something very important. It&#039;s possible to raise the dead. Resurrection. It&#039;s very expensive and doesn&#039;t always turn out right though. Should we? I don&#039;t know if we should bother bringing them back into this hell hole. They may be the lucky ones, sitting back and watching us from that elsewhere. This world does have a definitive afterlife. Possibly several, it&#039;s not clear. I don&#039;t know how to feel about this.&lt;br /&gt;
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===Journal Entry 88===&lt;br /&gt;
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Well, there was a festival going on today, a big one. The central district was all done up, song, dance and specialized merchant goods. They&#039;re celebrating the season change. They apparently do this for every season, a last hurrah for the last one. Kind of a weird way to go about it, but a party is a party. So let&#039;s see, where to begin. Well, that many people having a blast is overwhelming and I nearly succumbed to it and found myself to be bored. So I let myself succumb to it and had the time of my life. Most if it&#039;s a blur and I blacked out at some point. Let&#039;s see, I danced and got drunk, then I think I got lucky with a smoking hot tiefling chick. At least I think she was hot, I was blitzed at the time. After that it&#039;s just broken flashes.. I think I challenged a dwarf to a drinking contest at some point. What the fuck was I thinking at the time. Something happened during nightfall, I think I was leading some locals on a quest to find a goblin townie to see how many beers it took to get him drunk. For Science. I guess. I woke up this morning in a detox room at one of the temples with most of my clothes missing. Luckily I left all my stuff back at the dorm. Got cleaned up, gave my hangover migraine to someone else and here I am. I have to find that damn magic necklace, I bet I got lead or mercury poisoning. I haven&#039;t put it on in awhile.&lt;br /&gt;
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===Journal Entry 89===&lt;br /&gt;
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So the master artificer shows up today on a bicycle. Had the peddles on the front wheels like a Penny-Farthing but the wheels were even sized and leather padded. No traction at all, and breaking involved using your legs. Simple but it&#039;s a prototype. He was completely taken by the thing though. Took him a few days to figure out how to ride it, but he spent a good portion of today peddling around town and only crashed three times. Being the nice guy he was, and wanting more business, he decided to give me a bonus of a magic purse that duplicates any one.. and only one.. item put in it. Usable once a day. And the item must be small. He did warn me of some rules. No money duplicating, apparently it&#039;s illegal and they can find out somehow, and no duplicating magic items. It works on bullets, I tried it. It&#039;s a slow method of restocking but it does give me some peace of mind. I still have to be careful. So he&#039;s having his apprentices or students refine the bike, he&#039;s ready for something new. So I got together with Jason and we drew out some plans and introduced him to the Bessemer Converter. Neither of us knew the right chemical formula other than carbon was involved. I&#039;m sure the master artificer can figure it out, they do make steel here, it&#039;s just a slow and tedious process. If he can get it to work, he seems to think we&#039;re all going to make a fortune.&lt;br /&gt;
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===Journal Entry 90===&lt;br /&gt;
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Spent time in the archives doing research today. Had a few ideas of some new topics to look up that may have leads. Nothing. It got me thinking though, were we the only ones from Earth that ended up here? Just the ones that showed up in Rosenbridge? Why here, why there? Why us? If we were summoned here, what the hell are we supposed to do? What did that fucking voice want us here for? To kill some king in Winterfield? To run rampant across the countryside? To die one by one? What? Anyways, we have another week before we&#039;re done here and we move on. We have enough money saved up. Now I just need my psychic diploma and do the hat toss and I&#039;m good. Been taking some frustration out by practicing sword fighting with Mike or Jason. Jason&#039;s slippery as fuck in mock combat. What the hell are they teaching him?&lt;br /&gt;
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===Journal Entry 91===&lt;br /&gt;
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So some crackpot oracle in town, apparently well respected for some reason, runs out of his house in a panic and begins telling everyone he sees that doom is coming to the city unless “he” is stopped. So the guards panic and arrest the first known off-worlder they see. Me. So I&#039;m sitting in a street cafe enjoying some hot tea while chatting up a pretty little half-elf chick about Hemingway when blam. Arrested. Arrested for suspicion to cause doom. Because of a crackpot oracle saw something in his chicken entrails or whatever he uses. Spent a few hours in the city dungeon. Damp, dirty, filled with assholes and rats. Luckily, prison sodomy is not a phenomena known to this place. It took a lot of effort to reach out to Marcus. He finally figured it out, thank god, and managed to talk them into releasing me. Could have I escaped on my own? Probably, but they know where I live. Somehow, we got slightly famous here, between Marcus&#039;s earth music, my kindle porn and the artificer riding around on his bicycle every day.&lt;br /&gt;
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===Journal Entry 92===&lt;br /&gt;
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So we had our graduation today. No big spectacle, just a handshake. Most of the students have to move out now, we can still stay because the staff occasionally comes up with something new to experiment on us, and the master artificer likes to keep us close. With that in mind, we&#039;re paid up with an airship leaving in two days to begin our amazing Odyssey part two, The Revenge. So with this in mind, Marcus runs up to me today and informs me that one of the girls he&#039;s been with may be pregnant. An elf girl. And she&#039;s all ready to settle down so he can be a farmer for ever and ever and raise a big family. He&#039;s broadcasting anxiety across the building strong enough for every psion in the dorms to pick up on it and he&#039;s not in his right mind. I warned him about getting too comfortable in that bard lifestyle. So first thing he asks me, if I can “mind blast” it into miscarriage. No. Just no, that&#039;s too far, way too far over the edge. No. I probably could if I tried hard enough but NO. He&#039;s not allowed to ask the other students either or I&#039;ll erase his childhood or something. So we went over his less criminal options. Man up and become a farmer, Man up and tell her fuck that shit and dump her or Run and hide and meet us on the docks in two days and we&#039;ll leave all of this behind. So he&#039;s off in hiding until our trip out of here. I let Jason and Mike know. This is going to come back and bite us in the ass again, I know it will. Fucking bards.&lt;br /&gt;
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===Journal Entry 93===&lt;br /&gt;
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So we&#039;re on the airship, the Celestial Rose. It&#039;s larger than the last one and not an obvious conversion of an ocean ship, but still styled after one. This one is also not sea worthy. Our quarters are better but not by much. At least we have a window this time. It&#039;s about 90ft from stem to stern, 20ft wide. I feel it&#039;s slower than the other one? Maybe because it&#039;s bigger. This one is leaving a magical green fire trail behind it as well. Marcus met us on the docks in disguise and we boarded. No issues leaving. While the people of Winterfield and Brightly thought Aeyllin was an isolationist city, it isn&#039;t. They do open trade, just not in that direction and it&#039;s mainly exports going out and the occasional adventurer coming in. So the captain of this boat is an adventurous..I think they call them Shifters? Beast person. Very educated. He clearly wants to be an adventurer but he&#039;s stuck in the family business. He&#039;s a glorified truck driver. On a motherfucking airship. Maybe if I were in his shoes I could empathize with him more. Or you know, mind rape. But I don&#039;t want to mess up the captain. The rest of the motley crew is a mix of dock workers and crate stackers, a wizard and their airship repair artificer. There are other passengers, a family of excitable halflings. I haven’t seen too many of them around, and they creep me out.&lt;br /&gt;
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===Journal Entry 94===&lt;br /&gt;
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We&#039;re cruising along the coast, a few hundred feet up. Endless oceans in one direction, seaside plains in the other. The occasional beach goer or sailing ship. We did stop briefly, the captain wanted to fish. Pulled out a fishing rod and everything, and while everyone patiently waited, fished over the side, with the airship 50ft over the waves. He didn&#039;t catch anything after an hour and we resumed course. Whatever. Hung out on deck past nightfall. Can&#039;t see shit out there, not enough light. The pilot is apparently taking the ship up to a few hundred feet and hauling ass and navigating by dead-reckoning, then corrects his course come sunrise when he can see anything. There has to be a better way than this. Airship guide lights? Glowing, floating navigational buoys? Anyways, Marcus is still bleeding anxiety everywhere. I think he&#039;s finally realizing what he&#039;s been doing, and that yes, running away or not, he&#039;s going to be a father and it&#039;s not going to be entirely human. There may be others out there to boot, he&#039;s been grabbing ass since Wildlake. Ha, what if this is what we were brought here to do, scatter Earth human genes all across the population. Fuck, I&#039;ve slept around too. Not nearly as much mind you.. God damnit.&lt;br /&gt;
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===Journal Entry 95===&lt;br /&gt;
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Well, here we are. Ashvale. It&#039;s a port town, all wood structures with stone foundations and long docks heading off into the curved port. It&#039;s large enough to hold at least 6 ships. Currently 3 in dock. It has two airship docks, one of which is in use by the Rose. This town has no protective wall around it, no fence, no outer guard patrols. The guard are apparently just here to keep the drunk sailors from beating each other to a pulp. They don&#039;t even have a dungeon. No sewage system. They have a lante collection going around for a tannery just outside of town and everything else gets thrown where it&#039;s convenient. The smell is horrendous. We&#039;re getting out of here as fast as we can. There&#039;s a ship leaving in an hour for Kinild Beach, another port town two days ride away by sail and we booked passage. It&#039;s a low draft schooner that used to do longer range runs before the airships came around. It&#039;s named the Sea Serpent. Very original.&lt;br /&gt;
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===Journal Entry 96===&lt;br /&gt;
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Well, the Sea Serpent is, of course, a different experience than airship travel. I have experience on the ocean, just not in a sailing ship. Mike has been seasick since he stepped foot on this tub. Badass warlock can&#039;t handle the motion of the ocean. We&#039;re not even sailing that far off shore. I could easily swim it if I had to. So something had been bothering me. The Sea Serpent was in fact a military vessel originally, then sold for patrols around Ashvale and now it&#039;s a cargo hauler. So how does ship to ship combat work? I asked around, a few ex navy dogs were amongst the crew. No cannons. They use a load of easy to work wands and have a few magic users to throw around some force. Then they get up close and have a swashbuckling sword fight. Elven navy, on the other hand, loads up with archers and likes to kite the enemy ship around while pelting it with arrows and magic. They apparently use smaller and faster ships working as packs to accomplish this but can&#039;t do deep sea combat as easy when the seas get rough. There are apparently deep ocean trained mages who can whip up a small storm to gain the advantage. A Dwarven or Orcish navy is kind of a joke around the sea salts. I wonder if anyone invented a submarine. They have the magics for it, someone just needs to implement them. It might not be safe though, there&#039;s apparently plenty of sea monsters down there and mermaids, sea elves and so on. No one can actually confirm if any of those exist mind you, just a friend of a friend saw one once after having a dwarven drinking contest or somesuch.&lt;br /&gt;
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===Journal Entry 97===&lt;br /&gt;
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Dry land! Kinild Beach. This is a beach side town, half of it is in the ocean, built on stilts with hanging walkways between buildings. The chief occupation of this town is fish and shellfish. Lots of fishing nets, traps, poles, the works. There are no docks. Ships drop anchor and they send out big hovering magic disks to move cargo and people back and forth. Well, it certainly keeps unwanted people away from the ships. The ride was smooth. The material felt like glass almost. I&#039;m pretty sure it&#039;s some kind of forcefield spell being put to good use. We&#039;re set up in the local inn and are resting for the night. Mike is doing much better and Marcus got baby troubles off his mind. Between the airship and the ride here, I got a suntan. The trip here has been pretty easy so far. So the locals are tan skinned with an odd accent, human. It&#039;s funny that listing race is now a common thing. I think I&#039;ve gotten used to all of this. How long have I been here again? Anyways, the locals. Superstitious but otherwise friendly. The whole place is run by coven of sea witches who make keep the local giant kraken at bay. I didn&#039;t see any sign of any giant kraken but I&#039;ll take their word for it. They&#039;re also strict prohibitionist. Kinild is in fact a dry town. No alcohol allowed. They have a big list of reasons why. Instead, the taverns sell apple cider, Orange juice, tea and rare coffee from the far off lands. It&#039;s been forever since I&#039;ve had coffee. It&#039;s pretty good too, hazelnut blend.&lt;br /&gt;
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===Journal Entry 98===&lt;br /&gt;
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Well, we&#039;re on the run. Turned out those assholes on the Sea Serpent stole most of our money at some point. By the time we found out, they were all on their ship and the locals weren&#039;t going to send a disk over to deal with it. Wasn&#039;t their problem as far as they were concerned. I got to the furthest out building and still couldn&#039;t reach them. But Mike could. So while they&#039;re taunting us from deck and me, Marcus and Jason are screaming back insults, Mike just up and sets their ship aflame with his black fire. It ignited beautifully. So the Sea Serpent is sinking in flames off the coast and of course this is attracting attention. We manage to make it to the inn and hide out while the Sea Witches men search for us. They aren&#039;t too happy that we clogged their beach with a sunken flaming wreck. I don&#039;t care, those asshole sailors had it coming and I&#039;m sure none of them died, the shore was right there. So we make a quick plan to get out of town. We still need money so we hold up the innkeeper. He doesn&#039;t know what a pistol is so just tased him before he could reveal himself to be a retired adventurer and we took everything in the money box. It wasn&#039;t much. 20 silvers and a handful of coppers. Not enough to get us anywhere. So I mind wiped the incident out of the innkeeper&#039;s head and we get the hell out of town while the guards are elsewhere. So yeah, we&#039;re horrible people and I don&#039;t care because it was the best thrill I&#039;ve had in awhile. None of us are even mad at Mike for starting the whole thing either. So we ran full tilt down the trade road. I&#039;m not sure how long it will take to get to Wolflake by foot, probably a week.&lt;br /&gt;
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===Journal Entry 99===&lt;br /&gt;
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Two days on the path and we get jumped by a band of 20 or so Orcs. Right where the map said “Beware, Orcs.” Right where those assholes said I could ignore it. Pacified. They weren&#039;t bandits, but they were a war party. I started having Winterfield Barbarian flashbacks but their minds weren&#039;t entirely hostile, more worried. We got interrogated at sword and spear point. They&#039;re out here keeping reinforcements from getting to Wolflake. Apparently war between the “Pacified” Orc tribes of the region and the kingdom of Wolflake is about to kick off. Again. We ensured that that we were not reinforcements and had no idea what the hell was going on out here, and that we were just passing through. Left out the whole off-worlder/king-slayer/ship-burning parts. They were being mostly truthful, and so were we. So the reason for the war? The Orcs didn&#039;t like being pacified. They are a brutal warrior culture with their own honor system, and while they weren&#039;t committing acts of banditry and rape, the local Kingdom decided they wanted those lands and that the tribes could suck it. Thus the war. Wolflake won and started a campaign of “Pacification” on the survivors to “Cull the herd” of that silly tribal violence. It may have worked, but instead produced a more tactical minded breed rather than turning them into willing subjects. So we were handed an ultimatum, and it took some mental manipulation between myself and Marcus to pull it off. So mercenaries working for them, or slaves. It&#039;s still not what we were aiming for, to just be set free, but it&#039;s better than the alternative. So we&#039;re being gang-pressed into to the grand army of the united Orc tribes as mercenaries. We get paid too. If we survive. Better than slaves or dead.&lt;br /&gt;
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===Journal Entry 100===&lt;br /&gt;
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So, we&#039;ve spent a few days moving from camp to camp with the Orc patrol. We finally got dumped off in some larger war camp. There must be a few thousand Orcs, some Goblins, Hobgoblins and even some half orcs here. We&#039;re the only humans here. We were introduced to the High command. Battle experienced warlords, a few wise old shaman, an orc paladin of some warrior god and even a druid. Every smile is a mouthful of bad dentistry. The first thing they told us was that deserters get tortured, then killed. After that, they got our skills down and then we got assigned a tent and told to stay out the way, they&#039;ll call us when they need us. No pinkskin jokes so far, so that&#039;s a plus I guess. The place doesn&#039;t smell as bad as I thought it would. Sure, orcs have a different smell to humans, all the races do, some are horrible like kobolds or goblins. Orcs, orcs smell like war. Things were kind of grim until Marcus broke out his guitar and started playing. They allowed it. After awhile they liked it. Sure, he didn&#039;t know any traditional orcish songs, but he lightened the mood. Food on the other hand is another matter. Hard tack and raw meat. We had to cook ours. They don&#039;t cook theirs. This is going to take some getting used to.&lt;br /&gt;
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===Journal Entry 101===&lt;br /&gt;
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I got called out today. One of the young warriors wanted to see why we were here and decided the best way to do it was to challenge me to a practice duel. It didn&#039;t go well for me. I got thrashed pretty good. I think I got a concussion from it. Luckily there are healers around camp, and I got fixed up. I think he felt sorry afterwards? He showed up a few hours later again and decided to tutor me and the others so we weren&#039;t such an embarrassment. So working my ass off with a sword on a practice dummy while someone screams at me, often in another language, all day with the others. It&#039;s tiresome but I understand that this is stuff I should learn. We&#039;re going to be at this for awhile. Swordplay isn&#039;t something you pick up instantly. At least I&#039;m not the novice I was those early days. Later, we gathered up and discussed exactly what the fuck we were doing. We&#039;re allied with what would typically be the evil races in fiction, versus the shining might of humanity. I can&#039;t really say anyone here is evil. Sure, they have violent tendencies but when it comes down to it, this is imperial versus tribal in a land grab. It&#039;s a gray situation if I ever saw one. So what can we offer to the war effort? Well, none of us ever served in the military back home and we&#039;re not exactly tacticians either. The best we could offer was trying in vain to describe horse stirrups to the master armorer. They don&#039;t have those here. In other news, my shaving razor has become useless and now I have to learn to shave the local way. The Orcs use sharp knives. This is going to be a fuuun learning experience.&lt;br /&gt;
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===Journal Entry 102===&lt;br /&gt;
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A prisoner was brought in from a patrol skirmish today. After spending a few hours beating the shit out of him and getting no worthwhile information, they remembered they had a mind taker on the team and called me over. Oh, I got what they wanted, I got more than they ever wanted to know. From tactical information to his daughter&#039;s birthday, his son&#039;s first wooden sword. Yeah, I made them feel ashamed. I burned it in their heads. Why? They&#039;ve been suffering at the hands of the kingdom for so long, they&#039;ve begun to demonize non Orcs. So yeah, I reminded them that they&#039;re people too, even if they&#039;re enemy soldiers. I also saved that prisoner&#039;s life. He&#039;s going to be held somewhere else until the war is over, rather than their original plan of just killing him and sending his body back as a message. The warrior paladin liked the idea and decided to take it a step further, to start a prison camp for surviving enemy combatants so that they can claim the moral high ground. Not optimal but whatever, respect points.&lt;br /&gt;
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===Journal Entry 103===&lt;br /&gt;
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So I am banned from gambling here. They have a simple dice game that the warriors play to keep themselves occupied between drinking and decided that I could make the dice roll any way I wanted. I can&#039;t, I&#039;m not telekinetic. I bet I could make them think it landed on whatever I wanted though.. The only difficulty would be affecting all of them. So there are no women amongst the warriors here, but there are warrior women, just not here. They have their own camp half a day away on foot. That said, there are non warrior women around. They run the supply chain, moving goods in from the tribal lands to the main camp here and distribute them outwards from there. They&#039;re constantly on the move. Anyways, today we got our hands on some goblin beer. It was surprisingly good. Not as good as dwarf brewed, but a respectable second place. Marcus disappeared for awhile and came back saying he got lucky. That said, the supply train wasn&#039;t in town today. Just how much did he drink? We&#039;re going to have to have a talk with him when he wakes up. Mike has found a use for himself and has become some kind of assistant for one of the camp shamans. He&#039;s the only warlock in camp and I guess they have a need for his skills. Jason on the other hand has found one of his guildies in the camp and has been doing whatever it is they do when they aren&#039;t stealing everything. High command has decided I&#039;m trustworthy enough to ensure we don&#039;t have any spies in camp. Easy enough to do. Spies would be secretive and the more you try to keep a thought a secret, the more you point it out to me. It&#039;s like trying to hide a car by standing in front of it and screaming that there is no car there over and over again.&lt;br /&gt;
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===Journal Entry 104===&lt;br /&gt;
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Opening to the camp emotion can be pretty rough, especially with this crowd. Lots of pride and fear. People missing families or having revenge floating around them at all times. More prisoners came in, a whole outer patrol. Things are starting to heat up I think. I pulled some tactical information from them, but not all of it was consistent. Either Wolflake doesn&#039;t know what they&#039;re doing or they&#039;re feeding their patrols incorrect information should they get caught or are overheard. High command seems to think it&#039;s the latter. Either way, the patrol came close to the camp, so it&#039;s time to move. We&#039;re packing up and we&#039;re marching come sunrise. We watched Strange Days tonight. It&#039;s funny, this decade old cyberpunk movie has become a symbol for home. We know all the dialog by heart by now but we still get the need to watch it again. So we don&#039;t forget? So what happens if we do get to go home one day? We&#039;re going to be downright traumatized from our experience here; this world is changing us. What happens if I go home and accidentally kill someone in a confused reactionary moment? Will I be able to mindwalk there, or is this something I can only do here? I don&#039;t know. Why the hell am I here?&lt;br /&gt;
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===Journal Entry 105===&lt;br /&gt;
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Well, the last few days were pretty rough. Packed up and marched for two days without stopping aside from a single short meal. Set up camp and I promptly crashed into my bedding and passed out. I&#039;m a little sore, but I&#039;m feeling alright otherwise. More sword practice sure hasn&#039;t helped though. So Marcus got a fancy new dulcimer from some goblin tinkerer he impressed. It has a very different sound from his beat up guitar, but he adapted pretty quick to it. It made me realize that my sword is pretty beat up, so I took it over to the smith and he&#039;s doing what he does. In other news, High Command decided to send Jason off with one of the patrols. He thought it would be fun. I hope he doesn&#039;t get captured.&lt;br /&gt;
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===Journal Entry 106===&lt;br /&gt;
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As a headless man once said, Winter is coming. The temperature has been slowly declining, but today was the first time I really noticed it. Jason&#039;s patrol is still out, not expected to return for a few more days. Got my sword back, shiny as the day it was made and sharp. The smith did a good job, and not only that, he figured out what we were going on about and made the first stirrups. He made about 3 sets and is letting the cavalry mess with them. So far they&#039;ve been getting a positive review. The supply caravan arrived today with some new recruits. A hundred or so hired human mercenaries and a hill giant who won&#039;t stop cracking lame jokes. He&#039;s loud enough to hear from everywhere and he won&#039;t stop. Marcus said he&#039;s going to go teach him some new ones. What do people that big even eat? Whole cows? So the mercs set up near us Terrans and I&#039;ve been listening to their amazingly exaggerated war stories all night. Most of them are ex-adventurers who decided being homeless sucked or were taking up the family business. A few are criminals that are looking for a new lease on life or have something against Wolflake.&lt;br /&gt;
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===Journal Entry 107===&lt;br /&gt;
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I managed to get some info about Wolflake from the mercs today. Turns out that this whole area&#039;s been a warring shithole as long as there&#039;s been history. It&#039;s named Wolflake because the whole place used to be overrun with werewolves and then later shifters who settled here. Then the Elves came in and wiped everyone out and settled. Then the Orcs came and kicked the Elves out. Then the Dwarves discovered gold in the mountains and started a war. Then humans. Rinse and repeat in different combinations for thousands of years. The only thing that hasn&#039;t changed is the name, and the previous residents scattered out to become wild tribes. On the other side of the Wolflake border is apparently remains of the original Shifter community that&#039;s been successfully “Pacified”, and some Wild Elves in the woods to the east. The Dwarves on the other hand, decided it wasn&#039;t worth it and left the area long ago. I don&#039;t see why it keeps happening, the area isn&#039;t that great. The ground is rocky, so farming is a bitch, The only mineral wealth was mined out long ago, the lake is murky. I don&#039;t get it.&lt;br /&gt;
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===Journal Entry 108===&lt;br /&gt;
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Jason&#039;s patrol arrived today. Decimated but victorious. As Jason excitedly told me, while on an adrenaline high, they plowed right into a trap and were captured in some kind of magic stun net. Put in chains and led off to be interrogated. Jason managed to slip out of his over the course of the night and freed the rest of the patrol, armed up and fought their way out, wiping out the patrol camp at the cost of losing half of their numbers. He had the presence of mind to grab maps and papers from one of the tents and handed them over to High Command. The survivors then fought their way back, surprising and taking down another Wolflake patrol on the way back, at heavy losses. Jason&#039;s pretty beat up but he survived at least. After the adrenalin wore off, he kind of went in to shock once he realized what he just lived through and is sleeping for now. I hope they didn&#039;t lead anyone to the warcamp. Either way, High Command is impressed and praised everyone involved. I&#039;ve been picking up a lot of anxiety since then coming from their planning tent. I guess that intel Jason grabbed did not have good news in it.&lt;br /&gt;
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===Journal Entry 109===&lt;br /&gt;
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Well, the Cavalry has been completely outfitted with stirrups and they&#039;re working on new routines and tactics. Did I go too far by releasing this idea? It&#039;s such a small, simple idea but the consequences are far reaching. To make matters worse, I released it to a bunch of warlike non-humans. Sure, they aren&#039;t really bad people but I&#039;m sure the Mongols weren&#039;t either if you got to know them. I just get the feeling that maybe I started something that I shouldn&#039;t have. So High Command has decided it&#039;s time to take action, they want to do something before the snow starts falling. We&#039;re going to be taking a small outlying farming community that&#039;s been seized by the Wolflake army for supplies. We&#039;re going to strip it of everything of value and burn it down to deny the position to Wolflake, then move on to a secondary target while our main camp moves further east for a more defensible position in the mountains. In the meantime, the scout patrols have managed to capture the main trade skiff from the Kinild to Wolflake river run and destroy it. We&#039;re slowly cutting off their supply lines. I guess we then siege the shit out of the place. I wonder if they have trebuchets.&lt;br /&gt;
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==Part 2==&lt;br /&gt;
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===Journal Entry 110===&lt;br /&gt;
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-6 bullets. I was in my first large scale battle today. We made it to Wolfdale today, the farming community. About 8 farms, a tavern, housing and so on. The civies evacuated when the Wolflake army spotted us and we moved in. The battle. It started with some magic being thrown around and then a charge. We outnumbered them but even so, the new cavalry destroyed their left flank. Mike stayed in the back with the other casters as did Marcus. I was placed in the third line wave with Jason. We were the wave that came in and cleaned up anything left. I helped flush out hiding survivors. We lost about 40 people on our side but we broke this defensive force. We&#039;re going to hold it for 2 days while the food is gathered up and transported to the main camp. Bodies have been looted, prisoners taken and interrogated. I&#039;ve been in so many minds today, I&#039;m having trouble differentiating my thoughts from stray ones that crossed over. I&#039;m camped up in the tavern with a load of others. Marcus is keeping our spirits high with his music. I don&#039;t think I&#039;m going to be doing much else tonight, I ache all over and my head is jumbled.&lt;br /&gt;
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===Journal Entry 111===&lt;br /&gt;
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While we were getting ready to move out, a lone rider shows up with a white flag and hands our Warleader  some scroll. A formal demand of surrender. Terms are surrender and they&#039;ll only enslave the tribes. Failure to do so and it&#039;s death for all by command of king under the might of whatever god. The messenger survived but he got his answer carved in the corpse he&#039;s chained to. Dramatic but effective. The trip back to the main camp should be about two days hard march. We&#039;re ready for it. Said goodbye to Wolfdale the farming community, soon it&#039;ll be in flames. Once we get to camp, and with the resources we got here, we&#039;ll hold out for the winter and start attacking come spring assuming Wolflake doesn&#039;t send an attack force. Well, time to move.&lt;br /&gt;
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===Journal Entry 112===&lt;br /&gt;
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Only a day out and we come face to face with one the Wolflake armies. They were on the way to sack our encampment while we were away, but we caught up to them. We have to go through them to get back and they are ready. We&#039;re about a mile apart, preparing for the upcoming battle. I&#039;m in third wave again. The numbers appear even. My rough estimate is eight thousand each. The Wolflake army is mostly wearing heavy chain armor and brigandines lots of greyish blue and are using big tower shields. Lots of long spears. I think that they&#039;re moving into multiple phalanx formations. Fuck. I wish we had more magic users on our side. The only place that had any great number of them was Aeyllin, each side only appears to have a handful. A handful of casters and one telepath. Marcus has been playing his best courage song to the tune of “We will rock you.” The Orcs have gotten into it. It&#039;s fucking inspiring. Mike is as ready as he&#039;ll ever be and Jason is getting hyped. I hope someone&#039;s watching over us because this is going to be insane.&lt;br /&gt;
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===Journal Entry 113===&lt;br /&gt;
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It&#039;s been a few days. Where to begin.. It began to snow at the start of the battle. It was almost cinematic. I used up both magazines of my gun. 16 bullets. After that, it was the sword. It&#039;s not easy adjusting midswing to try and hit the holes in their armor. Sometimes I would try and get a few seconds by making them see something else, or just mentally knock them silly. I felt a lot of people die that day. We lost. The cavalry smashed upon the phalanx&#039;s flank like the ocean and shattered their defenses. It looked good initially. Then they each were systematically separated and slaughtered, one at a time. They went in way too early. By the time the front line got there, the phalanx reformed. We must have killed half of their force, but we lost almost everyone. I met up with the others. Marcus had taken several arrows but was good enough to move still, Mike was out of magic but had avoided injury. Jason&#039;s blind in one eye, a spear got lucky. He was alive but bleeding everywhere. I was still unharmed but exhausted by then. We decided to make a run for one of the other warcamps to warn them and get medical treatment, magic or otherwise. We were caught by a patrol and I was run down by a horse, trampled and speared. There was fighting but then everything faded out. I only remember blackness after that.&lt;br /&gt;
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===Journal Entry 114===&lt;br /&gt;
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I woke up naked and tied to a rack. The survivors dragged me back. I guess I was still alive. I was healed and to be tortured, repeatedly. Not for information, just to make a point. For fighting for the enemy. Any information was just icing. There was only two of them. The cleric and some archivist? The archivist was taking notes it looked like in a huge book. The cleric never got a chance to turn the wheel. I made the archivist think he was with me. He murdered the cleric and set me free. Then stole anything of use from his mind, then erased everything. A mental format. I stole some clothes and managed to find my things nearby, spread across a table minus my sword. The Kindle was turned on. I wonder what they thought of it. I used one of the cleric&#039;s spare robes and managed to get out of the dungeon by making the guards think I was him. I left the hood up, so I only had to manipulate the one looking at my face. I escaped and now I&#039;m in town. Welcome to Wolflake.&lt;br /&gt;
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===Journal Entry 115===&lt;br /&gt;
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So I have no money, Mike had the money. I&#039;m hiding out in one of the seedier inns. I..manipulated the innkeeper into thinking that I had paid him in advance for a few weeks and that I was an old friend and certainly not the stranger the guards are looking for. I got a nice hot meal and a warm bed for my efforts. From what I got out of the archivist, the others were not captured and may still be out there. Meanwhile I&#039;m here. Wolflake is a much larger city than I expected. It&#039;s certainly no village. It&#039;s as large as Aeyllin at least. All plaster and wood structures, stone walls. It&#039;s divided up into districts by use. The smithing district is in full production for the war. The market is bustling but a sense of apprehension is thick in the air. Residential is quiet and constantly patrolled. Lots of anti-orc propaganda. The town crier is constantly going off about them murdering babies for food and raping everything with legs. I did the old taser in the alley trick to get some money, not much, but enough for some new clothes. Trousers and tunics. Oh baby. At least they&#039;re clean.&lt;br /&gt;
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===Journal Entry 116===&lt;br /&gt;
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I recognized someone today. I was in the market, grifting someone, when out of the corner of my eye I see Avery, dressed in the robes of the sun church. What the hell, what is she doing here? I stayed my distance and followed her for awhile. She went into the local Sun church. I asked around some of the apprentice clerics hanging around outside about her. She arrived in town two months ago to help in the war with healing. A call went for help in the Orc war and she left Rosenbridge to volunteer. They don&#039;t know anything about Alex though. Apparently Avery&#039;s become a very devout believer in the ways of the sun worshipers. She has become an accomplished healer as well. She&#039;s still considered an apprentice but is moving up in the ecclesiastic ranks. I&#039;m going to try and make contact with her tomorrow.&lt;br /&gt;
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===Journal Entry 117===&lt;br /&gt;
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So I met up with Avery today. I just walked up to her while she was out doing her rounds and Surprise, it&#039;s me! I surprised the shit out of her. She was ecstatic to see me. So many questions. We found a nice outside cafe and had a long talk. I told her of our adventures to Winterfield, to Aeyllin and back. I left out some things of course, she doesn&#039;t need to know our part in king slaying, grand theft everything and child abandonment. She said a prayer for Amanda and Dan. After so long, she assumed that we had all died. She joined the church after a vision, and because she believed she had nothing left. Alex recovered fully and after talking with some spell slingers, found he was more suited for sorcery than wizardry. I could be wrong, but doesn&#039;t that require a special genetic background to use? He got some instruction and can throw around spells now. Apparently has trouble keeping control of it and accidentally caused some property damage. He headed off to Aeyllin a little before she left for Wolflake, to learn to control himself better. If my math is right, he was arriving as we were leaving. Assuming something didn&#039;t slow down his trip. According to Avery, Alex had been hoping to find us there, he never gave up hope. As for the others, they were shipped to the Wildlake slave pens. Something will have to be done. Anyways, I let Avery recharge her laptop and ipod off my charge stone. She was giddy. Unfortunately, she doesn&#039;t have any new movies.&lt;br /&gt;
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===Journal Entry 118===&lt;br /&gt;
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Met up with Avery again for lunch. She put two and two together over the course of the night and realized that yes, I&#039;m the “baby murdering orc lover traitor spy” that escaped from the dungeon a few days ago. She confronted me about it. I wasn&#039;t going to lie to her. So then a Paladin showed up and sat down at our table. I felt very uneasy around him. Avery said wasn&#039;t going to turn me in to the king, but I was going to be “arrested” under the church and held in protective custody until this war is over or they figure out what to do with me. So I went. I&#039;m not going to fight her, there aren&#039;t enough of us left for us to be turning on each other. They let me keep my things. I don&#039;t think Avery even knows I have a pistol with me. She did take my journal though, and read through it. I just got it back. She can&#039;t decide if she should be furious with me or not after all I&#039;ve done and all I&#039;ve suffered through. I think she was more incredulous that I&#039;ve been documenting it in detail. It&#039;s a good thing she doesn&#039;t know about the things I didn&#039;t document. She is adamant, however, that I need to pay for my sins. Maybe I do. Maybe I&#039;m not done sinning. Anyways, we watched Strange Days and then she left. My “cell” is a plain stone room with a plain bed, a tiny window and some church iconography. It&#039;s not exactly tiny and I&#039;m not imprisoned here, I can walk around, just not leave the wing.&lt;br /&gt;
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===Journal Entry 119===&lt;br /&gt;
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Well, I was in that place a grand total of 21 hours according to my mp3 player. The longer I was there, the more... claustrophobic I felt. Avery came to see me in the morning and we talked about what I was doing with the Orcs. Told her my side of things and I may have convinced her that this war isn&#039;t about good and evil, it&#039;s a landgrab. Come lunch time, she was off doing church duty and I had decided enough was enough and walked out. Poked a few minds to get my way, but I didn&#039;t hurt anyone, for Avery&#039;s sake. I left her a note apologizing. I&#039;m back at the inn. Not feeling so claustrophobic now. I need to figure what to do. I&#039;m stuck in Wolflake with the guards and now the sun church looking for me. I bet the rest of my team think I&#039;m dead on the battlefield. Thinking back, getting mindraped by Skinhead Mctattoo was the best thing that happened to me on this world. She opened some doors for me. Without that, I&#039;d be truly fucked. At least I have some options. I&#039;m going to poke around town tomorrow and see if I can find anything useful.&lt;br /&gt;
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===Journal Entry 120===&lt;br /&gt;
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Hey, this city has an airship port. I have an idea. I just have to wait for the airship to arrive. Anyways, managed to grift some money and browsed the market. News from the war. The surviving Orc horde managed to sack a few supply caravans and a farm, everyone murdered, dead strung up, babies eaten, etc etc. Between the lines, I&#039;m glad they&#039;re still fighting, they haven&#039;t given up yet. Picked up some rumors. Apparently the royal castle&#039;s been enhanced by a thieves guild turned traitor and even they haven’t been able to break in since. There goes that idea. The city gates are locked up tight, only allowing trade caravans in, and anyone not expected gets arrested. There&#039;s also the curfew. So yeah, this place is under martial law. Whispers on the street is that there are some freedom fighters skulking about. I took a look into it that and anyone that knows anything is a toady for one of the noble families, the Rheingrafs. I can&#039;t tell if it&#039;s an elaborate trap, or a manipulative attempt at a backdoor coup. I&#039;m going to take a risk and dig deeper.&lt;br /&gt;
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===Journal Entry 121===&lt;br /&gt;
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I talked my way into a meeting with these freedom fighters down at the slums. Not very organized. Their plans were odd, probably orders from on high with no context. They have a list of people that need to be dealt with, and I don&#039;t mean killed. Publicly humiliated, disgraced and so on. Replaced in a way that won&#039;t draw undue attention. Their methods leave something to be desired. Dirty rumors and name calling more or less. I have some ideas on how to deal with this, but is this actually going to help me in any way? Well, it keeps me occupied and I can experiment so I gave it a shot. Target 1. There&#039;s a tavern keep in the market district who runs The Wolf&#039;s head, that needs to be ruined. I paid a visit during his slow hours, cased the joint. He&#039;s a retired adventurer, hard core supporter for the king and his policies. Gives discounts to off duty military. They call him Screaming Howl of Wolflake. Some based around one of his adventures in the earlier Pacification war years ago. Know what else screams? Babies. I put in the niggling fear that it&#039;s an insult. That maybe everyone&#039;s been making fun of him behind his back this whole time and having a grand time about it. Taking advantage of his ignorance for cheap booze. I&#039;ll let that bake for awhile and see how it turns out.&lt;br /&gt;
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===Journal Entry 122===&lt;br /&gt;
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So while #1 is baking, I&#039;m seeing about Target #2. A Madam of a brothel. High class establishment, all the girls are magically purged after every use, silks everywhere. She&#039;s been using her girls to gather info on dissidents. I paid a visit. Went for a ride around the block. I&#039;m going to try greed with this one. Maybe she&#039;s not getting paid enough for the information. Maybe there are people who will pay more. Maybe she deserves some political favors for all the good she does for the nobles she supports. Nobles that she saved with her information. She looked pretty lost in thought on my way out. We&#039;ll see how that works out. In other news, it&#039;s time to move out of the inn. Avery left a note on my bed ordering me to return for my own good. No surprise paladins or anything this time. I&#039;ve since moved in to an abandoned tower residence on the seedy side of town. Not a lot of room, but it has a clean bed I can use and privacy.&lt;br /&gt;
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===Journal Entry 123===&lt;br /&gt;
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I guess I won&#039;t get a chance to find out how my experiments are doing. An airship is in town, a small cargo hauler from Hebiry, one of the main trade hub cities along with Rosenbridge and Wildlake. Airships always draw crowds, so I went over to poke around a bit. The last two airships I&#039;ve been on used a magic dongle was required for any of the navigation stuff to work. Flying one looked easy enough. Who would have the key? The Captain of course. Found him picking up chicks at a tavern after he was done unloading. He didn&#039;t have the key. It&#039;s locked in a safe on board the boat. I did get the combination though. So I am going to traipse over there, think my way aboard, take the key and fly away. Grand Theft Airship. Fuck yeah.&lt;br /&gt;
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===Journal Entry 124===&lt;br /&gt;
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Clearly I was drunk on success. So I get to the airship pad and SMITE. Paladins. Clerics. Avery. She guessed I&#039;d try and escape. She read my journal again. I am in a lot of trouble. I&#039;m back in the same room, but now I have this thing on my head, some kind of leather band that I can&#039;t take off. If I move then a few feet from the church, pain. Avery says it&#039;s only pain because I&#039;ve become evil and it&#039;s the church&#039;s god influence burning away at the evil. She says that once it stops burning me, I&#039;ll be good and can leave. I feel like a child that&#039;s been grounded. She confiscated my gun and my charge stone, so I need to see her now to keep my stuff running. To make matters worse, they&#039;re all, all of them, wearing glowing temporary tattoos that are blocking me off! Fuck.&lt;br /&gt;
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===Journal Entry 125===&lt;br /&gt;
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So my imprisonment in the church. Avery has been spending her breakfast and dinner with me, we sit and discuss and debate. She has admitted that if she had gone with us to Aeyllin, she&#039;d be in a similar state. If she&#039;d take off that damn tattoo, I could show her, right in her mind. But no, I can&#039;t be trusted yet. She&#039;s very naive about what&#039;s going on out there. Being locked up in a church and surrounded by like minded people all day skews perspective. Divine group think. So yeah I&#039;m bitter. So a little after breakfast, a Paladin walks over and backhands me across the room. I think he broke my nose. Then he heals me and tells me to keep my hands off Avery. Calls me scum. The works. Leaves me there crumpled on the floor. I think he&#039;s jealous. I mean, I&#039;m not going to mess with her, even if she&#039;s the reason I&#039;m here. She&#039;s like a little sister to me. Either way, I need to get out of this fucking place. This is an intolerable situation.&lt;br /&gt;
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===Journal Entry 126===&lt;br /&gt;
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Know what there is to do around a church all day if you&#039;re not a member? Sit around and do nothing. Self reflection maybe. Not for me. I have made it a personal quest to find ways of fucking with the paladins. All the church members meet up in the afternoon for their prayer service. That&#039;s when I work. Moving things around, hiding things. Rearranging. Sure, it&#039;s stupid little pranks but what else am I going to do? I did get some news from my two experiments. The Tavern owner&#039;s gone over the deep end and has barred military and even guards from using his place. He may even be behind a minor poisoning of some guard captains. The Madam wasn&#039;t as successful. Word is, her backers decided to give in to her demands. How did I find this out? The freedom fighters found me when one of their members were in for magical std treatments. I may have gotten the attention of the Rheingrafs from my work.&lt;br /&gt;
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===Journal Entry 127===&lt;br /&gt;
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News from the war. It sounds like the Orc cavalry is getting its shit together. The town crier is starting to use the throw around the horse mounted demon card loosely now. On the other hand, it sounds like they lost another major battle. The orcs are winning the skirmishes but not the large scale battles. Heavy losses on both sides. Most of the church personnel have been called away for healing and the occasional resurrection for any dead war hero nobles. This would have been a grand opportunity and Avery apparently came to the same conclusion, so I&#039;ve been leashed. I have a chain around my leg that&#039;s connected to my bed post. I have about 20 feet of slack. Just enough to make it to the “bathroom.” Chained up like an animal. This is going too far. This will not stand.&lt;br /&gt;
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===Journal Entry 128===&lt;br /&gt;
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I have escaped from the church. The idiot freedom fighters decided to break me out while the healers were away dealing with war casualties. I managed to get the things Avery took from me. Found my pistol under her pillow. What the hell is that all about? So they unchain me, get that stupid pain crown off me and we make our grand escape. Right to one of the Rheingraf holdings, a decorative cottage near the market. A guest house. One of them was there, all dressed in more layers of clothing that was necessary, even with the cold weather. They want me to work for them under their house spymaster. They didn&#039;t offer the position. They told me. People with my skills are few and far between apparently, and they think they can get a political advantage with me under their spymaster. Oh, and escape is nigh impossible. The spymaster can just up and disappear whenever he feels like and for some reason, I can&#039;t touch his mind. He&#039;s no telepath, he&#039;s just impenetrable. He put some kind of magic link on me, so he knows where I am at all times. So I&#039;m still a prisoner, the chains are just invisible this time. I&#039;m a commodity rather than an animal. Wonderful.&lt;br /&gt;
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===Journal Entry 129===&lt;br /&gt;
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So the Rheingrafs. They run half the trade caravans in this kingdom, started as an imports-exports merchant family that got lucky back during the last pacification war and earned themselves a noble title from secretive war profiteering that fucked the other side&#039;s logistics. They&#039;ve tasted power and want more. They are one of the richest noble houses in the kingdom, but have the least amount of political power since they&#039;re relatively new to the scene. They have the money but not the connections that the other nobles have. Their secret backroom handshake deals have been few and far between. My new boss, the spymaster, was imported in from afar and is obscenely loyal for some reason. He&#039;s one of the elf ethnicities. I bet he was programmed. People don&#039;t get this fanatic for nobles on their own. At least I hope not. Might explain why I can&#039;t touch his mind.&lt;br /&gt;
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===Journal Entry 130===&lt;br /&gt;
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So the spymaster took me in to the field today now that I got the house history down. This mainly consisted of puttering around the market while he checked his contacts and me making sure that they weren&#039;t holding back anything, and the both of us beating the shit out of someone when they were. Half his network is compromised in some way. He&#039;s stealthy as hell, but not too good at running a spy network. Ran into Avery. I&#039;m under noble protection now, so the church can&#039;t legally touch me, as long as I&#039;m not performing profane undead rituals. Within the city walls anyways. She&#039;s upset of course, but I think I got the point across that I am still in danger. I need to get out of this fucking place. I hope the others are still alive.&lt;br /&gt;
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===Journal Entry 131===&lt;br /&gt;
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After all this time, I still wake up some mornings thinking it&#039;s all been a dream. Nope. Still here. So we have begun a process of kidnapping compromised members of the spy network and instilling some loyalty. Through mind rape. Mind rape and beatings. I&#039;m actually disturbed by some of this shit. I&#039;m rewriting parts of these people&#039;s lives in a few of these cases. It&#039;s incredibly draining too, to the point where I started bleeding a few times. I hadn’t done that in a while. Needed a few rest periods to recover. I&#039;m still looking for some way to escape this situation without drawing too much attention or ire. Wandering town is easy enough, the guard long gave up looking for the escaped prisoner and they didn&#039;t even have a good idea of what I looked like or any personal information. I&#039;m still a fugitive from the church, but that&#039;s on hold as long as I&#039;m under the Rheingrafs. The church has kind of taken it as a personal insult that I keep escaping them. Initially I was just Avery&#039;s pet redemption project. Now they&#039;ve convinced themselves that I&#039;m some kind of criminal mastermind that&#039;s insulting their god and shitting all over everything they stand for. Yeah, their magic tattoos have worn off, but their motivations are too deep seated to wipe away in passing. It would take a whole mindrape session to clear that away.&lt;br /&gt;
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===Journal Entry 132===&lt;br /&gt;
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So I got brought along to some royal ball the King was hosting. It wasn&#039;t in the castle, no, he has a whole separate building for stuff like this well away from the castle. The Rheingrafs wanted me there for information gathering. Nothing too intrusive. They were all there, dressed in their latest fashionable imports. I had to wear some absurd outfit with multiple sleeves and feathers. There&#039;s music and fancy noble food, most of which I wanted nothing to do with. Stuffed mice, various bird tongues, some kind of bone pudding. At least they had seafood. I can deal with that. Lots of alcohol, elven wines, dwarf brews, some rare Margarita knockoff from the south. So the party took place in some huge ball room with lots of mirrors. Mirrors are pretty rare, so this is some kind of show of wealth. There&#039;s more to it though, I was sensing people behind the mirrors. Watching. The King never made a public appearance. He may have been one of the ones behind the mirrors. I did hear some gossip, picked some minds. Apparently Winterfield is a huge mess. With no royalty, the advisers tried taking power and then one of the generals seized control and tried forming a military junta. Last word anyone&#039;s heard from them sounded like a civil war was about to kick off with the barbarians approaching. They did get another airship though. Someone else must have noticed the gap and filled it. Anyways, after the party I dumped all the info I got on the spymaster, and he&#039;s been sorting through it for anything relevant.&lt;br /&gt;
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===Journal Entry 133===&lt;br /&gt;
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I managed to escape! Freedom! I can feel the proverbial collar slip free of my neck. It feels so good! So the spymaster took me out of the city to run the loyalty test on the Rheingraf cattle and horse farm. Some of the news we picked up at the ball seemed to indicate that there was a skim going for one of the other houses. That place apparently was a recent acquisition and maybe old loyalties die hard. So we get out there, it&#039;s less than a mile from the city and pretty safe, has regular guard patrols. The workers all come out and look scared as shit. Word&#039;s gotten around. It suddenly occurred to me. The guard patrol won&#039;t be around for another hour. It&#039;s me and the spymaster, some farm hands and the farm accountant. Bang Bang. He took one in the head and one in the chest. He falls over and then just up and disappears. The workers scattered to the wind. I ran in the other direction. I have a general idea where the Orc war camps are, I&#039;ll head there and see what ever happened to the rest of my team.&lt;br /&gt;
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===Journal Entry 134===&lt;br /&gt;
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I&#039;m camped out in a small cave in a ravine. I didn&#039;t think this through. No food, no water, it&#039;s starting to snow. Sure, I could try hunting with my pistol, but I have no knife. I managed to start a fire using some tree branches, dry leaves and my taser. I should have enough wood for the night, but it&#039;s so cold. I&#039;m going to try melting some snow for water once enough falls. Hopefully I&#039;ll reach a camp tomorrow.&lt;br /&gt;
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===Journal Entry 135===&lt;br /&gt;
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I lucked out and stumbled into one of the Orc patrols. They had heard of me and I was dragged back to the war camp and put in front of the High Command. I was presumed dead and put out of mind, and now I had to convince them I wasn&#039;t a spy. That took awhile. I gave up as much information as I could on the situation at Wolflake. Afterwards, they set me loose on the camp. I found the others. I&#039;m glad to see them, and they the same. They thought I was dead when they left me behind in their retreat. It sure felt like I was at the time. They&#039;re doing well. Marcus has some scars he seems to think will impress the ladies. Mike&#039;s doing fine but he&#039;s pale as a sheet. Jason ultimately lost his eye, but one of the camp spell casters gave him a replacement. More or less a Ruby jammed in the vacant eye socket. He says he can see better than fine with it. It&#039;s creepy as hell to look at though. I told them of my time in Wolflake, about Avery and her news on the others, about the Rheingrafs and my escape. We watched Strange Days. I&#039;m about to sleep. I&#039;ll find out how the war is doing from this side&#039;s perspective in the morning.&lt;br /&gt;
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===Journal Entry 136===&lt;br /&gt;
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This is a war of attrition. The Wolflake armies are winning the battles but taking such heavy losses that they can&#039;t easily resupply, especially with most of their ground supply lines broken by the Orc raids. The Orcs on the other hand, have yet to have a decisive victory. The battles are usually routs with most of the survivors retreating. They can bring in replacements easier, mercenaries, but that can&#039;t go on forever. The cavalry is adapting nicely to the stirrups, but there aren&#039;t enough of them to make a big difference, and they&#039;ve been taking losses from the enemy phalanxes and archer lines. Since I&#039;ve last been here, they managed to get some artillery. Catapults. They&#039;ve been using them to launch tar covered, burning hay bales in to the phalanxes during the opening salvos. Too bad we can&#039;t get our hands on some “alchemist&#039;s fire.” It&#039;s some variant of greek fire/napalm. It&#039;s apparently hard to come by out here. They also just got a shipment of specially trained war dogs. Big nasty things trained to go after anyone with the Wolflake symbol on them and follow verbal orders. I got a new sword, a longsword. It&#039;s seen better days. The blacksmith described it as “experienced.”&lt;br /&gt;
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===Journal Entry 137===&lt;br /&gt;
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It&#039;s been a few days. I have been sent out with a raiding party of about 30 mercenaries, mostly human. We&#039;re sacking a trade caravan heading in from Kinild by land. I almost feel like a bandit. We&#039;re camped out off the side of the road under heavy brush, snow, in ditch and waiting. It&#039;s pretty boring. A few of the guys are light sleepers and taking a nap, even though it&#039;s bleeding cold out. The rest of us are keeping ourselves entertained with war stories while watching the road. We have a few two man patrols making sure no one is sneaking up on us. No idea how big this caravan is, or even what it&#039;s carrying, just that there is one. One of the mercs has some heating stone, stays a new warm temperature he&#039;s been using to keep his hands warm. I gotta get me one of those. My Terran compatriots are back at camp. They&#039;re learning to ride horses. I feel all left out. It&#039;s kind of funny. Our big plan was to get to Rosenbridge and free our friends and they aren&#039;t even there anymore. Alex would have just missed us, Avery&#039;s gone native. The others are who knows where and probably in a bad situation, as they were slaves last Avery heard. I guess the next goal after this war is the Wildlake slave pens and then where ever they&#039;ve gone. I&#039;ll be pissed if they got sent to Winterfield or Aeyllin. Running in fucking circles.&lt;br /&gt;
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===Journal Entry 138===&lt;br /&gt;
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We ransacked the caravan all right. 10 guards, 20 or so merchants, staff and passengers. Most of the guards went down, only two surrendered and they didn&#039;t even put up a fight. Our prisoners are being stripped of valuables and being sent to another camp to be ransomed back. Our cargo haul looks to be food supplies, smithing ingots, spices, what I thought was mage reagents, clothes and a chest of gold coins. Bribe money? Taxes? But why is it heading towards Wolflake? I felt I had to know. So I poked around in some of the survivor&#039;s minds. This caravan was a shipment for the church of the sun worshipers from one of their larger central cathedrals. They don&#039;t do their own caravans, they use third parties. Whoops. If they ever find out I was involved in this.. I can&#039;t let Avery read my journal next time she catches me. Part of me is worried, part of me can&#039;t stop laughing. So we&#039;re heading back to the war camp with our riches, should be a two day ride. We&#039;re certainly more armed then their original guard retinue. Wait, why was the church getting money? They operate on tithes, cleric services and don&#039;t pay taxes. The caravans drivers don&#039;t know anything about it. Something&#039;s funny.&lt;br /&gt;
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===Journal Entry 139===&lt;br /&gt;
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I&#039;m learning to ride a horse. We&#039;re still on the way back. I&#039;ve already fallen off twice, luckily didn&#039;t get injured. No stirrups of course. So I&#039;ve been thinking of what else I can do for the war effort. Just to tip the balance. I&#039;m sure Jason and myself could rig up some kind of scale model trebuchet for them to learn from, but that&#039;s more of a siege machine than battlefield artillery. Maybe the Chinese repeating crossbow, but I don&#039;t actually know how that works. I really don&#039;t want to introduce gunpowder. It&#039;s easy enough to make, they have most of the ingredients back at camp. Hell, we have the ingredients to make some here in the reagents crates in the caravan we&#039;re taking back. Anyways, the Orc cavalry is already starting to experiment with horseback archery, maybe the OH FUCK.&lt;br /&gt;
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===Journal Entry 140===&lt;br /&gt;
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I met with the others soon as we got back to the camp. I dragged them over to the caravan and we went through the materials. Between the ingots and reagents, we figure there is enough to build one simple cannon and fire it multiple times. Does that mean the gold is to pay a smith to make it? What&#039;s going on here? Maybe it&#039;s coincidence. Maybe Avery told them things she knows this world isn&#039;t ready for. If this was to be given to the Wolflake military to copy, that would be very bad. Okay, so what right do I have to decide what technology the locals can and can&#039;t possess? They have magic. At the same time, I&#039;ve already been irresponsible with handouts. I&#039;m conflicted. Anyways, I gave Jason the go ahead see if he can&#039;t help the camp bow maker invent the recurve bow while the rest of us figure out what to do.&lt;br /&gt;
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===Journal Entry 141===&lt;br /&gt;
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The recurve project went bust. The bow maker doesn&#039;t have the aptitude or creativity to get what we&#039;re trying to describe. Maybe we need a proper artificer. So we went back to the drawing board and had a long talk. If Wolflake is going to have explosives, then so should we. We aren&#039;t going to give them cannons, but we are going to give them gunpowder. We&#039;ll show them how to make a ceramic or wooden barrel grenade. Something they can fire from their catapults. Something simple. We&#039;ll let its usage evolve on its own from there. There&#039;s the high probability that someone is going to blow themselves up from this. Mike and Marcus are mixing the chemicals now to produce the first batch. I&#039;ve had a lot to think about over the past few days. We&#039;re making a bigger and bigger impact on history as time goes on. Is this what we were brought here to do?&lt;br /&gt;
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===Journal Entry 142===&lt;br /&gt;
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Well, we held our first demonstration today. We made a small prototype using a clay jar, filled it with metal shavings from the blacksmith and packed it with black powder. We found a nice safe place and set up some of the training dummies complete with scavenged Wolflake armor. We had Mike light it from his maximum casting range and all took cover. It took a minute before it went off. The Orc&#039;s first reaction was that it was just a fireball spell anyone could use. Then they examined the area. The armor shredded from shrapnel, wood pulped, some rocks destroyed. I think they got the message. These aren&#039;t toys. We have enough ingredients to make 20 more of the hand variants, or 5 big ones for the catapults. They wanted us to make the big ones. High Command doesn&#039;t consider us just mercenaries anymore. We now have bodyguards.&lt;br /&gt;
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===Journal Entry 143===&lt;br /&gt;
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I&#039;m pretty sure Marcus has developed a relationship with a half-orc girl in one of the Orc supply caravans. Every time they show up, he vanishes for awhile. Doesn&#039;t he remember what happened in Aeyllin? God damn bards. So we have our catapult bombs. We sealed them with wax and buried them in crates near the armory with clear markings so some idiot doesn&#039;t accidentally blow the whole thing with a torch. It&#039;ll take a directly aimed fireblast to trigger them now. Maybe. We&#039;ll dig them up when it&#039;s war time. In other news, still learning to ride a horse. I don&#039;t even know enough about horses to describe it&#039;s breed, or Earth approximate breed. All I know is that it&#039;s brown and named Medley. I have no idea why. It certainly doesn&#039;t sing.&lt;br /&gt;
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===Journal Entry 144===&lt;br /&gt;
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Winter is in full effect. We had a blizzard today. Everything&#039;s frozen. At least our camp was set up to avoid the harsher winds. Not a lot to do while sitting around the fire, shivering. So I started asking questions. I was wondering why the Orcs never use their own Phalanx formation in the war. Many different answers. Simplest answer? It&#039;s not their style. They don&#039;t care much for the long spears and big shields and tight formations. They rarely use shields and if they do, it&#039;s always something small like a buckler. Sure, they can withstand physical trauma better then a human, but really. Their tactics are more suited to smaller scale tribal conflicts, which makes sense. That&#039;s what I&#039;ve observed so far. Not so good at war, pretty good at skirmishing. It fits their tribal mentality. If these guys ever get organized into a proper civilization, they&#039;ll be a real force to be reckoned with.&lt;br /&gt;
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===Journal Entry 145===&lt;br /&gt;
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Well, Marcus got drunk, sat down in the middle of camp and sung the entire 50 States Capital song followed by the most hilarious dulcimer rendition of Barracuda. We quietly dragged him back to his tent. I&#039;m good enough on a horse now that I went out on a mounted scout patrol. Important or not. I needed to get out, even if it&#039;s freezing cold. I was kind of babied along by the others. Us Terrans have become well known. Just like in Aeyllin. Speaking of that, I wonder how the invention of the bicycle is going. Anyways, nothing new on patrol. We left sunrise and came back sunset. My hair was nearly frozen, even with a hat.&lt;br /&gt;
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===Journal Entry 146===&lt;br /&gt;
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It&#039;s cold enough that my pen ink is starting to freeze up. I&#039;ve been having to hold it over a fire for a bit to get writing again. This may be the last Entry for awhile. We&#039;re hunkered down and practicing for war, holding mock battles and when we&#039;re bored, snowfort fight with the goblins. The trade caravans to Wolflake have apparently stopped for now according to our intel. This world doesn&#039;t have a Christmas. What a shame. This kind of hit me hard, because I realize how little I&#039;ve thought of my friends and family back home. I&#039;ll never see them again. Us Terrans have pretty much become my new family. At least there&#039;s that.&lt;br /&gt;
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===Journal Entry 147===&lt;br /&gt;
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The Spring thaw is finally here and the ink in my pen has defrosted enough to use again. The war camp is packing up soon and we&#039;ll be on the march. It&#039;s time to get this war underway. So, in the interim, I&#039;ve gotten better at horse riding and sword fighting as has Jason. Mike learned some new tricks and Marcus...got his dulcimer tuned. Both metaphorically and not. Anyways, it looks like our precautions on our catapult bombs worked, they&#039;re still dry. Good news with that. Our scouts report that Wolflake is already on the move and that they have people with them wearing the iconography of the sun worshipers on them. Fucking fantastic. I knew it would come to this.&lt;br /&gt;
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===Journal Entry 148===&lt;br /&gt;
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Our first major victory. The battle of Wolfgate, a tactically important fort right in the middle of the kingdom, right on the two main trade roads and supplied by the river and nearby farms. We met the enemy army and they immediately retreated to this area, a better position for them? So we&#039;re lining up and they&#039;re getting into their phalanx, we&#039;re about even in numbers, at least ten thousand. Spellcasters burning everything they have in the opening volleys, archers firing in high arcs. The sun worshiper paladins and clerics start going through their wounded and bringing them back up. Then we unleashed the catapult bombs. We did the math, checked and rechecked the angles. 5 fired, 5 explosions, shrapnel everywhere, right in the middle of their formations. Fear and Panic in the air. Chaos. Then the cavalry and the first wave hit with their war dogs. It became a one sided fight. Wolflake tried retreating but were cut off. Prisoners were taken, wounded taken care of. Jason and I spent hours going through the dead looking for Avery. She was luckily taken alive. The battle traumatized her. I&#039;ll visit her once she&#039;s recovered and we&#039;ll see what&#039;s what.&lt;br /&gt;
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===Journal Entry 149===&lt;br /&gt;
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We have taken Avery into “Terran Custody.” Marcus, Mike and Jason were excited to see her, and we all sat down and had a long talk around a fire. Avery was furious that we leaked gunpowder to the Orcs. I countered with the captured caravan with the cannon ingredients. She claimed to not know anything about it, just that a new and important church weapon was being delivered. And she was telling the truth. We all sat in silence for awhile with that reveal. Someone else leaked cannon design to the church. Either Alex or the others. This is not good. So I informed Avery that she is a prisoner of war and in our custody, and that I was going to take the moral high ground and not chain her to a fucking post or shove a slave crown on her head like she had done to me. As long as she&#039;s with us, she&#039;s under our protection. Let&#039;s see how she likes it.&lt;br /&gt;
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===Journal Entry 150===&lt;br /&gt;
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Stop reading my fucking journal Avery!&lt;br /&gt;
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&amp;gt;Then stop leaving it out for me to read!&lt;br /&gt;
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===Journal Entry 151===&lt;br /&gt;
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We&#039;ve reaped anything worth value from the fort and its surrounding lands and burned it all to the ground. We then made for the highlands to set up our new war camp while we prepare for battles to come. Avery has not taken well to hard marches. I don&#039;t suppose you get a lot of exercise when most of your day is spent on your knees. So we are trying to figure out why the sun church threw their hat in the war. Possibly for massive political favors and/or donations? Maybe a chance to become the head church of Wolflake? Avery has been completely blind to the politics running rampant through Wolflake and was shocked to find out she was being shipped to the front lines with her fellow clerics and paladins to lend support. Our camp paladin, follower of one of the warrior gods, wanted to listen in on this and even he agrees that it doesn&#039;t make sense for the sun church to have joined up like that. Even he isn&#039;t here on official business, he&#039;s here because this is what he does. The sun worshipers aren&#039;t warriors, at least that&#039;s not what they&#039;ve been preaching.&lt;br /&gt;
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===Journal Entry 152===&lt;br /&gt;
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We have gotten new materials and produced 10 shrapnel bombs for the catapults. Carefully sealed them and have them in a safe place until we need them and have them under guard. Avery hasn&#039;t tried escaping, she&#039;s rubbing it in that she can take her punishment and won&#039;t go running off at the first opportunity like I did. Yeah, she isn&#039;t chained to a post either, or getting punched around by bored paladins, not to mention SLAVE CROWN. I&#039;m not holding grudges, oh no. Not me. So she has spent her time wandering around the camp preaching the word and getting a lot of dirty looks. She then took Mike aside and had a long talk about his pact. I&#039;m not sure what was said but they both came out of it pale and quiet. So the war. Wolflake has refused to capitulate of course and High Command is deciding where to strike next. I&#039;m always ready to suggest sacking of the Rheingraf holdings. There&#039;s always the chance that Wolflake will gather all of its forces and come for us instead, so we are gathering our forces up. Our camp grows daily. We&#039;ve already replaced the numbers lost in the last fight. More recruits. This time an elven band of archers from the wild elf settlements on the east border who have also experienced Wolflake pacification in the past and decided that maybe they should get in on this. They don&#039;t wear a whole lot and are surprisingly barbaric, but highly disciplined in combat, or so they say. Quite the multiracial band our side is turning into.&lt;br /&gt;
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===Journal Entry 153===&lt;br /&gt;
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The battle of Aganis Field. Finally, a location without Wolf in the title. The area is one of the unfarmable plains in the kingdom, boulders and rocks that they can&#039;t easily break up so the kingdom put anything that smelled bad. Leather tanneries, soap making and so on. The fumes in the area burn everyone&#039;s eyes. We didn&#039;t even plan on a fight here, we were passing through when one of the smaller Wolflake armies showed up, also passing through the area. They held their ground and so did we, then the fight was on. We set up two of the bomb catapults. Archers and casters tossing everything they have and then we fired the catapults. The enemy pulled into a Testudo formation. Really. It didn&#039;t help them a bit though, their formation was blown apart and cavalry wrecked them before the front line slammed into them. Avery sat out the battle on the hill with the other non combatants, but she came down afterwards to give her healing support. Prisoners taken, the nobles sent to be ransomed. We looted the area afterwards and got the hell out of there. Everything smells now.&lt;br /&gt;
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===Journal Entry 154===&lt;br /&gt;
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Before we can even get to our next camp location, another small force showed up and pressed to assault, in the hills no less.  Just as normal, everything set up, and right when the expected first exchange of magic and archery is to take place, Wolflake goes into a full horde charge.  No formation, just a rushing, screaming line.  Yeah, there&#039;s a reason why that&#039;s a bad idea.  Without their own casters to defend, ours wrecked their rush followed by the archers.  Half their forces were down by the time they got into melee engagement range.  What the fuck is this all about?  Most of us never even had to draw our swords, the catapults were never set up.  It was a decisive victory.  This isn&#039;t even desperation,  it&#039;s suicide.  Very few survived and their story was that they were following orders, got convinced that this was the way to beat our catapults.  We didn&#039;t find any officers amongst the dead or living.  I think they ditched the battle as soon as it started.  We set up camp nearby.  Avery is burning herself out healing the injured, but she&#039;s still preaching.  At least she&#039;s helping.&lt;br /&gt;
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===Journal Entry 155===&lt;br /&gt;
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Marcus is writing up a song to commemorate the war and the mostly exaggerated heroic deeds of our side. I&#039;d be more impressed if he wasn&#039;t ripping off Queen again for the melody.  Well, I ran into another psion.  Apparently the wild elves brought one with them to make sure they weren&#039;t being fucked over by the Orcs when the war is over.  We had a polite conversation and exchanged ideas.  I also got a better idea of the elf perspective in this fight.  They were descended from one of the earlier groups to fight over this area over and over again and due to their long lifespans, several of them still recall times when they were in charge of Wolflake and losing the battle that left them scattered to the wilds.  Surprisingly, they aren&#039;t all that interested in retaking their former glory and just want some equal footing and be allowed to do their own thing rather then worrying about pacification forces tearing through their settlements every few years.  Understandable.  In other news, I found out what Avery and Mike were going on about a few days ago.  Apparently Avery said that there was a way to save his soul but he had to give himself to the church.  Mike, took it pretty hard and retaliated by suggesting that Avery was also in a pact just like him, just with another organization.  That Clerics were just Warlocks with another name. She didn&#039;t like that one bit.&lt;br /&gt;
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===Journal Entry 156===&lt;br /&gt;
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We&#039;re on the move again. Our scouts in the field noticed an airship flitting about in big circles and figured that the crew lost control of it. A few hours later it made about 20 passes over our main encampment. I&#039;m pretty sure they&#039;re using the cargo airships as fast scouts now.  The only question is why they didn&#039;t start doing this sooner, or fill it up with archers  We&#039;re packing up camp and moving to a more secure location and preparing for a surprise attack.  If we don&#039;t see any sign of the enemy, we&#039;re going to sack Wolftail Mills. Why is it called Wolftail mills? No one knows, it dates back to the old original shifter colony, and they liked to put Wolf in the title of all the settlements. No one has bothered to change it. It&#039;s a good indicator as to how long an area&#039;s been settled or used.  So this is the place where all the wheat from the outlaying farms is &lt;br /&gt;
shipped to be processed along with other foods. There&#039;s even a massive brewery and winery. I&#039;m starting to see that there is a big chain of production going on in the kingdom rather then having each farming settlement process their own goods. Is this more efficient or is this an effect of bureaucracy expanding to meet the needs of the expanding bureaucracy? Either way, taking it down should be a nasty blow to Wolflake&#039;s supply system.&lt;br /&gt;
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===Journal Entry 157===&lt;br /&gt;
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Sure enough, Wolflake sent out a huge army, at least as large as the force at Wolfgate Fort.  So, the Battle of Wolftail Mills.  We set up the catapults quickly in case they did another horde charge, but no.  Something else happened entirely.  I knew something was up when they arrived.  They had 30 or so of the big caravan carts with them.  We initially thought they were an unusually guarded supply train before they started getting in formation.  Phalanx.  The initial archer and magic volley&#039;s began, but their side never threw offensive spells, just the defensive ones.  We launched our catapult bombs, all 8 of them this time.  The enemy ranks were thrown into chaos and then we moved in.  They put up a good fight this time, all our waves were deployed.  Just as it looked like another rout, the carts started unloading.  Skeletons.  Zombies.  Undead.  The enemy spellcasters did their thing and the slain enemy soldiers started getting up as a fresh batch.  It&#039;s the first time I&#039;ve seen anything like this.  I felt a chill go down my spine.  I had heard stories but here it is.  Every nation and religion that we had come across had banned this type of thing.  What the fuck is going on here?  Neither my skills nor my pistol are any good against undead.  I had to rely on my weaker swordsmanship.  The archers weren&#039;t much use either except for picking off the living enemy, which just made more undead.  We started losing ground quickly.  The undead don&#039;t care, they keep fighting even with half their limbs missing, any casualties on our side rose in service of theirs and they weren&#039;t letting us anywhere near the casters who rose them.  Something happened with Avery.  She had been sitting in the back with the rest of the non-combatants.  She snapped I think.  She walked right into the middle of the battle and lit up like a fucking beacon.  She picked up a mace and went to town.  I didn&#039;t know she had it in her.  With her help, we managed form a wedge and push right through to the caster line.  They pulled into a full retreat once we got near, taking whatever undead servants we didn&#039;t utterly destroy.  We lost nearly half our forces in this fight.&lt;br /&gt;
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===Journal Entry 158===&lt;br /&gt;
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Well, after all that excitement, we burned down Wolftail Mills and hauled ass out of there. Though we won, we suffered major losses in this fight, and it&#039;ll be time and money before High Command can get our numbers back up. So what would drive a nation, well respected by the other kingdoms, to break out the necromancers? Is the king that afraid of losing?  Every church that doesn&#039;t break ties with them now will be turned upon by the people, this type of shit doesn&#039;t fly. The people of this world are highly superstitious and marching around undead is one of their greatest taboos. High Command has deployed messengers to everywhere possible to spread the news. Avery&#039;s been in prayer since we set up our tent. Does her god answer her? I don&#039;t know how that works here.&lt;br /&gt;
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===Journal Entry 159===&lt;br /&gt;
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Avery got her answer apparently.  She declared that she will now give her full support to the war effort by her god&#039;s permission.  So wait, the sun god is officially supporting both sides of the war now?    Dealing with this gives me a headache.  Our scouts in the field have been reporting roving bands of undead, usually groups of a hundred, give or take, in Wolflake armor, moving from location to location.  Most often at night.  Maybe the King is some kind of lich.  I didn&#039;t think much of it then, but he was hiding during that ball I attended under the Rheingrafs and his castle is impregnable and off limits to non officials.  Then why is the church supporting him?  Especially the church with a hardon for smiting undead (and terran psions.)  I know you&#039;re reading my journal Avery, stop it!&lt;br /&gt;
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&amp;gt;I&#039;d like to see you try and stop me.&lt;br /&gt;
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===Journal Entry 160===&lt;br /&gt;
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We got some more people in from the tribes, fresh warriors and some goblins.  They came in with the supply caravan along with a supply of some kind of wards the tribe shamans made to help with the undead...  I don&#039;t know how effective these would be but there aren&#039;t enough.  They&#039;re being given out to the front line forces.  Sure enough, Marcus vanished until they left and came back with a smile.  So yeah, we&#039;re all pretty sure he&#039;s got a half green sweetheart.  We&#039;re set to pack up and march in a day or two to a new position out in the hills with a view of the main trade road.  Supposedly it&#039;s very defensible.  From there, we&#039;ll wait a few weeks for more recruits and then head out and see about ending this undead menace.&lt;br /&gt;
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===Journal Entry 161===&lt;br /&gt;
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One of our far patrols came in today.  They reported that there&#039;s been no Wolflake military activity in the field.  What&#039;s worse is that there&#039;s a massive undead army guarding the main gate to the city itself and it looks like parts of the city are on fire.  Avery is particularly upset about news of the city, she knows people there.  Jason seems to think a zombie apocalypse has broken out.  Maybe it has.  Maybe it&#039;s a rebellion.  Maybe the Reingrafs are making their move.  High Command has decided that we&#039;re going to start pushing forward, even with our decreased numbers.  They want to know what&#039;s going on.  We&#039;re going to make for Barrason Fort, a few miles from the capital and try and occupy it, and bring enough supplies for a siege.  We start marching come sunrise and should be there in a day and a half.&lt;br /&gt;
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===Journal Entry 162===&lt;br /&gt;
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We took Fort Barrason without lifting a weapon.  Only a small force was occupying it by the time we arrived and they surrendered when they saw us coming.  According to the fort commander, their numbers have been dwindling over the course of the month, a handful recalled here and there and the last week, it&#039;s been one or two soldiers at a time until all contact with the city was cut off four days ago.  He doesn&#039;t know what&#039;s going on with the undead other than orders to not attack them and treat them as any other Wolflake soldier.  We can see the city from here.  Large smoke clouds billowing from several spots hidden behind the massive walls.  We have our cavalry archers out poking at the massed undead force at the gates.  In the meantime, us Terrans have scoured the camp and have been making some more bombs.  We have enough for 3 catapult bombs.  Avery went and blessed the shrapnel we were putting in them.  I don&#039;t know if that will actually work and neither does she, but it&#039;s worth a shot.&lt;br /&gt;
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===Journal Entry 163===&lt;br /&gt;
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Today we saw one of the supply airships come in from the east and circle around for a while.  We tried flagging them down and managed to catch their attention.  They didn&#039;t land, but hovered up near one of the higher towers in yelling distance.  They&#039;re from Hebiry and were coming in on a scheduled supply run, but weren&#039;t going anywhere near the airship port with the way things looked down there.  Hebiry&#039;s not involved in this war and thought we were in the process of sacking the city.  Apparently it&#039;s that bad inside.  High Command paid them off to drop their cargo at one of the tribal camps since it&#039;s apparently stuff they can use.  Clothing, spices, weapons, other manufactured goods.  They went for it.  They&#039;re in it for the profit and don&#039;t care who gets it, as long as they have their money.  &lt;br /&gt;
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===Journal Entry 164===&lt;br /&gt;
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Jason, while on night watch, caught something going on at the city gates.  His replacement eye/ruby gives him some kind of vision enchantment.  The front gate opened a little and more undead streamed out, then the gates closed.  When sunrise came, it looked like most of the fires inside had been put out.  I have this sense of foreboding.  We&#039;re adapting a new weapon.  We found two barrels of lamp oil in the fort storage.  Mike is trying to thicken it up some and we&#039;re going to make some molotovs using a few used glass potion bottles.  The plan is that we&#039;re going to arm the cavalry with them and have them firebomb the undead army guarding the gates and then get the hell out of there.  We only had enough bottles to make 14 of them.  High Command is willing to give it a shot but wants the rest of the oil set up to use as catapult ammo.  &lt;br /&gt;
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===Journal Entry 165===&lt;br /&gt;
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You know, I&#039;ve been in this fucking country for far too long.  If we never got caught up in this war, who knows where we&#039;d be by now.  So the cavalry rode out, got close enough to toss their molotovs and made a quick getaway.  A few came back with arrow injuries but nothing serious.  We watched the undead burn from the fort.  They burned for hours, dead skin burning away, just standing there without a care in the world.  The only time they moved was to keep the fire from spreading from the front gate.  After awhile a good portion of the zombies collapsed, and an hour later, got back up as black charred skeletons.  Fantastic.  To make matters worse, a fresh group exited from the city a few hours after that.  Jason decided to volunteer along with some other similarly skilled individuals to climb the wall during nightfall and see what&#039;s going on over there.  &lt;br /&gt;
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===Journal Entry 166===&lt;br /&gt;
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Jason returned.  He and his group saw no sign of any patrols on the wall.  They were out there until sunrise.  He snapped some photos with his ipod.  Most of the city is decimated, especially the residential district.  The market abandoned and filled with corpses.  No sign of anyone living, just the occasional wandering undead.  The church of the sungod is still standing but all it&#039;s iconography has been removed and he said that there are lights coming from its windows.  The noble&#039;s district and castle also seem to be completely untouched and are the only places they saw anyone living moving around.  They managed to catch a group of undead moving from the military barracks to the front gate on their way out.  High Command has decided that the city is a loss and we&#039;re going to pull back to the tribal lands until they can figure out what to do.&lt;br /&gt;
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===Journal Entry 167===&lt;br /&gt;
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We&#039;re on the move.  Our wild elf mercenaries have been recalled back to their lands to warn and prepare.  We should make the orc tribal lands in a few days.  Then what?  High Command seems to think the war for Wolflake is over, that the whole area is cursed.  I guess they did accomplish what we set out to do, put an end to the pacification raids, but now there&#039;s undead building up.  I think they&#039;re afraid.  I&#039;m sure I&#039;d get my jaw broken if I called them that to their face though.  Facing down undead seems to have hit some deep seated fear.  So the plan is to get back to the tribal lands and fortify and hope the undead stay away.  Marcus has suggested that with the possibility of gunpowder becoming wide spread, that they should build a trace italienne.  A star fort.  He&#039;s currently designing up some blueprints.  &lt;br /&gt;
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===Journal Entry 168===&lt;br /&gt;
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I am so disappointed right now.  We made it back to the tribal lands and set up camp.  The next morning, all mercenaries were paid their dues and released from their obligations.  The war is officially over.  Just like that!  With the undead waiting around the corner.  They think fighting the undead is a futile task.  I&#039;m pissed, which is funny.  We never wanted to get involve in this stupid war and here I am, disappointed that it&#039;s over without a proper conclusion.  We gave them knowledge so that they can finish and instead they back out because of superstition.  Sure, I could manipulate some of them, but I can&#039;t manipulate all of them.  So what now?  We have our horses, I think we&#039;re just going to get our asses to Hebiry while we still can.  Maybe follow the trade loop and see if our compatriots are still in Wildlake.  Fuck.&lt;br /&gt;
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===Journal Entry 169===&lt;br /&gt;
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We should be in Hebiry in a few days.  Our time in the war taught us good places to set up camp and how to properly keep watch.  We&#039;ve run into several small undead patrols.  Usually three or four zombies or skeletons, which we have dispatched with Avery&#039;s help, and cremated the remains to make sure they won&#039;t be getting back up.  We&#039;ll be at the Wolflake border by tomorrow and I can&#039;t say I&#039;ll miss this place.  I wish the best for the Orcs, but I do believe that their decision was wrong.  The undead menace needs to be taken care of eventually.&lt;br /&gt;
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===Journal Entry 170===&lt;br /&gt;
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We passed into the nation of Hebiry last night.  The road we&#039;re on is set in a tight valley.  It used to be heavily traveled until the war broke out and now the undead menace.  We came across a border guard not long after crossing.  We got stopped and asked questions, but they were polite.  We updated them on what&#039;s been going on across the border, the undead and the war.  They didn&#039;t say much but they&#039;re worried.  They will of course need to see for themselves, but at least they know what to expect if Wolflake decides to expand.  We are camped at cave on the side of the road that&#039;s been furnished for trade caravan use.  The walls are covered in graffiti, writings of names, dates and destinations.  It looks like they date back hundreds of years.  Not to feel left out, I added our information to the wall using Earth time.  According to my calculations, we&#039;ve been here either almost or a little more than a year.  I looked back to my first few entries.  I&#039;ve come a long way.&lt;br /&gt;
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===Journal Entry 171===&lt;br /&gt;
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I got to sleep in a real bed!  Eat a meal in a warm tavern!  It&#039;s been so long.  So, welcome to Hebiry.  One of the main hub cities on the trade circuit.  Brick and plaster construction with a large granite outer wall, the city is circular in design, set up like a hub similar to Aeyllin but not nearly as large.  Cobblestone streets that are well maintained and pride of the city.  Apparently each stone has a name carved in it dating back to the first generations who built the city and settled here.  The main exports from this city are wines, cheeses and tomatoes, supplied from the many farms.  So, first thing in the morning, Avery heads off to the local branch church to check in.  She wanted an escort but I&#039;m not going anywhere near that place.  It&#039;s clear that she doesn&#039;t know what to expect.  Marcus went with her.  He&#039;s the least likely of us to be branded evil and chained to something.  Jason headed off to check in with his guild which left Mike and myself.  We hunted around the market for anything interesting.  I got a new set of armor, some new clothes and some supplies.  Mike got a magic ring that he says has healing properties, clothes and a bottomless bag which is some kind of knockoff bag of holding.  Even with subtle manipulations, those magic junk merchants are a pain in the ass to get a good deal out of.&lt;br /&gt;
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===Journal Entry 172===&lt;br /&gt;
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Well, Avery returned with news.  The local sun worshiper church heads don&#039;t know anything about gunpowder or sanctioned deployment for Wolflake and are taking the news of what happened as an attack on their church.  So they&#039;re doing whatever it is they do.  We are going to stay around town for a few days before heading out. It should be a two days ride to Rosenbridge.  It&#039;s been a while since we&#039;ve been there.  The place where it all started.  So we have been puttering around town, seeing the sights.  The food here is excellent.  So I was sitting in a cafe with the others discussing our plans when something caught my eye.  Someone writing with what appeared to be a pen.  It was larger than my ballpoints, but it was definitely a pen.  Looks like my old artificer friend finally managed to make it happen.  I&#039;ll have to pay him a visit and see about collecting my share and see what else he&#039;s managed to make.&lt;br /&gt;
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===Journal Entry 173===&lt;br /&gt;
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Went through the market today again, some new caravans passed through yesterday.  Something caught my attention.  A recurve bow.  I didn&#039;t think they had those here.  It didn&#039;t look new either.  I questioned the seller and it&#039;s apparently from a kingdom far to the south and quite rare.  The price tag on it was absurd.  Avery picked up some things from her church&#039;s store, Jason picked up a set of new steel shortswords and Marcus traded in his beat up old dulcimer for a guitar.  We&#039;re planning on heading out tomorrow and following one of the smaller trade caravans across to Rosenbridge.  The area is well traveled and I&#039;m not expecting any trouble.  We watched Strange Days again.  I wish I had more movies with me.  We know every scene, every dialog, all the music lyrics, but it&#039;s all we have.  &lt;br /&gt;
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==Journal Entry 174==&lt;br /&gt;
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So here we are, camped out for the night on the road with a trade caravan that we were following.  Marcus is playing some music when all of a sudden Jason starts acting funny.  Suddenly this figure just appears out of thin air and before he can shove his knife through my throat, Mike tackles him.  We dog pile the motherfucker and try to put on a beatdown.  He slips free and gets ready to attack when Jason manages to shove one of his swords through the guy&#039;s back.  We bring our lights over and I recognize him.  It&#039;s the fucking Rheingraf spymaster.  The one I killed.  He doesn&#039;t appear undead.  So I shoot him point blank three times.  Before I can fire a fourth he&#039;s gone.  Just...poof.  Not there anymore.  Fuck.  This isn&#039;t over.&lt;br /&gt;
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==Journal Entry 175==&lt;br /&gt;
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Ah, wonderful Rosenbridge.  It&#039;s been so long.  It&#039;s different now, at least to me.  I&#039;m seeing it from a different perspective, as someone who is used to what this world has to offer and not a lost and confused offworlder.  We visited some of our old haunts, the alleyway, the haunted house, the docks where we worked for our first coppers.  I checked around for the artificier, but he&#039;s apparently in Wildlake.  Avery went to check in with the church and make her report, and Jason ran off as well.  Mike, Marcus and I did some checking around, anything about us foreigners, any news of the other three.  Our leads led to the guard captain.  We caught him off duty on the way to his residence.  I dug deep.  Rosenbridge is under control of a wealthy Baron, but the orders to hunt us down was given by one of his advisers.  We&#039;re going to pay him a visit tonight and see what he has to say.  I made sure the guard captain didn&#039;t remember a thing, but I also left a little something behind in the back of his mind.  Doubt.  &lt;br /&gt;
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==Journal Entry 176==&lt;br /&gt;
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Avery and Marcus stayed at the inn during our escapade.  Avery made us promise that we wouldn&#039;t kill anyone.  The adviser lived in the wealthier part of town, near the Baron&#039;s estate.  Jason got us into the building through a back door and we snuck around.  I managed to get a few people to ignore certain sounds they heard with some memory auditing and then we were there.  Up in his room.  We locked his door and got him up.  It was time to explain, time to find out what he had done with Max, Ian and Austin.  He awoke terrified, as would anyone who woke up surrounded by three armed people.  Mike “disabled” his mouth, we didn&#039;t need it.  It would only get in the way.  He had heard that a bunch of homeless foreigners had shown up and some of them had wondrous “magical” things with them.  He had wanted to know more.  He tortured them for information.  For days.  When he decided that he had enough, he sold them off to the slave markets without a second thought and made a tidy profit.  I promised I wouldn&#039;t kill him.  Jason sure wanted to, or at least start cutting off things.   I tried something new.  I made him think he was in agony.  Forever.  Always.  Maybe someone can fix what I&#039;ve done, but until then...  Anyways, we found some of their belongings in a chest nearby.  An ipod mini, a droid cellphone, headphones, a broken tablet that was so mangled we couldn&#039;t even tell the make and a first gen nook.  Everything had a dead battery.  Well, we can fix that.&lt;br /&gt;
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==Journal Entry 177==&lt;br /&gt;
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We&#039;re on our way to Wildlake.  It should only be a day by horse.  We have stopped briefly where Dan was killed and paid our respects.  No grave, the body long gone, probably eaten by some animal.  We didn&#039;t even know him that well.  He deserved better.  So what do we do at Wildlake?  What don&#039;t we do.  I wonder if Baldy Mctattooface is still around.  Definitely have to pay a visit to the artificer.  The slave pits of course, that&#039;s a given.  I hope Alex is doing alright.  The last time I saw him, we were just leaving Rosenbridge and heading here.  Back when Dan and Amanda were still alive.  Fuck.&lt;br /&gt;
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==Journal Entry 178==&lt;br /&gt;
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Wildlake.  We&#039;re set up at the same inn we used last time we were here.  There&#039;s no sun church for Avery to run off to.  Jason&#039;s off visiting his old guild master.  We poked around the slave markets soon as we got in town, but our compatriots are not around.  We will look into this more later.  So there was something I had to get out of the way.  I left the others behind, left them with most of my gear and headed out into town on my own.  Sure enough, there she was, waiting for me.  Almost on instinct, we both unleashed everything at each other immediately.  It was like two fires engulfing each other.  My  head burned with power and for a brief moment, we were of one mind before I repelled her will.  I&#039;m not as strong as her yet, but she can&#039;t completely dominate me anymore.  With our greeting out of the way, she invited me in and we talked.  The other one was there, I know now that he&#039;s a telekinetic.  The muscle of this organization.  Either way, this conversation was not for him to hear.  She made it clear that I need to be more careful with my moral abuses.  If I draw too much attention, it will get much more difficult to do what we do.  She was pleased with my Wolflake experiments, that I&#039;m learning that you don&#039;t have to brute force to get your way.  She still wants me to shave my head.  I&#039;m not shaving my head.  &lt;br /&gt;
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==Journal Entry 179==&lt;br /&gt;
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So Avery is pissed at me.  She thinks I snuck off and had creepy psychic sex with a rapist.  How do I explain this to someone who can never see the world as you do?  It&#039;s like Mike trying to explain how and where he draws his magics from.  It&#039;s not going to make sense, you don&#039;t have the context to understand it.  Besides, we didn&#039;t have sex, not in the physical sense anyways.  She&#039;s driving me up the fucking wall.  Anyways, I went in search of my artificer friend.  He&#039;s dead.  He&#039;s been dead since before winter.  Murdered.  A week later, the first ballpoint pens hit the market and are a huge success with the literate crowd.  I checked his workshop and all our designs and his prototypes are missing.  I&#039;m pissed.  Really fucking pissed.  And Avery is pissed!  And we&#039;re pissing off Marcus now too!  It&#039;s a fucking chain reaction!  I&#039;m sure Mike and Jason would be involved as well except those two ran off with a group of adventurers to hit the dungeon under the city.&lt;br /&gt;
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==Journal Entry 180==&lt;br /&gt;
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So after we all cooled down, Marcus, Avery and myself hit the slave market.  Did some talking.  Nudged a few people, paid off some others.  It seems those three didn&#039;t spend much time here.  They were healed up and bought right up by a wizard who was most interested in the extra-planar tag they put on the three.  The wizard was said to have been heading for Czebron.  It&#039;s such a pain in the ass converting these city names into English, especially the ones without an obvious meaning or weird pronunciation like Aeyllin or Kinild.  Czebron.  Well whatever.  The map says that&#039;s another town on the main trade circuit, we can get there from here or Hebiry, but there&#039;s a few cities along the way.  Alright, we have a destination.  We&#039;ll head out in a few days or whenever we&#039;re ready.  In the meantime, I&#039;m going to look into this murder of my cashcow.  &lt;br /&gt;
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==Journal Entry 181==&lt;br /&gt;
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So the first thing to do in my investigation was to see who was selling the pens in the first place.  Well, there were three merchants in town.  Upon questioning them and then questioning them harder, there&#039;s a small cottage industry on the edge of town that makes them: a group of dwarves.  So I paid them a visit.  Of course it&#039;s never that easy.  The dwarves were only paid to make the pieces and assemble the finished product, they didn&#039;t even make the ink, that was outsourced to an alchemist in Rosenbridge who sends shipments every week.  So who is paying the dwarves?  Well, the dwarves were being paid by a merchant guild dispensator.  It wasn&#039;t some rival artificer.  It&#039;s the merchant guild, who have their hands in every merchant along the trade circuit.  I questioned a few of the higher ups in the organization that I could get access to, and they only knew that it came from on high.  I&#039;m also seeing that this guild is more like the Mafia.  Great.  Just fucking great.&lt;br /&gt;
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==Journal Entry 182==&lt;br /&gt;
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I needed to clear my head so I went on a dungeoneering expedition into the crypts with Avery and a group of fresh adventurers.  We have a swordsman, a guy with a big hammer and halfling who won&#039;t stop talking about how amazing his magic knife is.  We answered a posted request by some local who says that there&#039;s voices in his head begging him to retrieve some magic sword down there.  Working for crazy people, but crazy people with money.  Well, my solar battery flashlight still works fine.  Avery was stuck with a torch and nearly set her hair on fire several times.  So it&#039;s swampy as fuck down there because of the season, and surprise, lizard people, tribals.  Why are they down here?  They&#039;ve been displaced by a group of druids who decided that they weren&#039;t Nature! enough to live there.  The crypts are swampy enough to remind them of home, if not darker, and it&#039;s warm down here for whatever reason.  So do our non Terran team mates wait to find this out?  Nope!  They draw their weapons and charge in to slay the monsters.  For fuck&#039;s sake.  No one was hurt, the lizard shaman did some magic thing to demotivate them.  We talked and to my surprise, there was a magic sword down here.  Something they&#039;ve been guarding, a great evil blade that&#039;s possessed.  As Avery was a cleric, they let her see the blade and she confirmed that it was radiating evil.  I didn&#039;t feel anything but whatever.  The shaman asked her for her help in trying to purge the weapon, and she of course accepted.  So that left the rest of us sitting on a rock and chatting it up with lizard people.  The adventurers were depressed that they didn&#039;t get to kill anything.  After what felt like hours, Avery comes back with the now less evil blade and we get the hell out of there.  We deliver it to the crazy guy who was relieved and then we got paid.  Now I need a bath, I smell like lizard person.  &lt;br /&gt;
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==Journal Entry 183==&lt;br /&gt;
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I found out who is head of the merchant guild.  A gnome family has been running it for generations.  Getting to them isn&#039;t easy, they always move with bodyguards.  I can&#039;t just kill them, they are Baldy&#039;s main source of income and if they go down, so does the regional economy.  They usually hang out at one of the high class cafe&#039;s in town and drink imported coffee while discussing how to increase profits.  They have the whole cafe shut down in the meantime.  So I got as close to them as I could, slipping into the second floor of the cafe, the owner&#039;s apartment, and did my best.  I gave them all guilt.  It should take some time to bake, but it&#039;s pretty deep seated.  I also gave one of their body guards some delicious greed.  Small pushes.  We&#039;ll see how this works itself out.  In other news, AVERY STOP READING MY JOURNAL.  &lt;br /&gt;
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&amp;gt;It doesn&#039;t matter where you hide it, I&#039;ll still find it.&lt;br /&gt;
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==Journal Entry 184==&lt;br /&gt;
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So I had time to go through our recently acquired first gen nook.  Mostly fiction including the entire Dune series, more Starwars than I even thought possible, The song of ice and fire series, Mistborn  and of course, Shakespeare.  He also had a huge encyclopedia on there.  Well, at least we have something to keep ourselves occupied when we&#039;re bored.  I don&#039;t imagine publishing any of these on this world would be worthwhile.  The common people are mostly illiterate and I don&#039;t think anyone even knows what fiction is.  What is fiction to a world with magic?  A world without magic?  Anyways, we leave tomorrow.  Our route is to hit the trade roads to Eridale, then to Pinecliff, hop a boat to Valmere and then we should be able to get at Czebron.  We have a long road ahead of us.  Marcus and Jason are getting supplies.  Avery is.. blessing the horses or something.  I&#039;m going to pay a last visit to my favorite skinhead and we&#039;ll leave in the morning.&lt;br /&gt;
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==Journal Entry 185==&lt;br /&gt;
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Alright, so we&#039;re riding along at a good clip and stumble onto a trade caravan in the process of being robbed by some bandits.  It looks like the caravan guards were taken by surprise, two of five are dead, the dead don&#039;t look like they even managed to draw their weapons.  We have about 15 or so bandits.  Too many to easily deal with.  Of course the bandits are seeing more money in their future and demand everything.  Mike suddenly rides out front, turns jet black and starts throwing his fire around.  He gets hit by two arrows which just bounce off.  After recovering from our surprise, we join the fray.  The guards get the idea, grab their weapons and join in too.  It&#039;s a huge fucking clusterfuck.  Mike&#039;s horse freaks and tosses him, fire going everywhere.  I manage to keep mine steady and start firing with my Sig.  Avery&#039;s horse flips it&#039;s shit and starts trampling and kicking anyone who gets near.  Marcus manages to dismount and go in with his sword.  When all was said and done, we&#039;ve all been injured in some way, the caravan lost probably half its cargo and I&#039;m down a magazine in my pistol.  Avery&#039;s burned herself out healing everyone and the horses.  I&#039;m burned out keeping the horses calm and keeping the caravaners from deciding that we&#039;re responsible for their lost goods.  The bandits had no money to loot, shitty weapons and pretty much nothing of value.  Marcus claimed a bow and quiver and wants to learn to use it.  None of us have any archery experience.  Currently we&#039;re camped at a caravan rest stop and will head out in the morning.  We&#039;d have made it twice as far if it wasn&#039;t for those fucking bandits.&lt;br /&gt;
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==Journal Entry 186==&lt;br /&gt;
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Well, the ride took longer then expected, but Welcome to Eridale.  One of the minor port cities and a hub on the trade circuit.  The city is of stone buildings and tight claustrophobic alleyways.  According to local sources, this town was built with small streets to make it easier to block them off should the population revolt.  The area used to be under control of an asshole Duke.  The population revolted anyways and the Duke couldn&#039;t escape because they blocked off the small streets.  They&#039;re all long gone and the city is borderline anarchy.  The only thing keeping the peace is merchant guild paid guards.  I would say that the guild runs the town, but they don&#039;t actually have an office here.  So it&#039;s a guard run town.  There are some really strange and specific laws and harsh punishments.  To make matters worse, there are four guard captains and they&#039;re all psions, all mind-linked at all times and operate as one being with four bodies, and continually check in on their subordinates.  Jason says there isn&#039;t even a thieves guild present.  We&#039;re being careful here and have set up in an inn.  We&#039;ll leave in a day, Marcus wanted to check out the Bards college that&#039;s supposedly here.  Why do they have a Bard&#039;s college, here of all places?&lt;br /&gt;
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==Journal Entry 187==&lt;br /&gt;
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Well, I&#039;m never coming back here again. We were all fined and run out of town, one at a time.  I was picked up by a guard while eating breakfast at the inn.  What for?  Being a psion without a shaved head.  Motherfuckers!  Avery got kicked an hour later for being a cleric without ecclesiastic travel papers.  She doesn&#039;t even know what that is.  Mike got picked up soon after for abuse of magic devices.  He was playing his ipod too loud apparently.  Marcus was booted for not having a bard&#039;s license.  What?  The only one that wasn&#039;t booted was Jason.  The thief is the only one that didn&#039;t get kicked out of town.  How?!  He fetched our horses and we left this shithole.  They tried fining one of the horses for having two different types of horse shoes but we were already outside of city limits.  Anyways, we&#039;re camped out and on our way to Pinecliff.  We should be there in three days.&lt;br /&gt;
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==Journal Entry 188==&lt;br /&gt;
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Okay, I have been reunited with my Journal.  We get to Pinecliff at nightfall and settle at an inn for the night when some asshole wizard who somehow knows we&#039;re offworlders walks up.  Some spell he has going.  I figure he wants to talk and I can&#039;t easily penetrate his mind, he&#039;s got a strong will.  I&#039;m tired and don&#039;t think anything of it, it&#039;s happened before.  Next thing I know, I&#039;m on my ass with some paralyze spell and he&#039;s running off with my journal.  The others are too surprised to do anything except Jason who gives chase.  Jason eats a lightning spell for his effort.  It&#039;s on now motherfucker.  The spell wears off and Avery manages to heal Jason.  We track him down to a tower on the edge of town after asking around.  It&#039;s all locked up and has a mud golem parked out front for security.  The lights are off.  I know he&#039;s in there, I can feel it.  There are some windows a few floors up, so we hatch a plan.  Jason and Mike will go in while Avery, Marcus and myself try and distract the golem.  So we go up to the golem and engage it in conversation.  It can&#039;t answer back obviously but it&#039;s not attacking right off the bat, it&#039;s in the middle of a city, but we got its attention.  Jason scales the wall and Mike does some thing where he just skitters up the wall like it&#039;s nothing.  What the fuck.  Suddenly there&#039;s some loud whistling sound and the tower&#039;s lights go on.  The golem suddenly flips its shit and turns to the front door.  I think they tripped a magic security system or something.  So we attack the golem.  Swords aren&#039;t doing much to it except cutting off little pieces.  Guards come running over, and I convince them that the golem&#039;s gone on a murderous rampage.  They never trusted the thing.  We have some help with this now.  We&#039;re all covered in mud but we&#039;re cutting this thing down until it finally goes inert.  We&#039;re all covered head to toe in mud, the whole area is filthy.  Mike and Jason go leaping out of the window with my book and the wizard comes running out the front door with a big glowing staff and cursing.  The guards immediately leap at him, thinking he&#039;s also gone on a murder spree.  Accusations get thrown around and we all get arrested except Jason and Mike.  We spend the night in jail except Avery, who is sent to the local sun church for them to deal with.  We end up sharing a cell with the wizard.  He thought my journal was some planes walker spellbook and was trying to decipher the language.  He burned the edges of several pages in his attempts.  He said it was the chance of a lifetime.  I&#039;m at a fucking loss.&lt;br /&gt;
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==Journal Entry 189==&lt;br /&gt;
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So the guard had us, wizard included, cleaning the mud up from the golem fight.  We had some time to get to know each other.  He&#039;s eccentric but not a bad guy really.  When he&#039;s not stealing mysterious journals from strangers.  He&#039;s originally from Aeyllin and knew some of the people we worked with there.  We asked if he knew anything about our missing compatriots.  He did recall a strange band passing through a while back, so I think we&#039;re on the right track.  Afterwards, he invited us to a nice breakfast and bid us farewell.  He has golems everywhere in his tower.  So we picked up Avery.  The church was pissed at her for being involved in criminal activity, even if it wasn&#039;t really.  They had her doing some.. thing that she won&#039;t talk about, but it bothered her a great deal.  She was certainly directing hate around the room when we picked her up.  She won&#039;t talk about it though.  Met back up with Mike and Jason.  I&#039;m pretty sure they read through it, but I don&#039;t mind since they were there for nearly everything described in it.  Not like you Avery!&lt;br /&gt;
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&amp;gt;Fuck you, you ditched me in the fucking church with Alex to go on an adventure, what was I supposed to do?&lt;br /&gt;
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==Journal Entry 190==&lt;br /&gt;
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Alright, time for a proper introduction.  Welcome to Pinecliff.  It&#039;s a major port town posed on a cliff overseeing the ocean.  The area is heavily forested and another hub on the trade circuit.  Most of the buildings are wood and the primary export is wood and wood products, much like Brightly but on a larger scale and without infinite trees.  Instead, they have a pack of druids that decide which trees are good to cut and where to plant the new ones.  No clear cutting here.  The city itself is around 150-200 feet above the water line, where the massive harbor is.  There&#039;s a long line of stairs to get down there and a crane system for moving the cargo.  Jason mentioned inventing a counterweight elevator, but we&#039;re not going to be here long enough.  They have enough docks for 20 or so ships and most of them are full.  They are also in the process of building an airship port.  We&#039;re going to stick around for a few days until we find a ship heading for Valmere.  Other than the wizard incident, our time here so far has been pretty good.  Nice town to be in and Marcus is having the time of his life showing off at the taverns.  Avery seems distant though.&lt;br /&gt;
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==Journal Entry 191==&lt;br /&gt;
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Well, a call went out for adventurers to help with dealing with a nearby dungeon of some sort.  Unfortunately, we&#039;re the only ones in town at the moment so we kind of got gang-pressed into it.  It pays well I suppose, and we are running low on our money.  The merchant guild wants this place cleared out.  It&#039;s full of goblins who have been attacking caravans, harassing the druids and stealing anything left alone outside of town.  We&#039;re getting prepared for it, got some dungeoneering gear.  Rope, torches, emergency rations and we&#039;ll tear it up tomorrow.&lt;br /&gt;
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==Journal Entry 192==&lt;br /&gt;
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The Pinecliff dungeon.  Where to begin.  We found the location and went in.  It looked like just a natural cave at first.  Sure enough, we found goblins.  Feral.  No negotiations.  They attacked like wild animals defending their home, which they were.  They had spears and primitive knives.  We had swords and magic.  Avery kept us healed as we pressed forward.  Jason picked out a few primitive traps and I mind-tricked them into triggering them for us.  There were about 30 or so of them and they attacked in small skirmish groups.  They probably would have had a better chance if they all rushed us at once.  We took a break in their main camp after we finished, catching our breath and checking injuries.  Around then Marcus notices that the walls aren&#039;t so cave like anymore, it&#039;s stone work, and the further it goes, the more developed it becomes.  We make a decision and continue down to see what&#039;s there.  We put up some chalk marks on the wall so we don&#039;t get lost.  Jason picks out a few more traps that were far more advanced than what the goblins were using, some of them magic.  One insidious pit trap with some kind of monofilament line across it.  Mike did his wall crawling thing to get across and found some trigger that closed the pit with a mechanical door.  Very interesting.  So deeper we go, avoid some more traps and we&#039;re currently taking a break and having some lunch.  Air flow down here seems okay considering how deep we must be.  Might be magic, might be hidden vents or just the design of the place.&lt;br /&gt;
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==Journal Entry 193==&lt;br /&gt;
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We&#039;re not the first ones here.  We finally make it to what seems to be the end of the dungeon, a big room with treasure chests.  They were all empty, most broken open.  We were about to shrug and leave when Jason notices that the small floor tiles have something carved into them.  Words.  In English.  Here.  It wasn&#039;t a message though, the words were random.  Jason, of course, found the trigger.  Pressing down on the Earth and Home stones.  A new door opened in the wall and beyond, a small alcove.  We found a jar of honey with a small block of some kind of wax inside.  In the middle of the wax was a microsd card.  When we touched the jar, a bright light burst went off.  We thought it was a trap initially but nothing seemed to have happened.  We made a rush out of the cave expecting it to have closed off somehow, but we made it out okay.  So what was the light burst?  As soon as we got out, we made camp and checked the card.  It still worked.  It was full of photos.  10 people in Earth clothing in locations that looked vaguely familiar.  One was definitely Aeyllin, and one looked like Wolflake but it was under construction.  The first ones looked like Rosenbridge without the city on the bridge.  There were two hundred photos, and as they went on, people went missing from them, expressions changed, they changed over their time.  Like us.  This had to have been in that cave for a long time.  Why is there no record of their exploration and why did they appear so long ago?  We took a look at the dates on the earliest photos.  March 3, 2014.&lt;br /&gt;
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==Journal Entry 194==&lt;br /&gt;
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We got paid for our dungeon work and retired to the inn.  We kept going over the photos.  I sent copies to everyone&#039;s devices and we dug around for a message in the photos, anything.  Why is there no historical evidence of them? We tore through Aeyllin&#039;s university library!  How long ago was this?  What happened to them?  The last photos were of the dungeon.  Was there a group before them?  Is there going to be a group after us?  Who is doing this to us?  So many questions, my head hurts.  Avery&#039;s  tearing up the more she looks at them.  Mike&#039;s been messing with her Laptop to see if there are any recoverable deleted files on the card.  Marcus caught something though.  Their group had 10 people.  We have 11.  Why?  Is there a reason behind this, or just random?  I wonder if they ever found a way home, or if they died in obscurity.  Did they introduce technology the way we have been?  What were their names?  Damn it.&lt;br /&gt;
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==Journal Entry 195==&lt;br /&gt;
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We held off the boat trip and went back to the dungeon.  We brought digging tools and went to make damn sure that we didn&#039;t miss anything.  Unfortunately we didn&#039;t.  We tore at the walls, the floors, the ceilings.  We repaired damage in the last room that we did and resealed the alcove doors with a message written in chalk on the wall.  It listed all of our names, even the dead, the date we left and the current date.  We resealed the microSD card in the wax and honey and put it back.  We added a new directory to it full of our pictures, A summery of our misadventures , the local date and an explanation of all we know, where we&#039;ve been and what we&#039;ve done.  If there is another group one day, I hope they find this.  We resealed it and Jason reset the traps as we left.  We spent the rest of the day in Pinecliff in silence.  &lt;br /&gt;
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==Journal Entry 196==&lt;br /&gt;
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Well, we&#039;re on a ship heading for Valmere, another port city on the way to Czebron.  It&#039;s a cargo ship, frigate size.  It&#039;s an odd design to it, almost like a Chinese Junk but with more traditional sails, but not quite.  We have been following the coast, and the waters have been calm.  We have about a three day sail before we get to our destination.  The crew is a mixed batch of races.  The captain is a swashbuckling, civilized Kobold.  It&#039;s adorable.  Apparently, most people won&#039;t take him seriously so he does all his dealings through his first mate, a numbers obsessed elf who&#039;s always calculating the profit margins.  Marcus picked out something in the photos while going through them.  There&#039;s a few photos of one or more of the other Terrans posing in front of some of the churches, pointing back at it with an excited or silly expression.  He seems to think they&#039;re under construction.  That&#039;s one way to date the pictures I suppose.  The ones I recognize are the sun church in Wolflake, the warrior church in Wildlake and one is definitely the peace and love church in Aeyllin.  Maybe the university archives were the wrong place to look for the information.  Next time we&#039;re in those cities, aside from Wolflake, I&#039;ll have to take a look.  Assuming they don&#039;t brand me for evil or something.  &lt;br /&gt;
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==Journal Entry 197==&lt;br /&gt;
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I had a long talk with Avery.  We were alone, the others asleep.  She finally opened up with what&#039;s been bothering her.   It&#039;s all a fraud.  The churches.  She says the gods are there all right, and she is a strong believer in whatever the sun god stands for, but the gods are like tools, they can be wielded and they don&#039;t necessarily care how they&#039;re wielded, just that they are.  The church, while it started as an organization to help people of the same following and spread the love, it has become a bureaucratic nightmare that exists solely to support its continuing existence.  The church and it&#039;s god have become separate.  It&#039;s become a guild.  She believes that if she separated herself from the church, she&#039;d be labeled a rogue traitor and hunted down and purged.  Why did she join in the first place?  They have very convincing recruiters, and not all of them are bad.  So what have they done to her?  Word spread that she was an offworlder.  Some took that to mean that she was divine in some way and have been trying to take her for their own; some have tried by force but her power has let her resist and block such attempts.  Why did she do what she did to me in Wolflake?  She was appalled at what I had been doing, but also she needed someone there she could fall back on.  She used approved church methods to keep me there since she couldn&#039;t have an evil psion running around.  And I ditched her.  Twice.  That&#039;s why she never escaped during the war and returned.  Wolflake was a particularly bad church and she believes that it had been infiltrated and destroyed from within by a group taking advantage of the situation.&lt;br /&gt;
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==Journal Entry 198==&lt;br /&gt;
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Welcome to Valmere, the dwarven port city.  One of the many cities on the main trade circuit and the main dwarven port in their territory.  Luckily, they thought ahead and made their doorways human height, but all the chairs are dwarf sized.  So the city is all polished marble and open air, encrusted statues of historical figures.  It has a 20 ship port set in a massive stone carved bay that they regularly dredge by magical means, 2 airship ports on either end of town and a massive indoor trade caravan loading/unloading and distribution station.  Oddly enough, the city&#039;s major produced export is fish and shellfish.  The city has a huge fishing fleet that goes out daily; not what you&#039;d think of from dwarves.  The real wealth comes in from the fact that almost all dwarven goods pass through this city on it&#039;s way out, and dwarven goods are highly sought after for quality and design.  The city&#039;s most well known feature however, is the mechanical defensive wall.  The city has a 20ft steel reinforced wall that sits underground and can rise up mechanically on demand should the city be threatened.  When not under threat, they keep it down to allow the winds to blow through.&lt;br /&gt;
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==Journal Entry 199==&lt;br /&gt;
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Czebron is about 6 days by horse or 2 days by airship.  So we&#039;re going to try our hand at an airship ride.  We&#039;ve had a 50% success rate with those, so why not.  The only problem is that it&#039;s going to cost nearly all our money.  That&#039;s assuming we sell the horses at market value.  Avery&#039;s pretty against Jason and me doing some b&amp;amp;e jobs, or me running around grifting people, or the classic taser in the alley trick.  Either way, it&#039;s not something we have to worry about until we get there.  In other news, this place has several bathhouses and we&#039;re all dirty and stink, so we paid a visit, got clean, got our clothes washed and now we&#039;re feeling fresh.  I noticed that I have a collection of scars now from all my fights and apparently clerical healing won&#039;t get rid of scars, that&#039;s some other kind of regenerative healing.  Anyways, Jason ran off to pay a visit to his guild, the rest of us slummed around town seeing the sights.  This seems to be a nice town if you can get past all the dwarves running around.  Nothing wrong with them, and they&#039;re quite friendly, it&#039;s just odd towering over nearly everyone in town.    &lt;br /&gt;
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==Journal Entry 200==&lt;br /&gt;
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200 pages.  How long have I been here again?  God damn it.  Now I miss home again.  So we got our airship tickets.  We leave tomorrow.  Mike suggested that, since finding the photos, we should start checking around cities for any other signs of previous Terrans.  So we paid a visit to the cities archives.  They are, unfortunately, written in dwarven.  A language I am not going to learn because fuck it, Common was hard enough with its two written dialects.  We did get assistance from an adorable female dwarf librarian who was familiar with all the records.  Of course the records don&#039;t keep track of everyone passing through, just important events or noticeable occurrences.  No sign of strange foreigners who would fit the description, and we checked back for a thousand years.  The only thing that caught our eyes was an occurrence around 400 years ago, the sudden use of the “modern” ship design.  Sloops, Ketches, Schooners, Junks and the use of triangle sails.  Before that, everyone was apparently using something similar to Longships and Triremes.  It&#039;s possible that this is a case of Terran intervention or it could just be a natural period of sudden innovation.&lt;br /&gt;
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==Journal Entry 201==&lt;br /&gt;
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We are on the airship.  It&#039;s more of an air barge.  It&#039;s moving along at a slow but steady clip.  We should be at our destination in a day and a half.  The airship wouldn&#039;t be worth mention except for it&#039;s very interesting autopilot system.  It&#039;s got a load of enchantments set to home in on certain items.  There is one at Czebron and one at Valmere.  The helmsman doesn&#039;t even bother sitting at the wheel unless we&#039;re near town.  If we get blown off course, the ship reorients and continues on it&#039;s way.  It can&#039;t land on it&#039;s own so it&#039;s not fully automated but it&#039;s damn impressive.  It&#039;s crewed mostly by dwarves and some humans.  The Captain is a female dwarf with a taste for gambling and alcohol.  I&#039;m okay with that as long as we don&#039;t crash into something.  Anyways, we watched Strange Days again and discussed what we&#039;re going to do after this.  We are going after our Terran friends, but truth be told, we don&#039;t know these three very well.  We only knew them for a little over a week before they were captured. It was a life changing period, but still not very long.  It doesn&#039;t matter though, we&#039;re still going to do everything in our power to rescue them.  They&#039;re Terrans, they&#039;re our brothers.  They deserve better than to be some wizard&#039;s slave.  I just hope they&#039;re still at Czebron and still alive.&lt;br /&gt;
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==Journal Entry 202==&lt;br /&gt;
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We made it to Czebron.  I first took it to be really weird mountain.  Well, it was a massive volcano at some point.  They carved the entire thing into a giant spire and hollowed it out.  It has only one main entrance gate that&#039;s large enough to fit a village and has a series of massive mechanical doors.  I believe I could call this an arcology or a hive city.  All internal lighting is almost all done through light shafts and mirrors and timed with the sun&#039;s movements and seasons through the use of mechanical devices.  At night, or places that the sunlight can&#039;t get to, they use thick glass pipes pumping some kind of glowing liquid that is also part of the forge cooling system.  It gives the whole place an otherworldly feel to it.  It uses geothermal heating to keep it warm in the winter and a massive ventilation system to keep it cool in the summer.  It houses several million dwarves.  I didn&#039;t even know construction on a scale this large was possible. This is truly a world wonder.  The interior, the parts I&#039;ve seen anyways, are all inlaid marble and red granite, etchings decorating nearly every surface.  It has a massive underground where most of the dwarven smithing is done using lava powered and specialized magic powered forges.  Most of the minerals they need are mined from the area which is supposedly one of the most mineral rich locations in the continent.  So what do they do when the volcano decides it&#039;s time to erupt?  Apparently they claim to have control of the situation through generations of specialized geomantic wizards and sorcerers.  We are currently at one of the inns on the thirtieth floor.  We have a balcony with a fantastic view.  We are also now out of money.&lt;br /&gt;
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==Journal Entry 203==&lt;br /&gt;
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Well, Marcus has been doing the bard thing for money while the rest of us made our plan.  We poked around looking for word of a human wizard with at least three human slaves or minions.  This place is so big it may take awhile.  Nothing yet, but there are quite a few wizards.  We ruled out the geomancers first since they were the most obvious group, but they&#039;re all dwarves and don&#039;t have slaves.  The locals frown on the whole concept but it&#039;s considered legal as long as no public or obvious torture is going on.  The next obvious target was a small wizard school in the upper levels.  They didn&#039;t know anything about it.  Jason decided to check in with the thieves guild after he managed to find it.  Avery was going to risk asking at the sungod temple, but there wasn&#039;t one.  There is only one religion in the dwarf kingdom, the dwarf god.  The god of hard work, alcohol and sex.  It took me a few minutes to figure out why he covered an odd assortment but they all lead to each other.  Hard work is rewarded with alcohol which leads to sloppy drunken sex.  Speaking of which, we took bets on whether or not Marcus would bed a dwarf girl.  By the time we got back to the inn come nightfall, it had already happened.  God damn it Marcus.  Next bet is on what Marcus won&#039;t sleep with.&lt;br /&gt;
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==Journal Entry 204==&lt;br /&gt;
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This city is pretty damn intimidating.  Aside from it being so big for a world such as this, all the people.  It&#039;s an empathic overload if I let my defenses down.  It&#039;s almost as if I could lose myself.  Anyways, we continued our search, went through the inns and taverns looking for any information and found none.  Right when we were about to give up for the day, Jason spotted something.  Graffiti scratched into the wall, recent and in English.  Help.  We know we&#039;re in the right place now.  We scoured the level.  The only thing we came up with was an Archmage no one knows anything about.  We found his residence but I&#039;m completely blocked from feeling anything inside.  We went back to gather our gear, grab Marcus and prepare.  This could go badly.  &lt;br /&gt;
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==Journal Entry 205==&lt;br /&gt;
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Well, I knocked on the door and this plain looking guy in his 40&#039;s answers.  He seemed annoyed for the first split second and then there was something in his eyes.  I unleashed hell.  He had enough mental fortitude to hold me back but could barely move.  He starts doing the motions almost in slow motion when Jason slipped past and socked him in the face.  That gave me enough distraction to lock him up.  We pushed him inside and closed the door.  Mike and Jason started checking rooms while the rest of us sat him down in a chair.  Avery bound his hands while I started peeling through his mind.  Sure enough, he&#039;s the one.  So what has he been doing with our friends?  He&#039;s been using them for extra-planar experimentation.  I can&#039;t make heads or tails of what he&#039;s trying to accomplish, but I don&#039;t know wizardry.  I do know that he hasn&#039;t had any success so far.  To make matters worse, he&#039;s got a buddy that shows up occasionally for “organic samples” that he can use for some kind of monster research.  Why does he need their samples specifically, we&#039;re the same as the local humans right?  So Jason comes running back saying he found them, they&#039;re in some kind of magic stasis.  That&#039;s when everything that could go wrong, did.  &lt;br /&gt;
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There&#039;s a sudden blur in the room.  The Rheingraf Spymaster suddenly appears out of fucking nowhere and makes a lunge for me.  Now?  Really?  I was completely caught off guard and take a sword to the gut.  Before he can land the killing blow, Avery blasts the shit out of him with her holy light and Jason buries his blades in his lungs.  Then poof, he&#039;s gone.  Avery manages to get me stabilized and my wounds closed.  By this time the now very confused Archmage is freeing himself and is throwing up his magic defenses.  I&#039;m struggling to get on my feet, the ghost pains of being stabbed are still nearly debilitating me.  Mike comes running out of a side room and just throws down with the Archmage.  Fire, explosions, lightning all over the fucking place, destroying everything.  Jason drags me into a side room long enough to get back on my feet.  Avery sticks with Mike and does her best adding in her own defenses, Marcus is throwing around his Bard magic.  I hand Jason my gun and send him off while I&#039;m getting to my feet.  I finally get back out there.  I can&#039;t dominate him anymore, not with his defenses up, but I can throw distractions at him.  We all manage to bring the fucker down and collapse in a pile.  Then we realized half the room is on fire, so we ran around putting that out.  &lt;br /&gt;
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The Archmage is still alive but he&#039;s out of the fight.  I take the opportunity to dive in and start erasing his spells from his mind, something I should have done the first fucking time.  Everyone&#039;s exhausted from the exertion.  Jason hands me back my gun and we tie up the Archmage again, this time we cocoon him in the fucking rope, then we went off to see about the others.  So a few rooms over and we have the lab.  Sure enough, there they are.  Ian, Max and Austin.  Just floating there half naked in a blue light coming from some magic circle on the floor made of salt and blood.  We pull them out of it and they start breathing again but they&#039;re unconscious.  We set them down and I take a careful look at their mental states.  Their recent memory&#039;s pretty fragmented from coming in and out of stasis for whatever reasons.  Beyond that, the last full memories were their trip here and being questioned endlessly by the Archmage before being magically dominated and used in a few minor rituals and then shoved in stasis.  Their emotional states are overwhelming.  They&#039;re shit terrified and have no idea what&#039;s going on.  I tried doing some memory editing to help in their recovery once they wake.  We moved them into the Archmage&#039;s bedroom and letting them rest for now.  &lt;br /&gt;
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==Journal Entry 206==&lt;br /&gt;
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They finally woke up.  It took a good hour.  They didn&#039;t recognize us right away.  It took a lot to calm them down.  We did our best to explain what&#039;s been going on, cooked up something for them to eat from the Archmage&#039;s kitchen and got them some clothes to wear.  Jason and Marcus ransacked the place for valuables including his spellbooks.  I got a lot of blame for leaving them, but deep down they know we couldn&#039;t have done anything.  I wasn&#039;t going to fight about it.  It was time to get out of this place.  We all decided to go to the only city we had felt safe at, Aeyllin.  Then there is the problem of the Archmage.  What to do with him?  Mike called dibs and dragged him back into the lab and began setting up for some kind of infernal ritual.  When did he learn to do that?  He asked not to be disturbed and closed the door.  Avery didn&#039;t even object.  There were some disturbing sounds.. and when it was over, no sign of the Archmage was left other then his shadow burned into the wall.  We&#039;re currently waiting at the inn.  Jason and Marcus are selling everything they looted and we&#039;ll see about getting the hell out of here.  &lt;br /&gt;
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==Journal Entry 207==&lt;br /&gt;
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We&#039;ve got a pretty decent amount of money on hand now.  I purchased tickets for 10 by airship.  We leave tomorrow.  We&#039;re heading along in the other direction and should arrive in Manden in two days, from there we go to Nespidax, Ainfield and from there we should be back in Hebiry.  I&#039;m not sure where the Hebiry airship goes since it&#039;s route with Wolflake was broken, but hopefully Ashvale or directly to Aeyllin.  I hope the other three are ready for this.  They haven’t had the travel experience that we have had.  They can&#039;t even read common yet.  Mike offered to tutor them.  We did return what electronics we salvaged out of the Rosenbridge adviser’s place.  Ian teared up when the first song on his mp3 player came on.  They have a hard road ahead of them, I hope they&#039;re up for the task.  Either way, we&#039;ll be there for them.&lt;br /&gt;
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==Journal Entry 208==&lt;br /&gt;
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Airship travel.  I&#039;m starting to get used to it. Back home, I hadn&#039;t even been on a plane since the 80&#039;s.  Here I am, using airships to get everywhere.  Austin gave everyone an hour long rant about how impossible a flying boat is from an aerodynamic perspective.  Yeah, we know.  Now that they&#039;re not scared out of their minds, we went over our adventures again with them.  I let them read the journal.  They were pretty shocked at what we&#039;ve done, especially Max.  I think they understand though.  The biggest question on their minds, however, was how are we doing magic, we&#039;re from a non magic world.  Even I&#039;m not sure how to explain it.  Each of us does it differently.  I figure it&#039;s because it&#039;s the world or dimension or whatever and not genetics since we&#039;re just regular humans.  That isn&#039;t a suitable explanation though, psionics isn&#039;t something anyone can learn and neither is sorcery.  Anyways, we watched Strange Days.  It&#039;s still new to those three.&lt;br /&gt;
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==Journal Entry 209==&lt;br /&gt;
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Welcome to Manden.  Not so much a city as a village, and just a pass through on the trade circuit.  Legends say this is the first organized settlement of mankind, hence Man Den.  Currently it&#039;s an elven city.  Why?  Some old territory war a hundred years ago.  The city is half wood A-frame houses and the other half is stone building more common with dwarven construction.  It borders on forest from one side and a few miles from the other, seems to start turning into a desert.  Beyond the sandy wastes is apparently another civilization that rarely makes contact, but is where the recurve bow comes from.  Interesting.  Anyways, we&#039;re on layover until sunrise, and then head out to Nespidax.  Took a walk around town with Ian.  He&#039;s particularly depressed, especially upon hearing how we&#039;ve had no success in trying to figure out how to get back home and have more or less given up.  Well, I found out the reason.  He&#039;s recently married and his wife was pregnant when he left.  The child would have been born by now.  That&#039;s fucking depressing.  So why did he come?  Same reason I did.  We weren&#039;t entirely in control, some kind of hypnotic pull.  He may have ended up bringing his wife with him if she was home at the time.  I wonder who else left someone behind when we came here, no one&#039;s been particularly talkative about our life back home because we&#039;re reminded and it starts to hurt.  Better to focus on the here and now.&lt;br /&gt;
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==Journal Entry 210==&lt;br /&gt;
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Well this sucks.  We were on the way to Nespidax when the airship suffered some kind of engine or magic failure.  We made a soft crash in the woods and the ship artificer&#039;s been working his ass off while the rest of us are watching out for hungry monsters, curious animals or bandits.  The hull took some minor damage which the crew have been fixing, but we did get drafted into knocking down some trees to clear the landing space up.  We&#039;re not getting a ticket discount for this either, I asked.  All part of the adventure the Captain says.  As long as it doesn&#039;t lead to another fucking barbarian hunt.  The artificer says we&#039;ll be back in the air in two hours.  He said that four hours ago.  We&#039;re going to be stuck here for the night.  Sucks.  &lt;br /&gt;
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==Journal Entry 211==&lt;br /&gt;
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Something woke me up in the middle of the night.  Strong aggression out in the wilds.  Before I could alert the on duty guards, we came under attack.  Gnolls, a scout party of 5.  They were feral.  The alert was sent and everyone comes stumbling out from below decks and the fight for the airship began.  We outnumbered them but they were prepared.  We managed to put them down with some minor injuries and the artificer got his ass back to work.  Max got an arrow through his hand, and Avery is working on that.  She&#039;s having some trouble healing these wounds.  The gnolls apparently smeared their weapons with something.  The Captain says it&#039;s feces.  Fucking fantastic.  We broke out the anti-disease necklace and are hoping that will help.  Austin seems to have some actual medical training and has been cleaning out wounds with some of the crew&#039;s alcohol.  It burns like a motherfucker.  &lt;br /&gt;
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==Journal Entry 212==&lt;br /&gt;
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We managed to get back in the air and we&#039;re in Nespidax.  Avery&#039;s been periodically checking on our wounds to make sure nothing goes bad.  Max got use of his hand back, but it&#039;s a little puffy, even with the wound closed.  So Nespidax.  One of the larger trade hubs on the circuit.  This city is pretty racially mixed for an actual Kingdom.  The buildings are mostly wood and plaster with thatched roofing.  It&#039;s main export is mineral wealth, from a series of mines, which flows south-eastward rather then Czebron&#039;s mineral exports which flow South-west along the trade circuit.  We&#039;re set up in the inn for the night.  Unfortunately there is no airship going to our next stop, Ainfield.  We&#039;ll have to make due traveling with a trade caravan on foot.  I hope Max, Ian and Austin are up for the task.  &lt;br /&gt;
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==Journal Entry 213==&lt;br /&gt;
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We kind of lucked out.  We hooked up with a trade caravan hauling iron and copper and we&#039;re getting paid to guard it.  Three of us lack weapons so they&#039;re to stay with the caravan if we get attacked.  Our trip should take 4 days through the plains.  No known barbarian tribes out here so that&#039;s a relief.  Max keeps asking me for my gun, since I already have a sword.  I&#039;m not giving him my gun.  He should have brought his own gun.  So we&#039;re all chatting away while on our long walk when it suddenly gets out that Marcus has been sleeping with non humans.  Ian flips his shit about it, calling it bestiality and all that.  Won&#039;t go near him.  Marcus gave the “any port in a storm” response and they&#039;ve been arguing about it ever since.  Like there&#039;s not enough to deal with.&lt;br /&gt;
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==Journal Entry 214==&lt;br /&gt;
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We came upon a broken down caravan today.  We had a short standoff until we could prove that we weren&#039;t hostile, and they the same.  Their caravan guards were tribal lizard people.  Pretty unusual.  Their axle brace or something snapped and were stranded.  Our caravan leader decided we should help.  None of us Terrans had a clue how to fix it, so we stood around and chatted with the other caravan guards, the lizards.  They&#039;re a distrustful bunch and after some poking around, I could see why.  They aren&#039;t treated very well by the other civilized races, but most of the tribal groups aren&#039;t.  This group has been doing the Nespidax to Ainfield run to bring in money for their tribe and keep because they&#039;re searching for someone, one of their own that ran off.  They wouldn&#039;t say why they&#039;re after this one, but I sensed that he was an important figure in the tribe, so it&#039;s not like an escaped criminal or exile.  I noticed that while Max and Austin were initially..distressed?  At dealing with big armed lizard people, they eventually warmed up to them.  Ian stayed pretty cold to towards them the whole time.  Anyways, it took a good 5 hours to get the other cart fixed.  They had to make a new one out of wood which meant cutting down a tree and cutting it down and all that.  Pain in the ass. &lt;br /&gt;
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==Journal Entry 215==&lt;br /&gt;
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Welcome to Ainfield, one of the main distribution hubs on the circuit.  No airship port unfortunately.  What they do have is two rivers that split off in head in different directions and are being used as trade routes.  The city is all wood building with a wood stake wall around it.  Their main export used to be wood, but the area&#039;s been clear-cut.  Now it&#039;s just a distribution hub that would probably cease to exist the second trade stopped.  From here, we&#039;ll jump a river boat to Hebiry and see where their airship can get us.  Avery and I had a long talk with Ian about his racial issues.  Yeah, he&#039;s a little racist and he&#039;s having trouble adapting because of it.  I can&#039;t exactly dive in and fix that so it&#039;s something he&#039;s going to have to get used to in his own time I guess.  Anyways, the booze is cheap here so we&#039;re all getting  hammered at the tavern and we leave in the morning.  &lt;br /&gt;
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==Journal Entry 216==&lt;br /&gt;
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We had a minor emergency this morning.  We couldn&#039;t find Austin for a few hours.  He turned up in an alley with his clothes strewn all over.  Luckily he didn&#039;t take any of his stuff with him when he wandered off for..this.  Avery cleared up some of his hangover and we went off to get ready.  Apparently he decided to try and “drink himself home” and may have been had sloppy drunken sex with a local, or tried to, or something.  We&#039;re pretty sure he wasn&#039;t prostituting himself anyways.  At least we hope.  That&#039;s Marcus&#039;s job.  So we&#039;re on a boat trip.  It&#039;s pretty relaxing so far.  It&#039;s a river junk loaded with cargo from other cities heading for Hebiry.  It should take a day and a half depending on the weather.  I&#039;ve taken up fishing off the side with a rod that the crew lent me.  I&#039;m totally cheating and tricking the fish into biting.  It&#039;s just not as satisfying though it is funny.&lt;br /&gt;
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==Journal Entry 217==&lt;br /&gt;
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Ah Hebiry.  It&#039;s been a month or two since we&#039;ve been here.  The place has kind of an old Italian/Mediterranean feel to it.  When we arrived, a fair was in full swing, so we joined in the festivities.  Some town founding celebration.  A cookoff, some booze testing, dancing, games.  Marcus got on stage and played some U2 for a bit.  The locals didn&#039;t seem to mind so whatever.  We had fun.  It seemed that our three newbies finally managed to unwind and have a good time.  Picked up some gossip in town.  There&#039;s been retreating tribals coming up the trade road from Wolflake on a regular basis.  First shifters, then wild-elves, always in small groups.  In response, Hebiry&#039;s set up a border patrol and are building a manned guard fort, anticipating inbound undead eventually.  They&#039;ve been petitioning all churches trying to get more help in, but it takes awhile for messages to get around.  In other news, Winterfield has been sacked by the barbarians and they have been cut off completely.  Their new airship trader has been skipping over them and going directly to Brightly until things get under control.  None of the other nations want to get involved since it was a problem that could have been dealt with but was ignored by the king until he was disposed of.  &lt;br /&gt;
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==Journal Entry 218==&lt;br /&gt;
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Where to begin.  While Marcus and Austin were out seeing about airship travel, I was sitting in town square watching them clean up after the festival and checking over some things in my Journal when some Elf girl, young looking, early teens maybe?  It&#039;s hard to tell with them.  Anyways, she walks up and stops, then starts looking over my shoulder.  She can fucking read English!  Kind of.  I grabbed her and made her start talking.  Almost got the attention of the guards and I scared the shit out of her.  So several generations back, some human got mixed in her family tree and they&#039;ve been learning this “mysterious” language as tradition ever since and have even deployed it as a secret code in the family business, one of the wineries.  All their recipes and anything else they don&#039;t want anyone else to read is done up in rudimentary English.  She&#039;s off trying to set up a meeting with one of the elder family members who may have been alive back then.  I&#039;ve gathered up everyone and we&#039;re going to check in once we get word back.  Oh yeah, airship news.  The Hebiry airship isn&#039;t going anywhere right now since Wolflake is kind of out of the trade loop now.  I&#039;ll see if I can convince them to hit Aeyllin or Ashvale later.  After we&#039;re done with this more important stuff.  &lt;br /&gt;
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==Journal Entry 219==&lt;br /&gt;
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We got our appointment and went to meet with this family.  Well, one of them anyways.  The sister of the woman who married the human.  The actual wife had died a century ago due to some kind of magic plague running through the area at the time.  So around four hundred years ago, her sister falls for a human and they get married.  Erik Lewis, a Druid.  He claimed he was from a far off land with strange ways and stranger magic.  She didn&#039;t know much more about his past, she hadn&#039;t cared at the time and was against the union.  He did introduce some new kind of fermentation method which they still employ.  He settled down on the winery and worked, had kids and eventually died of old age.  Well, at least someone had their happily ever after.  She didn&#039;t have much more to offer aside from that.&lt;br /&gt;
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==Journal Entry 220==&lt;br /&gt;
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Alright, didn&#039;t get as much information as I would have liked out of that meeting but it was something.  It also means that there may not be a way back home if everyone settled and lived their lives here.  So Marcus and I paid a visit to the airship captain.  We started some negotiations and managed to convince her about the possible profits of starting a trade run between Aeyllin or Ashvale and Hebiry since they&#039;ve both been cut off since Wolflake&#039;s sudden undead isolation.  She needs to talk it up with her crew and then we&#039;ll see if we can hitch a ride.  If not, we&#039;ll have to take the long way around through the Wildlake to Brightly route.  Or we could go on foot across undead infested Wolflake to Kinild.  No, that&#039;s not going to happen.  In other news, I think Ian is starting to adapt, I saw him holding a conversation with a half-orc girl.  No agitation coming from either of them, so that&#039;s something.&lt;br /&gt;
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==Journal Entry 221==&lt;br /&gt;
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It was an expensive ticket, but we&#039;re on the way to Ashvale.  From there, we can get to Aeyllin.  Hopefully Alex is still there and hasn&#039;t run off.  So we put all of this planning into getting there, what are we going to do once we do?  I doubt the University is going to let us live on campus, not for the long term anyways.  We&#039;ve got some a few days to think it through though.  Austin and Ian still wake up in cold sweat, terrified from their experience.  Max seems to be doing better from it.  PTSD is a pretty bad thing.  Even I still wake up occasionally thinking I&#039;m back in the barbarian hunt.  I&#039;ll get back at those fuckers one day.  So Avery has got it in her head that she&#039;s going to march into the Aeyllin sun church and start making changes now that we&#039;re aware of what&#039;s going on and she knows we have her back.  It will get messy.  Fuck, so many ways that can go wrong.  I don&#039;t know if I should try and convince her out of that plan though.  Anyways, I wonder how the Kobolds of New-Chicago are doing?&lt;br /&gt;
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==Journal Entry 222==&lt;br /&gt;
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We made it to Ashvale without incident for a change.  God the place smells from all the leather tanneries and lant processing and whatnot.  We are in the process of switching over to another airship that will take us to Aeyllin.  We&#039;ve been on this boat before, crazy shifter captain that wants to be an adventurer but isn&#039;t allowed and an insane navigator.  We&#039;ll leave soon.  I&#039;d pop over to the tavern for lunch, but I don&#039;t think I could keep my food down in this air.  It should be a two day trip.  Austin&#039;s been asking the airship artificer everything he can about how airships work and then spent some time sketching something on paper I gave him.  Maybe he found his calling.  An airship that doesn&#039;t break down constantly or drop out of the sky like a brick when it does.  Marcus in the meantime, has come to a startling realization.  He&#039;s got an old girlfriend back in Aeyllin and maybe more.  Yeah, no sympathy.  You reap what you sow, and he&#039;s been sowing the fields across the continent.  &lt;br /&gt;
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==Journal Entry 223==&lt;br /&gt;
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God fucking dammit.  So we&#039;re all out on deck while Marcus is desperately trying to play Muse songs on his guitar when we see a light ahead of us.  The navigator adjusts course and the light shifts over too.  A few seconds later, we nearly have a midair collision with another airship!  Seriously?!  There&#039;s like one airship per town or less, so they&#039;re pretty rare.  Only a handful of non merchant companies have one in the world.  And we almost have a midair collision with one flying at night.  Are we cursed or something?  Does this happen often?  How is this even possible?  Where&#039;s the fucking fantasy FAA.  Christ.  &lt;br /&gt;
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==Journal Entry 224==&lt;br /&gt;
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We made landing in Aeyllin this morning.  Guess who was waiting at the landing pad?  A very pregnant elf.  How did she know we&#039;d be here today?  She didn&#039;t, she&#039;s been coming here every single day the airship was scheduled to return since we left.  Marcus was paler then Mike in winter when he went over to greet her.  Oh, he didn&#039;t have a choice in the matter either.  Avery was giving him her smite look when it looked like he was going to run.  He&#039;s got a lot of explaining to do.  We had to explain what was happening to the others, but they caught on pretty fast.  So we did manage to get in the University&#039;s dorm.  They&#039;re on break with most of the students out and doing personal research right now and a big group of offworlders with foreign ideas was just the thing to spread some excitement around.  Our three newbies were apprehensive at first, having had their share of experimentation, but we reassured them.  Alex was not around, he&#039;s out of the city with a group of adventurers who were going to check out rumors of some old dungeon in the east woods.  They left a few days ago and should be back tomorrow or the day after.  He&#039;s apparently become a very skilled sorcerer apprentice.  It&#039;s occurred to me that it&#039;s been a long time since we saw him, will he recognize us right away?  We&#039;ve all changed quite a bit and I bet he has as well.&lt;br /&gt;
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==Journal Entry 225==&lt;br /&gt;
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So I ran into the master artificer.  He&#039;s mastered his bicycle design and they&#039;re all over the city for those who can afford them.  He fixed the traction issue but it&#039;s still awkward with the forward peddles and a harsh friction break.  Then there&#039;s the issue of people having to learn to ride one.  Lots of crashes.  Bicycle safety gear was invented shortly after by an enterprising merchant.  It&#039;s more or less leather padding.  Anyways, we had a talk about some things.  I have been promised payment for my part in this.  Once that happens, I&#039;ll introduce him to Austin and see what those two can do together.  Avery headed off to the sun church, but came back flustered.  She went in with all of her righteousness and apparently got laughed out of the building.  Better then getting stabbed I guess.  Marcus returned.  Apparently his girlfriend is crazier or craftier than he thought.  They went back to her place and had a nice long comforting talk and then she gave him a ring as proof of her love and devotion.  It was a magic ring and he can&#039;t take it off.  She knows where he is at all times now.  The best part is that she bribed the University mages to not interfere and remove it.  I wonder what weddings here are like?&lt;br /&gt;
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==Journal Entry 226==&lt;br /&gt;
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I went back to the archives with Avery and Mike.  We can read better than last time I was here so I don&#039;t need an assistant, but I got one anyways to speed things along.  I believe that we may have been going about the search all wrong last time and we have a time frame now.  So what happened 400 years ago?  Well the University is only 200 years old but their archives date back further when there was a Wizarding guild.  400 years ago, this was an elven city still.  It was a time of change.  Religion was starting to get organized with the building of the churches where before it was groups of vaguely allied cults, the age of sail was taking off and wizarding went from superstition and pointless ceremony to being more mathematical and scientific in its application.  Were all of these brought about by Terran intervention or only some of them?  We didn&#039;t find anything specific though, with names or who had their hands in what.  We were informed that the old city records are currently in the care of the peace and love church.  We&#039;ll have to pay them a visit.&lt;br /&gt;
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==Journal Entry 227==&lt;br /&gt;
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Well, I got paid from the master artificer.  Not as much as I was hoping, but good enough I suppose.  I introduced Austin and they had a discussion about some things.  He was impressed with Austin&#039;s aptitude and signed him up for the next Artificing class when the break is over.  And then the Rheingraf spymaster suddenly appeared and shoved a knife through my throat.  I&#039;m done, that&#039;s it.  I don&#039;t know what happened after that other then I was on the ground and dying.  Then I wake up with Avery pouring everything she had in healing me.  The spymaster somehow missed everything important or didn&#039;t cut the arteries right or something.  So I&#039;m stuck in bed, healed but recovering.  I lost a lot of blood.  This shit&#039;s got to end.  So what happened with the spymaster?  The artificer disarmed him and Austin started strangling him for everything he&#039;s worth and then he vanished.  Fuck.&lt;br /&gt;
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==Journal Entry 228==&lt;br /&gt;
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I got my rest and went out with Avery and Marcus... and Marcus&#039; girlfriend.  We paid a visit to the peace and love church.  Well, it&#039;s a peace and love... for money church.  We manage to get into their city archives and start peeling through them circa 400 years ago.  We run into a problem; since the city was elven at the time, so were all the documents.  Well Marcus&#039;s girl can read elven so suddenly she&#039;s important to the cause.   Well, 400 years ago, a huge group of a hundred or so people showed up, led by a group of eight, purchased land in the city and started paid construction on the church buildings.  There were complaints from the elven builders because the design was extremely unusual to what they were used to building, having buttresses, vaulted ceilings and domes, so it was being overseen by one of the travelers who got things under control and brought in several innovations such as a new kind of crane system that could handle heavier loads, scaffolding and a new kind of mortar.  For the longest time, the churches were the tallest buildings in the city.  The techniques were adopted and used in further city development to make Aeyllin what it is today.  Most of the churches use the same style so this spread around all the major cities at the time.  There&#039;s more to it than that.  As we were taking a break, Marcus&#039;s girlfriend pointed out something similar to what we were looking for.  A thousand years ago, the elves suddenly moved from the woods and founded Aeyllin, started using the quarrying techniques that they&#039;re still using and began making paper.  They didn&#039;t have regular contact with the rest of the world at the time.  If I remember right, that&#039;s around the time Wolflake was being founded and when most people believe that the massive bridge that Rosenbridge is sitting on was made.  If this means what I think it does..  I have a headache now.&lt;br /&gt;
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==Journal Entry 229==&lt;br /&gt;
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Alex returned today!  He was dirty, bruised and in good spirits.  He was with the adventurers he left with and they were successful with their expedition apparently.  We all gather up to meet him.  It takes him a few minutes and then he notices Mike holding a Nook and suddenly it all clicks in.  He runs over and suddenly a group hug initiated.  We spent the rest of the day in the tavern getting all caught up.  The good, the bad, the losses.  Alex had his own adventure.  He left for Aeyllin a little before Avery left for Wolflake, fought bandits with magic he couldn&#039;t quite control and managed to make enough money for his airship trip and trailed along with a group of adventurers who were leaving Winterfield during its civil war and made it to Aeyllin, and he&#039;s been here since learning to control his wild talent.  He had heard of some of our exploits from the university staff and managed to get his own recharge stone out of the master artificer.  So, for the first time in over a year, we&#039;re all together again, and we&#039;re stronger than before.  We aren&#039;t the lost and scared children anymore.  We&#039;re Terrans.  When the world pushes, we can push back.  Avery, put the damned journal down!  I haven’t been doing evil things lately.&lt;br /&gt;
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&amp;gt;You&#039;re so god damned melodramatic sometimes.&lt;br /&gt;
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==Journal Entry 230==&lt;br /&gt;
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So I was tested at the University today.  They were trying to figure out how to get rid of that tracking spell the Rheingraf spymaster apparently put on me.  After 4 hours of having everything imaginable thrown at me, they concluded that there was no tracking spell.  Well how the hell does he keep finding me?!  Sure, there are several ways he can vanish like that, Teleport or invisibility or the various other variations of the theme.  They need more information.  Well great.  He&#039;s already manifested in the middle of the Artificer&#039;s office once.  God dammit.  Anyways, Max has signed up for a wizarding course.  He seems to think he has what it takes.  Ian on the other hand is checking into fencing.  Good for them.  Unfortunately for the rest of us, the University break is over tomorrow and everyone who is not a student or staff need to move out to make space.  To make matters worse, all the inns are loaded up with people applying.  Fuck it, we&#039;re moving in with Marcus&#039;s girlfriend until we can get a place of our own.  It&#039;ll only be temporary.&lt;br /&gt;
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==Journal Entry 231==&lt;br /&gt;
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Marcus&#039;s girlfriend, Raina, has a weird house.  It&#039;s got two small bedrooms, a kitchen/pantry and then one fuckall huge room with no furniture.  Well, at least we had plenty of room.  Avery got the second bedroom.  Marcus stayed with his beloved.  Since we&#039;re staying with her, we&#039;re chipping in and paying for food and cooking.  Jason and Avery went out house hunting while I did the shopping and helped with the cooking.  I don&#039;t trust Mike with the cooking.  He might accidentally add infernal energies instead of the salt while preparing the meat or something.  Marcus got to clean.  Raina seemed bothered at first by the sudden appearance of 7 of her boyfriend&#039;s buddies asking to stay over but she&#039;s gotten over it and has been quite cheerful.  So how long do Elven pregnancies last?  9 months.  If it&#039;s a half-breed like this one is, who knows.  So how exactly do they deliver babies here?  Apparently with midwives.  We wrote down a quick emergency map of the nearest 5 in town should “the event” kick off while we&#039;re here.&lt;br /&gt;
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==Journal Entry 232==&lt;br /&gt;
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Okay, so we don&#039;t have enough money yet to get a more permanent residence.  Rather than get jobs like regular people, we&#039;re going to ransack a dungeon at request of the kingdom.  The advisers were sending out calls for help.  Since most of the adventurers in town were at the University, we picked it up.  It pays well.  There has been reports of strange lights and noises and they seem to think it&#039;s a cult or a feral race preparing to do something.  Avery, Alex and Jason are going with me.  Marcus has to stay home with his girl and Mike is assisting at the university with something.  We have our mp3 players charged, some dungeoneering gear and emergency rations.  Here we go.&lt;br /&gt;
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==Journal Entry 233==&lt;br /&gt;
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It took half a day to get there.  We rented Bikes, it was cheaper than horses and faster then walking.  I&#039;m sure we looked ridiculous.  So we managed to find this dungeon.  Sure enough, I&#039;m picking up minds inside.  So we go in cautiously.  Jason takes the lead, doing his thing.  Bugbears.  Holy shit.  I&#039;ve only seen one or two and at a distance.  They&#039;re feral.  There&#039;s about 20 or so inside scattered all throughout the place.  Jason takes out the front two sentries before they even know what&#039;s going on.  After that, all hell breaks loose.  One that Jason didn&#039;t see yells out an alarm.  Alex starts throwing around magic like a madman, lightning, fire, color sprays.  The bugbears come running with bows and axes, blades and the like.  Avery decides that they&#039;re evil enough and lights up like a holy beacon and goes in swinging.  I&#039;m nearly blinded by what&#039;s going on but I do my best at fucking up their archers minds and making them shoot each other.  Jason&#039;s apparently got no trouble seeing with that ruby eye of his and he gets in there.  They pull a retreat and we advance slowly, me pointing out their ambushes, Jason clearing their traps.  The whole place smells like wet dog and sulfur.  After we&#039;re done, we start picking through the place.  Some coinage, a few pieces of gear that&#039;s worth keeping.  In the back we find what looks like a big glowing vase sitting on an altar next to some tombs.  Avery states that it&#039;s evil.  Well none of us are going to touch it.  We start looking for something we can use as tongs when there&#039;s a sudden bang and one of the tombs slides open and a fucking Lich walks out.  He looks at us, he looks at the massacred bugbears, looks at the vase thing, then looks back to us.  We&#039;re having a stare down, not a word is said.  He then quietly grabs his Vase, steps back and teleports out.  Thank god.  I didn&#039;t want to deal with a fucking Lich and I guess he didn&#039;t want to deal with us.  Anyways, we made it back to town around nightfall, collected our reward and went back to Raina&#039;s place and got some rest.&lt;br /&gt;
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==Journal Entry 234==&lt;br /&gt;
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I got called to the University for awhile to assist the Psion instructor with a demonstration.  The usual mindrape.  Just writing that made me realize how used to this shit I&#039;ve gotten.  So what happens in the off chance I get home and I keep it?  If I lose it?  I don&#039;t think I could go home at this point.  Maybe I should do what Marcus is doing and find a nice girl to settle down with.  I guess that&#039;s what the previous group did.  I don&#039;t even remember the faces of my old friends and family without having to look back at the old digital photos I have.  That&#039;s messed up.  Anyways, I went house shopping.  Nothing yet.  I&#039;m sure if Avery wasn&#039;t looking over my shoulder, I could force inherit one.  You know, on second thought, I don&#039;t want to to settle down and live like these people.  These peasants.  We&#039;re better than that, we all are.  I don&#039;t want to be a king or anything like that but there must be something better than this.  Besides, I&#039;m not ready to settle down.  There are still debts that need to be settled.  For Amanda.&lt;br /&gt;
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==Journal Entry 235==&lt;br /&gt;
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So I was at the University again checking in on our three students.  Austin&#039;s doing fine in his Artificing courses, Ian&#039;s managed to keep up with his better trained peers in fencing through sheer determination and Max.. Max is doing better than fine.  The instructor is apparently worried that his understanding of how wizarding works is spiraling out of control.  Why?  Max says it&#039;s mathematics.  I guess it makes sense?  The locals have a limited mathematics background while he doesn&#039;t.  Because of this, he may very well bypass the instructor before the course is over.  What&#039;s the problem with this?  The instructor doesn&#039;t believe he&#039;ll have the wisdom or experience to throw around what he&#039;s capable of throwing around and may cause catastrophe.  He&#039;s pretty confident that he&#039;s under control, but if the guy that&#039;s been doing this all his life is worried, I&#039;d stop and listen.  Anyways, aside from doing the normal stuff around the house and town, I&#039;ve started looking into a trip back to Brightly and then seeing what&#039;s going on in Winterfield.  I feel it&#039;s time to go back.  I haven&#039;t told the others yet, not until I&#039;m sure.  It may very well be my end, or all of ours, but I feel it&#039;s something that must be done.  I&#039;ll start poking around the others, seeing their disposition towards this plan.  As Avery is reading my journal right now, yes Avery I know you are, I&#039;m sure she&#039;ll come and tell me what she thinks.  &lt;br /&gt;
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&amp;gt;No, I&#039;ll let you come to me this time.&lt;br /&gt;
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==Journal Entry 236==&lt;br /&gt;
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A consensus has been reached.  Aside from our three students, the rest of us will go, Marcus included, but only after the baby&#039;s been born.  That could be tomorrow or in a few months.  Well, I guess I have time to better plan out this little adventure.  In the meantime, Mike is going to write a book for the University archive titled “Earth”, written in English and will contain just about everything, which isn&#039;t much, that we know about the situation should a group come some time after us.  The way things look from our research, there will most definitely be another group and who knows what they&#039;ll introduce to this world.  We&#039;re certainly not done bringing change. The question still remains, who is doing this?  I think I understand the why.  With magic and gods, this world doesn&#039;t have any problems with stagnating.  So someone brings us in to kick the world in the pants and force evolution.  Just as we must adapt to this world to survive, so the world must adapt to us I guess?  We&#039;ve pretty much have already made the Wolflake Orcs one of the most powerful militaries in the world, should they manage to take advantage of what we&#039;ve given them.  So will history remember us as bringing in the age of Orcs and gunpowder?  Fuck, that reminds me, who was  behind giving the Wolflake sun church the materials to build a cannon?  We&#039;re all here, none of us did.  It can&#039;t be a natural development can it?  Or maybe it was just coincidence?  I don&#039;t know anymore.   &lt;br /&gt;
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==Journal Entry 237==&lt;br /&gt;
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After thinking it through, I&#039;ve decided that maybe the Orcs being the only ones to have stirrups isn&#039;t the best of ideas.  So we are going to give the tech to Aeyllin and through that, it&#039;ll spread through the adventurers to other cities and nations at a slower pace and maybe we can make a profit off it on the side.  I took Marcus and Jason out with me and we sold the idea to several of the right people.  The guard will be putting them to use right away, they loved the idea.  Then there is black powder.  To be honest, I&#039;m still shaky with the idea of just handing out something like that, but it seems that I already have.  So we disclosed the formula with the University master alchemist and made sure he understood how dangerous it was.  We don&#039;t need him blowing himself up while unlocking the mysteries of it, and I gave him a quick demonstration of it&#039;s possibilities with my gun.  I have this feeling of dread now that I&#039;ve unleashed something horrible unto the world.  Is this how Alfred Nobel felt when he unleashed dynamite unto the world?  Well, I&#039;m no Alfred Nobel.  Far from it.  &lt;br /&gt;
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==Journal Entry 238==&lt;br /&gt;
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We had an incident today.  The sun church decided that Avery wasn&#039;t spending enough time devoting herself to them and showed up at the house to take her back.  I wasn&#039;t picking up anything resembling good intentions, just self interest and greed.  They want her badly because of what she knows, what she is and there is a jealousy of her power?  I don&#039;t know why there is the jealousy, she&#039;s just a Cleric.  Anyways, Avery fought back and we had her back, even Raina.  The pregnant elf apparently knows a little magic and threw up some distraction spells.  When all was said and done, we sent the church priests back with their tails between their legs, but we&#039;ve just opened ourselves up to their divine reprisal.  I&#039;m not sure what they&#039;re capable of in this city.  So we&#039;ve set up some fortifications for Raina and have Jason watching the temple for activity.  In the meantime, we gathered and watched Strange Days again.  We had to explain everything to Marcus&#039;s girl and I know she didn&#039;t understand even a quarter of it, she was bleeding confusion the entire time.  Speaking of her, she&#039;s got the weirdest mental signature.  Might be a side effect of pregnancy.&lt;br /&gt;
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==Journal Entry 239==&lt;br /&gt;
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Marcus was in some weird kind of frenzy all day today and blasting fear and panic across the room hard enough that it almost penetrated my passive defenses.  He won&#039;t talk about it though.  Well, whenever he&#039;s ready.  Maybe the fact that he&#039;s going to be a father soon sunk in.  Maybe he saw another old girlfriend in town.  I don&#039;t know.  We have Mike watching the church today.  He&#039;s idly reading the Dune series on the nook and set up in one of the street cafe&#039;s near the church.  Avery spent most of the day in prayer.  I don&#039;t know if that&#039;s going to help in any way.  That left me, Jason and Alex.  So we went out and did some sightseeing and hit a few taverns along the way before stopping off at the University.  Something was bothering me.  When our trio of students were in captivity, some wizard friend of the Archmage kept taking biological samples from them for some experiments.  Why, they&#039;re just human like everyone else right?  The university is looking into it.  They think it has to do with the fact that we&#039;re offworlders and thus some people might think we&#039;re different because of that.  So the same reason Avery was getting harassed in the church.  Then again, we have taken extremely well to magic considering we&#039;re from a no magic world.  Even psionics and sorcery which aren&#039;t something that just anyone can do.  I don&#039;t know what to think and I await their results.  Anyways, I think we&#039;re going to drag Marcus out to a tavern and get him blitzed, he&#039;s been suffering enough lately.&lt;br /&gt;
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==Journal Entry 240==&lt;br /&gt;
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Alex came running in today shouting.  The church was on the move.  Sure enough, paladins showed up at our door, 10 of them.  We had already left by then.  We had moved Raina and Marcus to an inn and snuck around town and seized control of their church and took the remaining clerics and priests hostage.  Then, one by one, I erased any knowledge of Avery or us from their minds and sent them on their way.  I found out why they&#039;re jealous of Avery.  It&#039;s because the sungod talks to her, and he doesn&#039;t talk to them anymore.  They can still wield his power, just without as much force.  Anyways, I implanted a small nugget in their minds.  Jealousy of the Paladins.  We made it out of there before the Paladins returned and made for the inn.  We&#039;ll see how this plays out.&lt;br /&gt;
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==Journal Entry 241==&lt;br /&gt;
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It&#039;s been quiet at the sun church, but we&#039;re keeping watch on it.  We&#039;ve moved back in Raina&#039;s house and things have more or less calmed down for now.  Austin stopped by to show off his first Artificer project.  He&#039;s building magic speakers and is planning on using them with his mp3 player.  Well, okay I guess.  I don&#039;t think the locals are ready for our kind of music in all its glory.  The last thing I want is to get chased out of town because Austin decided to play death metal or jpop.  Anyways, a festival is starting up tomorrow.  Some old fertility festival that dates back to when Aeyllin was an elven city and some of us, me included, have been drafted to help set up.  It&#039;s money and I didn&#039;t have anything else to do today.  I do enjoy the fairs here.  Simple, but with everything important.  Good food, good booze, good music and women.  &lt;br /&gt;
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==Journal Entry 242==&lt;br /&gt;
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It&#039;s been a total clusterfuck.  The fair started today and we all go out to attend.  So I&#039;m flirting with some pretty redhead when suddenly there&#039;s a scream of pain.  Raina&#039;s water burst and she&#039;s feeling it.   Marcus ditches the stage, Avery recognizes one of the midwives in the crowd and we haul ass to a nearby inn, clear the table and set her on it and assist in any way we can.  The only pain killers we had was booze.  So she&#039;s pushing and screaming and this goes on for hours and then it happens.  It&#039;s a boy.  Marcus&#039;s son.  It&#039;s amazing.&lt;br /&gt;
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And then a fucking dragon smashes the inn and flies away, shooting fire everywhere, wrecking the fair, panic in the streets, guards swarming the area, adventurers shooting magic into the sky.  The dragon flies off.  We dig ourselves out of the wreckage of the inn.  No one was injured but we can&#039;t find Raina.  Marcus suddenly starts sobbing.  We get them back to the house and the midwife is currently helping deal with the baby.  After everything calmed down, my head clears enough to put two and two together.  This is one seriously fucked up situation.  I don&#039;t even know where to begin.&lt;br /&gt;
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==Journal Entry 243==&lt;br /&gt;
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Raina returned today.  I couldn&#039;t even touch her mind.  Either way, she had some explaining to do, but she had other plans.  First thing she demands that the baby is named Katzakon.  I think that&#039;s how it&#039;s spelled.  Probably an apostrophe in there somewhere.  Anyways, Marcus suddenly grows a backbone and demands that he be named Nathan.  An epic argument broke out between the two that none of us wanted to get involved in.  Screaming, hissing, magic gestures.  We all decide it&#039;s a good time to not be here and go out back with the baby and midwife.  After several hours, it suddenly goes quiet.  Jason sneaks over and peeks through the window to make sure someone didn&#039;t suddenly get killed.  Nope, they&#039;re both making out.  When all was said and done, they both got their way.  Nathan Ka&#039;tzakon.  Marcus apparently lost his surname in the fight.  She then gives us an ultimatum.  Get our stuff and get the fuck out of her house except Marcus.  So we&#039;re back at another inn.  Well, time to plan that trip I guess. &lt;br /&gt;
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==Journal Entry 244==&lt;br /&gt;
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Alright, we made our plans, our trip back to Winterfield.  We&#039;re going to head the same way we took getting here originally, cutting across the wilderness, pay a visit to New Chicago, resupply at Brightly and then make our way to our destination.  We managed to negotiate with Raina for Marcus.  She&#039;s calmed down a bit but she&#039;s still a bit pissy at us since we&#039;re still treating her the same even though we know her secret.  She&#039;s expecting to be worshiped or taken in awe and fear.  Maybe she deserves it but I&#039;m certainly not going to give her the satisfaction.  To me, she&#039;s still the elf groupie that got knocked up in a tavern.  Probably not appropriate things to say about Marcus&#039;s wife, but that&#039;s just how I feel.    Anyways, we&#039;ve still got some supply shopping to do.  We let our three students know what we&#039;re up to.  They wanted to come, but it&#039;s too dangerous.  They need to be here.  &lt;br /&gt;
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==Journal Entry 245==&lt;br /&gt;
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About a days walk and we&#039;re still not out of the kingdom.  We&#039;re set up in one of the farming settlement inns for the night with some adventurers passing through.  They came in from Ashvale and have been on foot and living off the land for two months.  They seemed in good spirits and somehow we ended up in a drinking contest.  I don&#039;t remember who won but I woke up in their female shifter&#039;s bedroom, so I guess that&#039;s a victory of some sort?  Maybe?  Anyways, we&#039;re getting ready to leave.  This will have been the last bed and warm meal that we&#039;re going to have for a few days.  &lt;br /&gt;
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==Journal Entry 246==&lt;br /&gt;
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It&#039;s been several days.  We were tromping through the woods when we break out into a clearing and there it is.  New Chicago.  The kobolds immediately panic and grab for anything they can use as a weapon until they realize who we are.  So, welcome to New Chicago, the kobold village.  They have about 5 buildings built, each less ramshackle than the last, so they are improving.  Their farmland is kind of a mess so we&#039;re going share some farming knowledge with them since they have the very basics down.  We spent time in one of their buildings regaling our adventures and hearing about their first year struggle.  They didn&#039;t manage to get their farm up in time for winter, but managed to survive on hunting and fishing and once things froze over, they figured out ice fishing on their own from the nearby lake.  There&#039;s a bunch of little ones running around, so I&#039;d say this is a success so far.  Good for them.  Alex was a bit weirded out that we&#039;re so casual with the kobolds, the only ones he&#039;s ever met were feral or bandits.  Avery had no problems, she&#039;s used to us making friends with odd tribals.  So we&#039;re staying an extra night to make sure they get all this farming knowledge down and see if we can give suggestions on how to improve their construction.&lt;br /&gt;
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==Journal Entry 247==&lt;br /&gt;
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Well, we said goodbye to our kobold friends and headed back into the wilds.  We were escorted to their border by a few of their rangers and off we went.  Sure, they may smell, but they&#039;re alright little people.  Maybe one day when they become a city, they&#039;ll start their own trade route with Aeyllin.  God, I hope Marcus didn&#039;t bed one of them.  Anyways, tonight though, we&#039;re camped at the foot of the mountains.  We have a short distance to cross over.  Last time it took two to three days if I remember right.  It was also cold at the time.  It&#039;s a lot warmer this time, but the winds are pretty strong.  We gathered up and watched Strange Days.  We&#039;ve taken up almost ritual behavior with watching it.  Things we say and do during specific scenes.  It&#039;s creepy looking back on it.  On the other hand, it gave me an idea.  So what if we start publishing plays based off Earth movies or Earth plays?  That&#039;d be amusing.  If I were feeling particularly evil, I could unleash Rocky Horror unto the world.&lt;br /&gt;
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==Journal Entry 248==&lt;br /&gt;
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We are in the mountains and camped out in a ship wreck.  It was fun watching Alex try and figure out how this got up here.  He figures some kind of misfired greater teleportation effect.  We marked our passing inside again and just as we were about to start cooking, the Rheingraf spymaster appeared and was immediately stabbed in face by Jason, who was apparently ready for him.  He vanishes again.  It was so fast, Alex doesn&#039;t even realize something&#039;s happened.  So how did Jason know he was coming?  He just shrugs and smiles.  What the fuck?  After I manage to calm down and after dinner, we sat around the fire and saw who could make the most outlandish tale as to how this regular ship managed to crash in the mountains, hundreds of miles from any body of water large enough to hold it.  Mike won with a tale of demons and devils gambling, sea-elven tsunami cannons and alien intervention.  That guy&#039;s got an imagination.  Damn.  &lt;br /&gt;
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==Journal Entry 249==&lt;br /&gt;
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Still in the mountains.  It&#039;s too windy for an open fire, so we&#039;ve got no warmth outside our camp blankets and using flashlights and our tablets for light and entertainment and no way to cook our food.  The camp moral is low and everyone is worn out from climbing up and down, struggling to keep balance and dealing with the occasional wild animal.  We had big bear incident, one of the dire types.  I managed to convince it not to attack, but every time I made it go away, it would come back an hour later.  It was hungry and angry that something was in it&#039;s territory.  Very primal, instincts, very raw, pure feeling, but dangerous.  We finally had to put it down with spells and bullets or we&#039;d of been at risk of attack all through the night.  Went over the map.  We should be out of the mountains tomorrow and be at Brightly a few days after that, possibly a week depending.  It&#039;ll sure be nice having beds again.&lt;br /&gt;
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==Journal Entry 250==&lt;br /&gt;
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So we make it out of the mountains and are tromping through the woods when I start feeling this odd presence again.  It&#039;s hard to describe but I can&#039;t focus on it.  Then blam, we walk right into a bee hive.  Fucking bees.  Mike panics, screams that he&#039;s allergic and starts blindly throwing black fire everywhere.  The man who threw down and went toe to toe with an archmage and consorts with demons and he&#039;s terrified of bees.  I try and bring up the concentration to help him gain control while I&#039;m being stung.  We make it out covered in bee stings and Avery&#039;s still working at trying to heal them all.  God dammit.  Anyways, we should have stumbled onto that goat path we followed last time by now.  We may be a bit off course.&lt;br /&gt;
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==Journal Entry 251==&lt;br /&gt;
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We&#039;ve been walking for two days now and just when I&#039;m convinced that we&#039;re lost, we break out of the woods and onto the trade road.  We were just east of it.  We make it to Brightly before nightfall.  The place has quieted down for the night except the tavern, filled with loud dragonborn lumberjacks.  Marcus got to playing and got them all singing along to DuranDuran stuff.  There&#039;s another group of humans in town, a trade caravan from Winterfield that&#039;s been staying here until they hear back from the city.  They&#039;ve been here nearly a year and are afraid to return since the barbarian sacking of the town.  We invited them along but they declined.  Come morning, we&#039;re going to resupply and head out.  It&#039;ll be nice to sleep in a bed tonight, and get a warm meal.  This trail ration shit gets tiresome.  &lt;br /&gt;
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==Journal Entry 252==&lt;br /&gt;
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The Brightly to Wildlake airship was coming in for a landing while we were on our way out.  It&#039;s only been a few months since they started this route, shifting over from the Wildlake to Winterfield run when the civil war started.  Already the city&#039;s expanded and signs of new prosperity.  The people are wearing newer clothes, using better and newer tools and so on.  Anyways, we should have a few days on this road before we hit the plains.  Then, Winterfield.  I&#039;m not sure what we&#039;ll encounter when we get there and no one seems to know the condition of Winterfield.  Maybe the whole city will be destroyed or under barbarian occupation, or maybe they eventually won the conflict.  That&#039;s what we&#039;re here to find out.  That and vengeance.  Hopefully we won&#039;t have bandit issues.&lt;br /&gt;
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==Journal Entry 253==&lt;br /&gt;
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We came across an abandoned caravan style wagon in the middle of the road.  One of its wheels was broken and there were signs of old blood but no bodies.  I didn&#039;t detect anyone so if anyone survived, or the ones who caused it may have been long gone.  Nothing worth scavenging.  A few hours further down the road, we came across several long dead horses along the side of the road.  If it was bandits, I&#039;m not picking them up nearby.  We&#039;ll see I guess.  We&#039;re doing double guards for the night because of our encounters.  I&#039;ve got first shift with Mike.  What ever has been prowling the road may have left long ago.  Anyways, Mike and I have been discussing a few things.  Our theory is that we&#039;re here to change the world, presumably for the better.  So aside from bikes and ballpoint pens, we&#039;ve introduced implements of war.  If this what we&#039;re going to be known for?  We&#039;re ushering in the age of war?  Who had the right to give us this kind of responsibility?  Were we picked for this or a random sample?  I&#039;ve long given up on the idea of going home, but I would still like to know.&lt;br /&gt;
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==Journal Entry 254==&lt;br /&gt;
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We have exited the Brightly woods and have crossed the Winterfield border, onto the plains.  It should be a few days to the city itself.  I&#039;m not sure about where the barbarian tribe would have migrated by now or if they&#039;re even still migrating.  I guess we&#039;ll find out.  We&#039;ve all been holding up well considering the distances we&#039;ve been traveling.  So the campfire discussion for the day is the large variety of races and their similarities to fictional work back home.  Of course every race has their creation myths but are they just myths?  Did evolution occur here or was this a case of divine creation?  That&#039;s not exactly something Avery can pray to the sungod for an answer to.  So was this all just made?  How about the similarities?  More questions.  &lt;br /&gt;
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==Journal Entry 255==&lt;br /&gt;
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We are camped out on a ridge several miles from Winterfield, it gives us an elevated view and makes it more difficult to see us.  Unfortunately it may mean that we can&#039;t use a campfire.  At night, the illumination would give us away.  During the day, the smoke.  Well, the city is still standing but it&#039;s under prolonged siege by the barbarians.  Their camp looks far larger than I remember it.  It reminds me of the Orc war camp in Wolflake its size.  Their encampment circle the front side of the city just out of range of bow or spell and mounted patrols are regularly being sent out.  I wish I had some binoculars with me.  The best thing we have is the zoom function on one of the mp3 player&#039;s camera and it&#039;s really not made for this.  We&#039;re looking around for a better place to set up.  Hopefully something with cover as it looks like there are rainclouds coming our way.&lt;br /&gt;
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==Journal Entry 256==&lt;br /&gt;
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We had our first encounter today.  We were scouting the area when a barbarian scout party of 5 rides up, spears and swords and demands that we surrender or we&#039;re all dead.  They were more of mind to just kill us and loot our corpses.  Mike didn&#039;t even let them finish before he was blasting the shit out of them with his magics.  I leap in and dominate one of the younger barbarians and force him into spearing the guy next to him.  Between us all, we destroyed them before they could fall out of their saddles.  Unfortunately for the horses, they were caught up in the blasts and didn&#039;t make it.  We checked them for anything we can use and then kept looking.  It felt good.  Somewhere in the back of my mind, the fear from those days, the hunt, was still haunting me and some of it left with the slaughter of this scout team.  Anyways, just before nightfall, we came across an old crypt and have taken residence inside.  The dead residing here aren&#039;t of the moving variety and Avery went around ensuring that they never will be, not without a lot of work anyways.  It&#039;s hidden away in a hill and only a few hour walk from the city.  It didn&#039;t have anything worth looting, the place has already been sacked, more than once from the look of it.&lt;br /&gt;
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==Journal Entry 257==&lt;br /&gt;
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We&#039;ve begun a campaign of guerrilla warfare against the barbarians.  We&#039;ve figured out where their supplies have been coming from, several roaming camps that have been looting the outlaying farmsteads and hunting parties.  They resupply at a main supply camp where the women and children are, and then that gets sent to the war party sieging the city after they treat it.  If only we had the cover of a forest to work with.  The plains make our maneuvering much more difficult.  We move at night.  Our first target was one of the hunting parties, camping out in the foothills.  We caught sight of them entering the area and then the illumination of their camp fire.  We snuck in.  They were a band of 3, armed with bows, javelins, and a series of knives and on one man watches.  We got in close enough without them detecting anything, that alone took awhile.  Once I got in range, I dominated the one on guard duty and had him bring us the weapons of the others while Jason and Marcus went in to kill the two in their sleep with their blades.  I could have had the captive kill his compatriots, but killing one might wake the other and cause unnecessary complications.  I tore through my captive&#039;s mind looking tactical information and for a reason as to why they had become violent like this.  I was half expecting to see reasons similar to the Orcs of Wolflake, but no.  Their warrior culture started breeding contempt for anyone that wasn&#039;t them until it was perfectly fine and preferred in their culture to kill any non tribe members.  Hence, they aren&#039;t tribals, they&#039;re barbarians.  I purged the captive, we looted them for anything we could use and headed back to our hideout.  They were on foot unfortunately, so no horses to steal.&lt;br /&gt;
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==Journal Entry 258==&lt;br /&gt;
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We caught another horse mounted patrol.  We saw them in the distance and decided to set up a trap.  Avery got to be the damsel in distress and managed to attract the group over while we lay in wait around some waist high grass.  Just as they get in close, I make the horses flip the fuck out and dump their riders.  Then we pounced.  We captured two of the four alive.  We&#039;re not exactly out here to take prisoners and Avery won&#039;t let us just execute them.  So we sent them loose after making them a sure drain on resources.  Jason removed their thumbs and Avery healed the wound closed.  I purged their memories of us, of what happened, though I made one of them believe that they devoured their two compatriots and their missing digits over the course of the night.  Not sure how that will bake in, but it&#039;s sure to cause some chaos.  In the meantime, we&#039;re back in our dungeon base trying to figure out a more permanent solution to enemy captives since we don&#039;t have the resources for a POW camp.  Our loot for the day, some more gear, namely more arrows, spears and javelins.  We would have taken the horses but we can&#039;t really house or feed them which is a shame.  It&#039;s also a shame that none of us were any good with bows, even when Marcus tried taking up one, he never could hit a damn thing with it.  Well, we have lots of arrows to practice with, maybe we&#039;ll set up a firing range deeper in the crypt.&lt;br /&gt;
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==Journal Entry 259==&lt;br /&gt;
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We managed to intercept one of the supply wagons heading for the war camp.  Loads of salted and smoked meat and a barrel of mead.  They had 3 people, women, and one male guard.  We disposed of the male guard and I wiped the memories of the women.  As for the wagon and it&#039;s cargo, it was more than we could use, so we moved it to a valley, got what we could and Mike burned the rest.  So now we have some alcohol.  Best not to abuse it in this situation.  Jason wants to try something a bit more daring with our next raid.  He wants to infiltrate the supply camp.  I won&#039;t tell him no, but that&#039;s really fucking dangerous.  I hope it&#039;s not the mead planning this for him.&lt;br /&gt;
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==Journal Entry 260==&lt;br /&gt;
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Well, we made sure we had clear heads and made a plan and Jason went in.  I lent him my gun for this one just in case.  So we waited for nightfall and then for things to calm down at the camp for the night.  Jason slipped off and we waited.  After what felt like hours, a fire erupted across the camp.  Lots of yelling and the whole camp woke up to try and put it out.  Jason showed up shortly after and gave us the run down.  He managed to cripple their penned horses and while checking out some of the unoccupied tents, found a load of waterskins, a map and a barrel of lamp oil.  So now we have a new map and the barbarian women and children have a burning camp.  We went back to our hideout before sun up and celebrated.  Jason returned my pistol and we checked over the new map.  It only covered the general area of Winterfield, but it was in greater detail than my continental map.&lt;br /&gt;
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==Journal Entry 261==&lt;br /&gt;
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I guess we were followed, either that or one of the scouts heard our celebration.  A group of 30 or so barbarians set up outside of our crypt base, archers holding the door.  The first few swordsmen they sent in died fast.  Any time we peered around a corner, their archers would try and hit us, so we had a standoff.  So things go quiet and we start wondering what they&#039;re doing.  Alex sticks his ipod around the corner and snaps a photo.  They&#039;re building a bonfire at the entrance.  I don&#039;t think this place has vents, and certainly no other exit.  Then they start the fire.  With the bonfire blocking the entrance, their archers can&#039;t draw a good bead on us.  Alex pops around the corner and hits the bonfire with some ice magic and puts it out.  They try again, and Alex puts it out again. This goes on for an hour.  Finally they clear the now mostly frozen wood out and decide to do a charge.  The crypt isn&#039;t really that wide, they can get two in at a time.  Mike and Alex step out and unleash everything.  Marcus starts playing some empowerment song, Avery throws around some defensive blessings and I do my best to fuck up the minds of those that aren&#039;t caught up in the blasts.  We put down about half of them before they decide to retreat and get more people.  Our fight filled the crypt up with smoke and we were having trouble breathing, so we pack up and leave as well.  We&#039;re camped out in the foothills right now.  I guess we got their attention.  &lt;br /&gt;
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==Journal Entry 262==&lt;br /&gt;
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So I&#039;m getting a nice sleep in when Mike raises the alarm.  Barbarians on horses riding towards us.  We grab everything and make a run for a more defensible location.  We head down between the foothills with the plan to get up on the higher ground when Jason suddenly stops us.  He says there&#039;s a shit load of traps in the grass.  Then groups of barbarian archers spring up along the hill top and start firing down on us.  We got played good.  They have no interest in taking prisoners, so we do what we&#039;re good at.  We fight back.  Avery starts throwing out defenses and heals, our spellcasters throwing around their widest area attacks and their own defenses and I open fire between mindrape.  In the end, we turned the tide and got them on the run but suffered a lot of injuries.  Jason&#039;s kindle caught a few arrows and won&#039;t start anymore.  Mike&#039;s mp3 player was smashed.  Avery&#039;s so burned out from that we&#039;re still not fully recovered.  I&#039;m a bit lightheaded from blood loss.  I don&#039;t know how we&#039;ll manage if they come at us again like that.&lt;br /&gt;
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==Journal Entry 263==&lt;br /&gt;
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It feels good to not have any open wounds anymore.  Thank god for Avery.  Thank the sun god I guess?  We ran into a patrol over the night while we were relocating and took them down.  We captured 4 horses and we&#039;ve taken to riding them, some we have to double up on, so we&#039;re slow going, but at least we&#039;re going.  No stirrups.  Well, we have gotten their attention.  The patrol was looking for us specifically.  I wonder how much we&#039;re managing to pull away from the main siege force?  Anyways, we&#039;re set up on high ground this time with the horses tied up below on the side facing away from the direction we&#039;d expect patrols to come from, namely the siege camp.  Mike&#039;s pretty depressed about his mp3 player but Alex got it in his head that maybe Austin can fix it back in Aeyllin with what he learns from artificing.  A partially magic mp3 player?  How does that even work?    &lt;br /&gt;
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==Journal Entry 264==&lt;br /&gt;
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We surprised another hunting party today.  No horses.  We managed to capture them all this time.  They&#039;ve been dethumbed and sent back with new memories.  I tried something new, making them believe that this is all a dream that they can wake up from if they try hard enough.  I wonder how the tribe deals with crazy people.  Probably with murder.  So Avery&#039;s been troubled.  I had a talk with her.  All of this may be too much for her.  She has her faith and believes that what we&#039;re doing is okay as long as we don&#039;t step over the line and needlessly start executing them.  It&#039;s the stress.  We&#039;ve been at this for a while, so we decided that we&#039;ll see about capturing a few more horses and then head to Brightly for a few days.  Catch our breaths and get some decent rest for a change.  A nice hot meal.&lt;br /&gt;
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==Journal Entry 265==&lt;br /&gt;
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We destroyed a scout patrol and managed to capture enough horses.  We looted them and sent back the dethumbed survivor believing that he&#039;s secretly a dragon and wants to eat everyone.  We immediately headed for the road to Brightly.  With horses, we should be able to get there by tomorrow.  Maybe we can get some stirrups made there.  We&#039;re camped out on the trade road.  We shouldn&#039;t have any problems, I don&#039;t imagine the barbarians run this far out of their territory but we have guard rotations anyways just in case.  &lt;br /&gt;
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==Journal Entry 266==&lt;br /&gt;
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We&#039;re back in Brightly.  Jason and Mike are trying to get us some stirrups made for us between the blacksmith and leatherworks.  The rest of us are hanging out in the tavern.  We&#039;re the only humans here again so the dragonborn are giving us special attention.  We got our good nights rest and decided to stick around for a few days.  Maybe the barbarians will forget about us long enough that we can start surprising them again when we return.  In the meantime, Marcus is keeping everyone entertained, though Avery keeps reminding him about what&#039;s waiting for him in Aeyllin should he decide to bed one of the locals.  Poor guy.  &lt;br /&gt;
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==Journal Entry 267==&lt;br /&gt;
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We got our stirrups.  They took a few tries but the leather worker finally got the idea.  They were free.  In exchange, he gets to produce more.  Just as long as the barbarians don&#039;t get their hands on them.  They are detachable from the barbarian saddles our horses came with, so if we need to leave, we can take them with us.  They&#039;re held on with some hooks and buckle.  We gave them some test runs and they seem sturdy enough.  We then got the horses properly shoed because they apparently weren&#039;t.  Avery has named hers Matilda.  I&#039;m not going to bother naming mine until I&#039;m sure I&#039;m going to have it longer than a week.  Hell, I didn&#039;t bother naming the last one either and I had that one for a while.  Anyways, speaking of Avery, she&#039;s broadcasting loneliness pretty hard.  I&#039;m going to go over and try and help make her feel better.&lt;br /&gt;
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==Journal Entry 268==&lt;br /&gt;
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Well, I&#039;m not sure what to say.  Apparently I was pretty lonely too and next thing I know we&#039;re in my room.  Stuff happened.  I&#039;m not sure what to make of it afterwards; our relationship hasn&#039;t really been more familial than this and some of her holy spells going off like that were... I don&#039;t know.  I don&#039;t think the others know, aside from Marcus anyways.  His bard senses apparently automatically let him know who is sleeping with whom.  He&#039;s been smug all day and vaguely hinting about it in conversation.  I swear to god I&#039;m going to wreck his ass if he keeps this up.  Anyways, Avery and I decided that maybe it wasn&#039;t a good idea and we&#039;re not going to talk about it any further.  Also just because we&#039;ve been intimate doesn&#039;t mean you can read my journal Avery!&lt;br /&gt;
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&amp;gt;What makes you think I&#039;m reading your Journal?  Maybe you&#039;re just paranoid.&lt;br /&gt;
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==Journal Entry 269==&lt;br /&gt;
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We decided that we&#039;re heading out tomorrow.  We got freshened up, had our rest and it was time to get back out in the field.  So we&#039;re all sitting in the tavern with the map planning our next move when Jason suddenly gives one of the camp warning signs.  Suddenly the Rheingraf spymaster appears.  Jason immediately disarms him and we tackle him to the ground.  Mike starts tying him up.  We caught the motherfucker.  He won&#039;t talk and I can&#039;t get anything out of him, it&#039;s like his mind isn&#039;t even there.  So we drag him out back.  We decide we&#039;re going to torture him.  We only know one method that doesn&#039;t involve cutting things off or pointless threats and hot pokers.  We waterboard him.  Nothing seemed to happen at first.  Then we realized that he doesn&#039;t breathe.  Avery tries hitting him with one of her anti-undead spells and nothing happens.  He starts laughing at us and says that “he&#039;ll see us next time.”  Then his throat exploded, spraying us with blood.. and then his body vanished leaving behind the ropes.  Fucking hell.&lt;br /&gt;
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==Journal Entry 270==&lt;br /&gt;
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We&#039;re back on the road and should be back in Winterfield by tomorrow.  The damnedest thing happened while on the road.  We&#039;re riding along and suddenly all our wireless devices pick up an ad-hoc wifi signal.  We pull to a stop and it vanishes.  I don&#039;t feel anyone around, Jason doesn&#039;t see anyone or anything.  We tie up the horses and scour the bordering woods for several hours before giving up.  Maybe it was some kind of atmospheric or EM disturbance?  I don&#039;t know how to explain it.  We rode on at a good clip to make up for our time before nightfall.  Mike is digging through Avery&#039;s laptop to see if anything was moved by the connection but it doesn&#039;t look like it so far.  It got me thinking though.  Is it possible that anyone from the last group is still around?  Using magic of some sort to stay young?  If so, wouldn&#039;t they have tried to make contact yet?  So what if I were in their shoes, ageless somehow and start hearing about more Terrans showing up.  Yeah I&#039;d try and find them asap and give them as much help as I could.  I brought it up at our campfire discussion and we all agreed we would do the same.  Those first weeks were terrifying.  No one should have to go through that alone and without guidance.&lt;br /&gt;
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==Journal Entry 271==&lt;br /&gt;
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We made it to the plains and got close enough to observe the situation.  The barbarian war camp was in shambles, panic everywhere.  It looked like they were recovering from artillery though they were out of spell and catapult range.  It was total chaos.  Then we found the cause.  There was a loud bang, audible from even here, and a second later, an explosion erupted in the middle of the barbarian ranks.  It was artillery.  Jason confirmed that it was fired from Winterfield.  Mortars.  A few minutes later, another one fired.  After several shellings, the barbarians finally pulled into a retreat, heading in the direction of their supply camp.  We held our position on the hill.  An hour later, the front gates of Winterfield opened and their militia stepped out.  It looked like they were scavenging the barbarian camp for supplies.  People started coming out to join them.  Some were fighting over what food they could get.  We decided to pull back and moved into our old crypt base for the time being.  We&#039;ll let them recover a bit before they decide to steal everything of ours because they&#039;re starving.  This begs the question.  Who introduced mortars to Winterfield?  The same person who was sending cannon materials to Wolflake?  More questions.  &lt;br /&gt;
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==Journal Entry 272==&lt;br /&gt;
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We let things set for a few days and then we rode out to the city.  The gates were opened and there was a large watch out front.  A group of civilians were digging a mass grave to hold the large mound of corpses nearby.  Other than that grisly sight, things were looking less desperate.  Upon approach, the guard out front drew their weapons.  We stopped and explained ourselves.  That we were adventurers and what we had been doing out here against the barbarians.  We were given clearance to enter but warned that food was on short supply.  Doesn&#039;t look like we&#039;ll get our hot meal.  They also mentioned that the provisional government is hiring mercenaries to bolster their armed forces for their upcoming actions against the barbarians.  We noticed, upon entering, a brand new mortar sitting within the walls, only one.  It was surrounded by some guards and what looked like an alchemist.  We tied up our horses and went over to talk to them about it.  They wouldn&#039;t let us get near the thing, stating state secret.  I did get a quick glimpse into their minds.  Nothing that would point them out as Terrans.  I would need a longer session to find out where the gunpowder came from.  It can&#039;t be from the Wolflake Orcs.  Only a handful of them knew the recipe and how would it have even gotten here?  We&#039;re going to check into this better tonight if we can.  Jason paid a visit to his guild.  We met him later at the graveyard.  We paid our respects at Amanda&#039;s grave site.  Avery said a prayer for her, then we checked into an inn and paid with a loaf of bread, which is worth more than gold right now.&lt;br /&gt;
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==Journal Entry 273==&lt;br /&gt;
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The city has seized our horses and sent them to be processed for meat.  Just like that.  They did pay us, but it was a pittance.  At least they had the decency to give us the saddles back.  Avery was ranting about it all day.  So before we had anything else seized from us, we decided that we weren&#039;t done with the barbarian issue, so we signed up as mercenaries.  The pay looks to be pretty good and we get free rooming.  Food is another problem because of the shortages in the city.  They&#039;re already running up to Brightly to see if they can get anything shipped over.  So we&#039;re quartered with two other adventuring groups who were both trapped in the city when the siege began who had been on their way to Aeyllin at the time.  Several warriors, some spell casters, a money paladin and a cleric of the peace church.  We all got to know each other, related stories and so on.  I don&#039;t trust the paladin.  He doesn&#039;t feel untrustworthy, but I haven&#039;t had the best experiences around them.&lt;br /&gt;
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==Journal Entry 274==&lt;br /&gt;
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We finally got a chance to pay a visit to that alchemist.  I went along with Jason.  We slipped inside once I could confirm that he was alone.  We took him by surprise and I mind stunned him, set him down and dug in while Jason kept watch.  I did get some worthwhile information from him.  One of the sun church priests approached him one night and delivered a note with the chemicals and process for making the explosives along with diagrams explaining how to build the mortar and shells for a blacksmith or bell maker.  The sun church again.  They don&#039;t even have a branch here.  The alchemist had to swear an oath of loyalty to the church for the plans, a magically binding one.  He did so, any way to break the siege.  The priest hadn&#039;t been seen since.  I cleared his mind of the incident and made him think that he slipped.  We&#039;re going to have to start keeping an eye out for this priest.  &lt;br /&gt;
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==Journal Entry 275==&lt;br /&gt;
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We scoured the city looking for any word of a sun priest staying.  A few innkeeps recalled such a man a few months ago but he seems to have disappeared as mysteriously as he appeared there.  He showed up at the inn after the siege had started, when the innkeeper wasn&#039;t expecting any new visitors.  But there he was.  And then he checked out well before it had broken.  Chances are that he isn&#039;t in the city anymore.  So why would he come here and do this?  Why, how is the sun church involved in this?  What else do they know?  Are they holding old literature from the last group of Terrans?  Anyways, I picked up some new clothes on the market; my current set had just reached the point where they were being held together by the good graces of decency.  So us mercenaries are being sent into the field tomorrow and do some scouting work.  If I still had my damn horse, this would be a cinch.  &lt;br /&gt;
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==Journal Entry 276==&lt;br /&gt;
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We were broken into groups of three, patrolling specific routes and set to meet up at one location, near the barbarian supply camp, and then head back after gathering what information we can.  A two or three day trip.  I was with Alex and one of the other adventurers, a tiefling guy.  What the hell is wrong with their chins?  Says he&#039;s a ranger of some kind.  So we&#039;re set to visit one of the abandoned farmsteads along our route.  We get out there around nightfall, poke around.  I don&#039;t detect anyone, all the farm animals are gone or dead.  It looks like some of the fields are still harvestable.  So we go inside the house and check around for anything we can use.  They got a barrel of booze in their kitchen but it smells funny.  There is some preserved fruit and some salted meat, so we have some of that, then sit around the fireplace and tell stories.  Alex and I decide to completely befuddle the guy.  So after he tells us about his adventure fighting one illithid and some drow in a cave system, I tell him the story of the Morrowind.  He doesn&#039;t get what the fuck I&#039;m going on about.  Alex decides to one up me and tells him about the Emperor of Mankind, except he&#039;s using all the local races.  He thinks we&#039;re both insane now.  &lt;br /&gt;
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==Journal Entry 277==&lt;br /&gt;
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So we continue our patrol route and finally reach our meeting point, an old compass marker in the fields.  Over the course of the next few hours, everyone starts arriving.  Avery&#039;s group ran into some hunters and managed to put them down with some effort.  Jason and Mike&#039;s team got lost because of their team leader.  Marcus amusingly got stuck with both a cleric and paladin.  He wasn&#039;t happy.  I think this is the longest he&#039;s gone without getting any.  We exchange notes and head over to see what the barbarians are doing in their camp.  They&#039;re all in some kind of huge ritual with dancing around a totem of corpses, smoke and chanting.  Mike&#039;s under the impression that it&#039;s some kind of weird devil summoning.  We quickly leave and continued to travel through the night.  We made it to the city a little after midnight and inform the guard of what we saw, then headed to our quarters to get some rest.&lt;br /&gt;
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==Journal Entry 278==&lt;br /&gt;
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We&#039;re preparing to leave in the morning with the main militia force and start our attack on the barbarian horde.  All us mercenaries are hanging out in the tavern.  Mike finds out one of the girls is also a warlock and the two have an instant connection.  They spent several hours in a corner excited talking and throwing emotions all over the place before running off for one of their rooms.  Good for him, I don&#039;t think Mike&#039;s gotten any since we&#039;ve been here.  Unless they&#039;re running off to perform some infernal ritual.  Fucking warlocks.  Anyways, I paid another visit to Amanda&#039;s grave.  We threw in some money to get her a proper headstone made, written in English.  I wonder what she would have become if she made it.  I could almost feel her presence again.  I&#039;ll get those barbarians for you Amanda.  You just rest.  If I could change history, I would have never gone down into the hold.  I would have never reached out with my mind and tried to figure out what was in that crate.  Maybe the monster wouldn&#039;t have awoken and made the airship burn.  Maybe you&#039;d still be alive.&lt;br /&gt;
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==Journal Entry 279==&lt;br /&gt;
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We&#039;re out in the field, marching with the rest of the militia.  We&#039;re wheeling along the mortar as well while more are being made for the city.  It&#039;s only a matter of time before they figure out how to make a regular cannon from it.  That&#039;s the one thing that big gunpowder weapons have an advantage in.  Range.  They&#039;ll out range a regular mage by a great deal.  The commander of this force plans on setting up his force in a phalanx when battle begins while us mercs will act as a skirmishers and try to assist the formations in any way possible.  Again, this would be easier if we had our fucking horses still.  We&#039;re not sure what to expect from that barbarian ritual.  Maybe it failed, maybe it wasn&#039;t real, maybe it summoned an army.  In the meantime, it looks like they got the airship route reestablished as one was arriving while we were out.  It&#039;ll take weeks or months of food deliveries before the city will fully recover, possibly years of farming to rebuild their stores.  &lt;br /&gt;
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==Journal Entry 280==&lt;br /&gt;
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They did indeed summon an army.  A devil army.  I don&#039;t know what deals were struck for this.  I don&#039;t want to know.  Our forces nearly panicked and ran but between the commander&#039;s words and the militia&#039;s bards throwing around inspiration and bravery, we managed to hold cohesion.  There were many strange forms and shapes out there and we could make out their leader, standing in front of the rabble with a flaming spear.  Mike said it was an Erinyes and went on to list all the others present.  Then they came for us.  The phalanx formed.  Avery and another cleric lit up like a holy beacon.  I noticed that none of the others did.  The barbarians came in from the back, using the devils as their shock troops.  Several of the phalanx formations were immediately destroyed while others pressed forward.  Our group did its best to harass the enemy.  I was picking up the weirdest mental traffic from them.  They were avoiding us, the Terrans.  An order of some kind?  When one of us would attack, they&#039;d pull back and try to avoid or engage someone else.  Even trying to use this to our advantage, the battle was going bad.  Then the mortar started firing.  The enemy line was completely thrown in disarray.  Unfortunately, we only got 5 shots off before the mortar exploded, killing its fire team.  We certainly decimated the barbarian horde, but the devil army was a bit more difficult.  The commander finally ordered a retreat and everyone made a run for the city.  All of us mercs decided that we didn&#039;t want to get caught up in another siege and split off.  We&#039;ve taken refuge inside our old crypt base.  Avery, the other cleric and paladin are going around trying to holy the place up some.  Maybe keep the infernals away over the night.&lt;br /&gt;
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==Journal Entry 281==&lt;br /&gt;
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Luckily, we had no infernal visitations over the night.  We do have a plan of action though.  Mike and his warlock girlfriend believe that the barbarians are the anchor keeping the devils here through their ritual.  If we kill them, or at least the right ones, the army should dissolve, and they&#039;ll return to wherever they go.  With that in mind, we packed up and headed for the barbarian camp, a horde of adventurers off to save the day.  On the way, we noticed that the devil army was sieging Winterfield pretty hard, as we had expected.  The rain of arrows from the walls was barely keeping the devil forces from attacking.  The devils had no siege machines with them, though I suppose some of the larger ones would count as living siege engines.  I&#039;m not sure how long it would take for the city to produce more mortars but they probably didn&#039;t have enough time and I doubt they&#039;d be in any condition to deal with a devil invasion of the town when the gate inevitably fails.  It probably doesn&#039;t help that we have most of the holy types with any kind of ability with us.&lt;br /&gt;
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==Journal Entry 282==&lt;br /&gt;
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We made it to the barbarian camp at nightfall.  It looked like they were preparing another ritual with all the corpses from the battle of the day before.  We made our move.  Jason and the rest of the sneaks went ahead to silence the guard.  The rest of us moved in when we got the signal.  All hell broke loose.  Our hell this time.  All our spellcasters unleashed upon the ritual performers, the rest of us picking off anyone who wandered out of the blast zones.  After the spellcasters blew their load, it turned into a real battle.  We were outnumbered, but we had every other advantage.  We let the non-combatants flee, the non-warrior women and children, pets.  When the sun came up, we held the camp.  We had casualties and many wounded.  No Terrans died this night though Alex ended up with several broken bones when he ended up wrestling a barbarian, and Mike was debilitated by the tribe shaman&#039;s magic.  Our clerics and paladins are healing everyone as best they can.  In other news, I found out why the local psions shave their heads.  By late battle I was starting to burn out, I gave my last good concentrated mindrape blast, my last bit of everything and then my hair caught on fire.  I got it out in time but I&#039;m going to have to be more careful about this.  I&#039;m not shaving my head.&lt;br /&gt;
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==Journal Entry 283==&lt;br /&gt;
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We have horses again!  After we got everyone that we could back on their feet, we took the barbarian horses and rode out to the city to see if our plan worked.  Well it did, kind of.  Only a quarter of the devils remained and they looked disorganized.  We made our plan and rode in.  Our spell slingers started hitting them from range, our clerics, putting up their divine barriers and whatnot.  The city militia took our cue, opened the gates and went out in force while the rest of us engaged the devils.  Again they were avoiding us Terrans, but that didn&#039;t stop us.  By the end of the battle, the devils had dissipated.  We all had injuries of some sort, mostly burns but damn, it felt good.  The barbarians were no longer an immediate threat to the region and we actually saved a city.  Of course they still took our horses for food, but we got paid a little better this time.  We got our merc pay as well.  Considering all the effort we put in, and our losses, I feel like we&#039;ve been shafted.  I can understand that the city doesn&#039;t have much to offer right now I guess.  &lt;br /&gt;
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==Journal Entry 284==&lt;br /&gt;
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Things are doing better around town with the immediate threats put down.  The militia went over and raided the barbarian camp for anything left behind and brought back some supplies that should help.  The farmers are returning to their farmsteads.  The other adventurer teams are sticking around a few more days before heading to Aeyllin.  We told them of New Chicago and warned them that they better not fuck around with its inhabitants.  We should probably be going with them, but I don&#039;t think any of us are ready for another weeks long voyage across the wilderness.  I think we&#039;re just all exhausted.  We did complete what we set out to do and it was a lot of work.  We do have some peace of mind at least.  I paid a visit to Amanda&#039;s grave.  Had a talk.  I know it&#039;s silly, but I swear I felt her presence, her standing there listening.  Anyways, I&#039;m going to run off and meet up with Jason, Marcus and Alex.  Jason wanted to explore the castle as it&#039;s currently not being used.  Avery doesn&#039;t like the idea and Mike is doing the warlock thing with his girlfriend.  The provisional government closed the castle down when they formed and have been running everything from a repurposed court house in the middle of town.  Maybe there&#039;s something of value inside.&lt;br /&gt;
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==Journal Entry 285==&lt;br /&gt;
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We spent hours going through that damned castle.  It had been ransacked pretty hard already.  Probably during the city&#039;s civil war.  After a few hours, we finally just gave up and hung around the throne room for awhile.  The throne had been destroyed for whatever reason.  I don&#039;t remember it being covered in anything valuable so maybe it was in spite.  Anyways, after a few minutes, Jason says he sees something and goes over and starts playing with one of the back walls.  Sure enough, there&#039;s a click and a hidden door pops open.  Okay, we figure it&#039;s an emergency escape exit for the king.  We grab our lights and head in.  Well, the stairs go up, so it&#039;s not an emergency exit.  We end up on the fourth floor in a room with no other doors but a few small window vents too small to crawl through.  The floor of the room has a massive ritual circle painted on it and what&#039;s more important, a portal sitting in the middle of it.  Unfortunately it wasn&#039;t a portal home.  It looked like it exited out into a forest.  Alex said it looked stable enough.  We tied some rope to a chair in the room and tossed it through to make sure it wasn&#039;t going to dissipate immediately and that we could return through it.  We drew straws and I lost, so I got to go through first.  Sure enough, there was a portal on the other side so we could return easy enough.  The portal exited out into a forest clearing.  The whole clearing was in another ritual circle.  Jason says it&#039;s an invisibility field, Alex thought it was some kind of repulsion field.  What&#039;s more important though, was what was in the middle of the clearing.  A small airship just sitting there with the Winterfield royal seal painted on the side.  This was in fact an escape route.  A way to leave the kingdom.  One that must of cost a damn fortune to build.  We had an emergency team meeting.  We still need the consensus of the others but as far as the rest of us are concerned, we&#039;re going to graciously accept this gift for the loss of both sets of our horses and saving the city.&lt;br /&gt;
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==Journal Entry 286==&lt;br /&gt;
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We got the others over here and showed them our new prize.  It took some convincing to get Avery to agree.  She doesn&#039;t like the idea of running off with something this expensive, even if the previous owner is dead.  So first thing was first.  Making sure that it actually works.  Well, we ran into our first problem.  The magic “key fob” was missing.  Everything else seemed to be in working order, but we can&#039;t get it to budge without the key.  From what we&#039;ve seen on other airships, the key fobs were usually glowing spheres around the size of a baseball and they sit in a slot in the middle of the wheel.  We went back through the portal and scoured the castle looking for it.  It wasn&#039;t hidden in the throne room, it wasn&#039;t in the king&#039;s chamber, wasn&#039;t in the armory.  If it had been in any of those places, it was long since gone.  We closed the secret door, snuck out of the castle and looked around town.  We checked with merchants, casually asking if they had any magic spheres.  Nope.  This could be a problem.  None of us know how to hotwire an airship.  &lt;br /&gt;
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==Journal Entry 287==&lt;br /&gt;
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Our next targets were the heads of the provisional government which is made up of the old military general, several of the advisers and one of the nobles, all of which were fighting against each other during the civil war, but joined forces when the barbarian attack began.  We had Jason figure out their schedules, Marcus intercept them when we were ready and I&#039;d mind read them while Marcus kept them distracted.  Only one of the advisers knew anything about the airship and I think he may have forgotten about it.  No idea what had happened to the key.  Last he knew of it, it was in the throne room.  I made sure he wouldn&#039;t remember the airship and we continued our search.  We hunted down personal servants, elite guard, Jason asked around the thieves guild.  Nothing and no sign of the royal artificer who may have built the thing either.  He&#039;s presumed dead in the civil war and his house burned down.  Figures.&lt;br /&gt;
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==Journal Entry 288==&lt;br /&gt;
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So come morning, Marcus says he had an idea.  The king had an ugly concubine, a curvy half-orc girl with bad case of man face.  She would have had access to it and may have been close enough to know of its existence.  We managed to track her down to a small residence relatively close to the castle.  So Marcus goes up and knocks on the door and she comes out.  Sure enough, she&#039;s got the damned fob.  She drilled a hole in it and was wearing it like big glowing medallion on a necklace.  Anyways, we grabbed it and I erased the whole thing from her head.  Yeah, we pretty much keep shitting on this poor girl&#039;s life.  We killed her sugar daddy and now we&#039;re running off with her memento of him.  I tried throwing in some happiness and dropped in the seed of determination to start anew.  Maybe one day, and with a mask or cloth sack, she can attract a new man into her life.  Anyways, while we were preparing, I stopped by Amanda&#039;s grave to say goodbye.  I could have sworn she answered back.  &lt;br /&gt;
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&amp;gt;Wait what?  We need to look into this!&lt;br /&gt;
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==Journal Entry 289==&lt;br /&gt;
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So someone read my journal last night.  We were supposed to be flying out of here but Avery seems to think that I&#039;m making mental contact with Amanda&#039;s ghost, which means she didn&#039;t pass properly.  Avery ran off to borrow some books from one of the local churches while I sat around the graveyard trying to make contact.  I definitely felt something out here.  So Avery returns with her books and we pore over them trying to figure out what can be done.  We found a ritual that would let her manifest.  Avery&#039;s jittery about the whole thing, dealing with the undead like this, but it&#039;s something she has to do.  Mike says it looks similar enough to one of his infernal rituals that he can help and does so.  So we perform the ritual.  At first there was something like a white smoke drifting around and then it became more defined.  It took on her form.  It was Amanda, white and translucent.  She&#039;s been here the whole time.  Luckily she hasn&#039;t gone insane.  She couldn&#039;t talk, but I could feel from her.  So we told her of our adventures, Alex going to Aeyllin, Avery joining us in the Orc campaign, our rescue of Austin, Max and Ian, Marcus and his wife and son and our campaign against the barbarians.  She was glad that we were all safe and making a life for ourselves.  Then, it felt like a burden was lifted from her and she faded away.  She waved goodbye.  Avery seems to think that she was worried about us and that was keeping her bound here.  I hope she&#039;s getting the rest she deserves now in whatever afterlife she ended up in.&lt;br /&gt;
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==Journal Entry 290==&lt;br /&gt;
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We have gathered supplies and subtly moved all our stuff to the castle and then to the hidden airfield.  It took a good two hours to scrape off the damn Winterfield royal seal.  We loaded up and then stalled when we realized none of us are qualified to fly this thing.  We&#039;ve seen airships piloted but actually piloting them is a different matter.  The controls looked simple.  A ship&#039;s wheel, an inset orb next to it that we think controls altitude by rolling it and a lever that we think controls speed.  We sat down on deck and had a discussion of who was the most qualified of us to pilot it.  After an hour of getting nowhere with that, Mike had an idea.  What ever happened to that captain we arrived with on our first trip here?  Is she even in town anymore and can she pilot airships?  So Jason and I returned to the city and scoured for her.  Sure enough, we found her working as a tavern wench, saving for enough to start up her own land bound trade route with Brightly.  She did in fact know how to pilot airships and was more than willing to be hired onto our crew as long as we paid her more than what she was making at the inn.  So we got a new member on the team, Airship Pilot Marika Hajna.  We got all loaded up again, detached from the air dock and lifted off.  It was amazing.  Then we realized we had no idea where we were.  I figured we were in the woods between Winterfield and Brightly but Alex pointed out that the trees were wrong.  We could be north or west of the kingdom borders.  We flew in wide circles for hours until we spotted the coast.  So we had to have been west of Winterfield.  We started heading east and by nightfall, were passing over the city.  So we wasted a day.  We came in and landed at the airship port and hoped no one would recognize the ship.  We registered at the dock for the night.  There was no fee.  Come morning, we&#039;ll begin our trip to Aeyllin.  Maybe we&#039;ll take some passengers and make some extra money.&lt;br /&gt;
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==Journal Entry 291==&lt;br /&gt;
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Come morning, we took on a handful of passengers and their cargo and took off.  It was cramped, even on deck, but we were fine.  I calculated the direction to go and we took off.  Jason is getting tutored by our pilot on how to fly.  He&#039;s definitely taken with her and I can see why.  So a few hours into our flight, we all gathered and tried to decide what to name the ship.  No one could agree on anything and it got quite heated.  We limited names to two words or less.  Avery wanted to name it the Enterprise, Jason wanted to name it the Golden Hind, Mike wanted the Beagle, Marcus chose Zero Gravitas, Alex wanted the Argo and I chose Serenity.  While we work out that problem, I figure we should arrive in Aeyllin some time tomorrow unless we suddenly suffer a midair explosion or crash into the inconceivable.  Our passengers think we&#039;re all insane from the friendly bickering but they&#039;re holding up well.  I&#039;m thinking that maybe we can rent out our ship under our pilot when we&#039;re not using it and rake in the money.  We&#039;ll have to be careful to not piss off the merchant guild too much but I figure maybe we can open up a temporary Aeyllin to Brightly route.  I&#039;ll talk to our pilot later about this, she&#039;s more experienced in these matters.&lt;br /&gt;
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==Journal Entry 292==&lt;br /&gt;
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We made it to Aeyllin today.  Kind of.  Everything was going fine and we were around ten feet above the air dock when whatever keeps us in the air suddenly cut out.  No one was seriously injured but the hull is damaged.  Luckily we know some artificers.  Speaking of that, we headed to the university first thing and paid our three students a visit.  Austin is doing well and was apparently working on a magic steam engine with the master artificer when we arrived.  Ian&#039;s started training in some spell casting combined with his swordsmanship, something like an arcane fighter or duskblade maybe?  Max.  Max has caused some problems.  His class went out to some field to practice and he tossed out a spell he had learned on his own that he apparently shouldn&#039;t have been able to cast and immediately lost control of it.  People were injured, but luckily no one was killed.  It hasn&#039;t slowed him down any, but he&#039;s being a lot more cautious about it.  We all gathered up in the local tavern and told them of the war, the devil army and our victories and our new slightly broken toy.  Austin got all excited about the airship and who knows what he&#039;s going to do with it, but he&#039;s got permission to repair it.  Raina showed up with the baby and joined our little celebration and made some overt threats that we&#039;d have been dinner if Marcus had bit it out there.  I&#039;m starting to like her less and less.&lt;br /&gt;
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==Journal Entry 293==&lt;br /&gt;
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Since we can&#039;t hang out at Raina&#039;s place, we&#039;re all set up at the inn.  If this city is going to be our home base, we&#039;d best get a home here.  The inns are nice, but it&#039;s still an inn.  Anyways, paid a visit to the University to see about some side project, namely what to do about the Rheingraf spymaster.  They think they can bind him to a location, an anchor, and produced an enchanted pin.  Put it on him and if it works like they think it does, he should be stuck.  I&#039;m going to give it to Jason, he seems to know when he&#039;s going to show up before he does, or at least has lightspeed reflexes.  Maybe spymaster related precog or more likely, that ruby eye is letting him see something.  In other news, Austin has checked out the airship wreck, did some research and presented me with a design.  He wants to build what looks like a tilt-rotor wings on it.  Sure, it looked neat, but that&#039;s not how airships work here, it won&#039;t fit in the air docks with wings like that.  He&#039;s gone back to the drawing board.  He at least understands how flimsy these things are in the air though and was planning redundancies out the ass.  In the meantime, the hull is being repaired at cost and should be back up in the air within the week.  Jason has been keeping our pilot busy, showing her the more secluded parts of town.  Avery on the other hand is talking about laying her own personal siege on the sun church.  After what happened last time, I don&#039;t know if that&#039;s such a good idea but I got her back either way.&lt;br /&gt;
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==Journal Entry 294==&lt;br /&gt;
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So between designing our airship changes, Austin finished his magic steam engine.  Jason and I went over and we discussed what to do with it.  It&#039;s a small prototype, simple expansion engine.  Our first idea was a car.  Unfortunately we can&#039;t produce tires.  As near as we can figure, worldwide rubber production is nil.  Rubber trees may not even exist here.  We could put it in an airship, but that won&#039;t make it any safer than the current ones.  That leaves trains.  Why would anyone use trains over airships?  They can haul much more cargo.  That may be the problem though.  It can potentially haul more than any city can currently export.  The world might not be ready for this.  Austin is going to put it on the back burner for now, but will produce a small scale train for demonstration purposes once he&#039;s done with the airship.  Maybe something to the main farmsteads and back or maybe around town as public transportation for those who can&#039;t afford the expensive bicycles.  In other news, the last of my bic pens died.  I am officially using one of the local ballpoints that have made their way here.  It&#039;s not as smooth but it works well enough.  I donated my empties to the master artificer.  Since there&#039;s no such thing as patent offices here, he could start producing his own brand and we can make a fortune off them and fuck the merchant guild.&lt;br /&gt;
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==Journal Entry 295==&lt;br /&gt;
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Avery decided it was time, grabbed her gear, grabbed most of us and charged for the sun church.  She said she had a vision.  She was very clear, no casualties.  Well, they were not happy to see us, that&#039;s for sure.  We walk in, look over the place.  In a room full of paladins, clerics and priests, Avery walks right up into the pulpit, tosses out the head priest, knocks over the podium, lights up like a holy beacon and declares that it&#039;s time for a change.  That girl has some fucking balls.  They aren&#039;t having any of this and try firing off their holy lasers and smites.  It&#039;s not happening.  They&#039;re all shocked.  Avery starts laying down the laws as written and how it&#039;s time to start following them again, to do as they preach.  Anyone that tried getting close gets burned.  Even us.  They were forced to listen or leave.  About a quarter of them left with their iconography burned off and from what I picked up, they were going to the peace and love church to enlist.  The rest were inspired, entranced by what she was doing.  She went on for 4 hours.  She&#039;s still going on!  I don&#039;t know how to handle this.  Yesterday she was just Avery, a close friend, a sister, who keeps reading my journal behind my back and who I have playful fights with when we&#039;re bored.  Now suddenly it&#039;s like she&#039;s becoming some kind of divine figure.  How does anyone deal with this?&lt;br /&gt;
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==Journal Entry 296==&lt;br /&gt;
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Avery is still at the church doing her thing.  It&#039;s really not my thing so I slummed around town for a bit and then oversaw the airship repairs.  It looks about done.  Austin&#039;s been adding auxiliary/emergency engines to keep it up in the air should the mains fail.  So why do the mains fail?  Well sometimes it just does apparently.  It&#039;s a thing with artificing enchantments.  There&#039;s a tiny percent chance that it&#039;s just going to fuck up at some point and it increases with wear and tear.  The auxiliaries are there to keep us up until the mains can be repaired, which any artificer can do in under an hour in normal circumstances apparently, or limp to the nearest port.  So aside from that, he wants to add pontoons for water landings and is still going on about adding wings.  As long as they fit on the air dock, I don&#039;t mind I guess.  &lt;br /&gt;
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==Journal Entry 297==&lt;br /&gt;
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Avery is at the church still.  She&#039;s got her hands full.  I decided to keep myself busy and paid a visit to the University, visited the psion instructor first.  We had a good mindrape session and he recommended that I start meditating and expanding my mind but without drugs, and see where I end up.  He demonstrated some techniques.  I guess.  Afterwards I paid a visit to the master artificer to see if he could do anything with our broken electronics.  He didn&#039;t have a clue how they worked but said he had some ideas.  He took the mp3 player and kindle to his work counter and grabbed some tools and threw around some spells while poking them.  Maybe if I knew anything about artificing, I&#039;d have an idea of what he was doing.  He said it would take a day or more, so I left him to his work.  After that, I visited the summoners and had a talk as to why the devils have been treating us the way they have.  It kind of baffled the summoners and they summoned up a..one of them said it was a brachina?  He had me stand behind a wall.  The devil showed up and starts doing it&#039;s wheeling and dealing and then I step out from behind the wall.  It shuts right up and won&#039;t say a thing.  I get up as close as I can to the summoning circle without crossing the line and it doesn&#039;t move, just watching me.  The summoners start asking questions, trying to make deals.  Nothing.  Apparently when the warlock instructor tried doing this a year ago with us, it was thought of as a fluke.  They continued bombarding it with questions until it finally said something.  It asked, not demanded, to be sent back.  They suggested we try summoning a demon tomorrow and see if we can get anything out of that.  &lt;br /&gt;
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==Journal Entry 298==&lt;br /&gt;
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Had lunch with Avery today.  She looks tired and she&#039;s a little afraid of what she&#039;s doing.  What she&#039;s becoming.  And there&#039;s still so much to do.  All of this work is only going to effect this particular branch.  She did check the church archives for anything pertaining to cannons and found something of interest.  It&#039;s a 300 year old entry about reassigning new clerics in training to maintain the city cannon.  We haven&#039;t seen any sign of any cannon in the city.  The only place it would make sense to have one would be on the outer wall.  Jason and Marcus are going to go check it out while I pay a visit to the University.  First thing was first, the artificer.  He managed to fix the Kindle.  It looks like new but has a metallic sheen to it.  How the hell?  The mp3 player on the other hand, somehow it went wrong and it&#039;s become a small 6 inch tall golem of some sort that&#039;s escaped and was last heard blasting Madonna down the halls before it escaped into the city.  That one broke my brain for a while.  And what was Mike doing with Madonna on his mp3 player?  I managed to make it to summoning on schedule however.  They had me get behind a wall and then summoned up a succubus.  It turned on the charm right away.  They had me come out and she started laughing and turned up the charm even more.  I asked her what she knew of Terrans and why the devils seize up when we&#039;re around.  So she told a tale, some of it real, some of it not.  The real parts.. Well apparently 1500 years ago, demons and devils could come and go as they pleased.  One of the first groups of Terrans arrived and to make a long story short, one of them was a lawyer of some kind and put the devils and demons into some kind of binding arbitration, effectively banning them from warring against each other on this plane and keeping them from being able to manifest on their own here.  She also seemed to suggest that he went on to become a top ranking devil lord.  From that point on, the devils were ordered never to make a deal with a Terran under any circumstance.  Demons have no such order and have made attempts at collecting Terran travelers for their own uses against devils with little success.  Well, that answers some questions I guess.&lt;br /&gt;
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==Journal Entry 299==&lt;br /&gt;
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The airship&#039;s hull is fixed!  Aside from the auxiliary engines, Austin&#039;s changes have yet to be implemented.  While he prepares that, I set up a trade run for our pilot to Brightly and back.  Marcus, Austin and Alex are heading out with her.  It should be a 24 hour run.  Austin is hard at work getting his upgrades ready between his class.  The other two, Ian and Max, are on their first adventurer trip out to one of the local dungeons with some more experienced adventurers.  Best of luck to them, hopefully Max won&#039;t accidentally nuke the region.  After the airship left, I had a surprise visit from Raina, baby and everything.  She wants to know why Marcus isn&#039;t getting a larger cut of the profit since he has a family to feed.  She&#039;s trying to emotionally blackmail me.  Fuck that noise, even cuts for all.  I made it very clear that I wasn&#039;t changing the group policy.  What is she even going on about, she&#039;s a dragon, doesn&#039;t she have a mountain of gold somewhere?  Or is she living in Aeyllin because she&#039;s the equivalent of a dragon hobo?  Hell, she originally wanted Marcus to run off and be a farmer.  I don&#039;t get her at all.  Anyways, I&#039;m starting to worry about Avery.  I&#039;m seeing less and less of her lately because of her work at the church.  Do you even read my journal anymore Avery?&lt;br /&gt;
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==Journal Entry 300==&lt;br /&gt;
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A troupe of worn out, dirty adventurers arrived in town, Mike&#039;s warlock girlfriend among them.  He&#039;s off seeing to her.  Maybe he can tell her about the mp3 golem running around the market district blasting “Like a Virgin” and terrorizing the locals.  Anyways, the airship arrived today carrying wood products from Brightly and more importantly, profits.  The wealth was distributed and another run is going to be lined up in a few days.  Anyways, Jason has finished scouring the city and found what he thinks was a cannon mount and one cannon ball.  So at some point, this city had a cannon.  We checked the city records in the peace and love church and with a translator, found out that around the time the last Terrans were here, a cannon was made to defend it from an expected attack from a big war that was consuming the continent at the time.  It was never used as Aeyllin was too isolated to get involved.  It was maintained for awhile, then it was melted down around 200 years ago for it&#039;s metal content because no one knew what it was anymore.  It was listed as a statue.  What else has been lost?  I see we&#039;re going to have to look into the dissemination of knowledge now as well.  I&#039;m going to have that Earth book duplicated and drop a copy to every cities archives that our airship visits.  We also need to invent the printing press.  I&#039;m going to drop that one on the artificer tomorrow.  That still leaves the issue, that somewhere, one of the churches or at least a few members, know things that they shouldn&#039;t and they&#039;re keeping it for themselves.  We&#039;ll just see about that.  &lt;br /&gt;
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==Journal Entry 301==&lt;br /&gt;
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I paid a visit to the master artificer with Jason and we told him all about the printing press.  His eyes lit up and not with magic.  The possibility of not having to use messy copy pens or having to wait a day with a dupe box?  He loved that idea.  Of course he&#039;s having the all time consuming problem of too much to do and not enough time.  He&#039;s thinking about turning his artificing class into a workshop to start churning out all these wonders we keep giving him or at least start a second after-class group to do this.  In other news, Austin finished the wings and attached them to the airship.  Delta style wings.  We grabbed our pilot, Jason, Alex and Ian and went up to try it out.  We can bank now.  The good thing is that we now have superb maneuverability.  The downside is that it&#039;s easy to lose our footing and go falling over the side.  Austin is going to work on that along with reinforcing them since they started vibrating when we got up to speed.  So far so good though.  Afterwards, we had lunch with Avery.  She&#039;s looking better, more rested.  We all had a long talk about what&#039;s going on.  She&#039;s setting up some of her strong believers up to take over the church so she can move on to other things, like dealing with other church branches.  She still wants to travel with us, so that&#039;s good.  We discussed what we&#039;re going to do next but nothing came to mind other than visiting other cities.  It was a good lunch, even if that god damn mp3 golem was somewhere nearby playing “Don&#039;t cry for me Argentina” the whole time.&lt;br /&gt;
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==Journal Entry 302==&lt;br /&gt;
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So I&#039;ve been trying this meditation thing the psion instructor suggested I do over the last few days and I may have hit paydirt.  I&#039;m sitting there and suddenly I&#039;m floating through town, almost dream like, people are reacting to me in shock and surprise and then I realize that I&#039;m not in my body and instantly snapped back.  What the fuck was that?  I thought I had dozed off but there was word on the street of a ghost or wraith running around when I went out.  I paid a visit to the psion instructor and he said that I apparently can detach.  What the fuck?  So what happens if I can&#039;t snap back?  I&#039;m a bit worried about this.  Speaking of new tricks, Austin is adding a tail to the rear and canards to the front of the airship.  I hope he realizes he&#039;s going to confuse the hell out of the pilot with all the new controls.  Speaking of which, we finally managed to break the name tie for the airship.  Jason wins, we&#039;re calling it the Golden Hind.  We&#039;re having it painted in English on the side, and then in common in smaller lettering.  As for the color to paint it, we&#039;re going primarily with red.  Because red makes everything faster.&lt;br /&gt;
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==Journal Entry 303== &lt;br /&gt;
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So I&#039;m sitting down to start my meditation session when Jason walks in and starts talking about trade routes between Aeyllin, Brightly and Winterfield.  I&#039;m wondering why the hell he chose now to decide to talk about this when suddenly the Rheingraf spymaster appears, knives and all.  Without thinking I unleash a mind bolt at him which of course does nothing.  Jason&#039;s already got him disarmed and the anchor pin on him.  How the hell does he move so fast?  The spymaster seems displeased.  We tie him up, get the others and drag him to the University to find out what the hell is going on.  The researchers manage to render him unconscious with some magic and start poking and prodding.  Well he&#039;s not an infernal but he shares similar properties.  It baffled them for awhile until the master artificer started his analysis.  He&#039;s got subdermal enchantments.  Everywhere.  Like someone tore him apart and re-enchanted every piece as they put him back together while adding in metal reinforcements.  How the hell is this even possible?  It&#039;s a god damn magical trans-huma..trans-elf.  Did the Rheingrafs pay for this procedure or did they hire him like this?  Did they buy him?  Anyways, as far as we can tell, every time we killed him, he has some kind of fail-safe magic recall and then he regenerates.  So how do we stop him?  We have to break down every enchantment.  The University wants to keep him for study.  As long as they keep him caged and away from me, I&#039;m fine with that.  &lt;br /&gt;
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==Journal Entry 304==&lt;br /&gt;
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So Austin finished his current round of upgrades and we gave them a test run to make sure they wouldn&#039;t just snap off.  Sure enough, the pilot&#039;s having some trouble adapting but she&#039;s doing an admirable job.  Austin provided her with boots that keep her firmly locked in place, even if the ship flips over.  I&#039;m calling them magic gravity boots for now.  So while we&#039;re in the airdock, the other trade airship is also in dock, the Celestial Rose, captained by a certain adventurous shifter.  He swaggers on over and declares that his ship is faster.  Well, that just won&#039;t stand.  Austin starts bragging.  So he challenges us to an air race.  To the mountains and back, a 2 hour ride, 2 laps.  I&#039;m pretty sure we just kicked off the first air race in the world.  Word spreads around town pretty quick and we got spectators.  Even the mp3 golem gets into it and is running around town playing speed metal.  The Rose dumps it&#039;s cargo to lighten up, only the basic crew, namely the artificer and the pilot.  Austin&#039;s all excited.  Some university professors are tagged official judges, bets are made and the countdown begins.  One of the judges fires off a lightning spell into the air as the start signal, both airships lift off and they&#039;re off.  We lose sight of them pretty quickly.  Two hours later, the first pass.  The Hind is in the lead.  Two hours after that, the Hind crosses the finish line with no sight of the Rose.  We have a big celebration.  The Rose&#039;s captain is pissed.  Well, an hour later, the Rose still hasn&#039;t shown up.  We load up on the Hind and head out on a search and rescue mission.  Sure enough, we find the wreck of the Rose in the foothills.  It had an engine failure.  We land and check for survivors.  The pilot is dead but the artificer&#039;s okay if injured.  Apparently the mains failed due to stress and they swandived into the side of a hill.  The hull is wrecked but there&#039;s enough of it left, that the captain thinks it&#039;s salvageable.  It looks like a mess of mangled wood to me.  Austin and the Rose&#039;s artificer managed to get the mains back up to make it lighter so we can tow it back to Aeyllin&#039;s airdock.  It&#039;s captain seems to think he has enough money to pay for its repairs, apparently his family is rich from their trade run.  Maybe Austin can talk him into getting his auxiliary engines installed.  For a price of course.&lt;br /&gt;
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==Journal Entry 305==&lt;br /&gt;
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While the Rose&#039;s hull is being repaired, our pilot Marika, Austin, Ian and Jason are doing a trade run to Brightly and back and then they&#039;re going to do another run to Ashvale to cover for the Rose while it&#039;s down.  Some of the Rose&#039;s crew is signed on to assist as well.  I did more meditation practice and detached again.  Tried to stay out of public eye and messed around to see what I could do.  Not much.  Can&#039;t move anything solid, not yet anyways.  After a while of wandering around the less traveled areas of the city, I kind of forgot that I wasn&#039;t in my body and paid a visit to Avery at the church.  Half the attendees saw it as a sign, the others panicked.  Whoops.  Avery stormed over afterwards and gave me a good talking to about doing that.  I told her it was an accident.  She thinks I&#039;m running around impersonating a ghost to get my kicks while we&#039;re hanging in town.  Now I have to go over there and apologize.  Why do you do this to me Avery?&lt;br /&gt;
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==Journal Entry 306==&lt;br /&gt;
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It&#039;s been a few days.  The Hind is back from it&#039;s trade runs, we made some nice profit.  They also had a message.  There&#039;s a general call for adventurers and mercenaries to Hebiry to join in the defense against the undead.  It sounds like people are starting to get worried about Wolflake.  We all gathered up and had a long discussion.  We&#039;re going to go.  It&#039;s time we wrapped up this chapter of our lives.  The University courses end in a few days.  We&#039;re going to let our students finish and then we&#039;re heading off.  We&#039;re going to sell tickets to any others who want to go along for the ride.  I figure we can make it there in three or four days if we go a direct route instead of the week if we followed the trade path.  Of course that means we&#039;ll be flying right over Wolflake.  We can make some good recon while we&#039;re there.  Avery is definitely coming with us, she says she&#039;ll have the church branch all sorted out by then.  In the meantime, we&#039;re dumping as much information on the master artificer as we can in case we don&#039;t make it back.  I can&#039;t believe how far we&#039;ve come.  It&#039;s almost two years now and we&#039;re no longer scared.  We&#039;ve become powerful.  We have pushed back.  What has this world done to us?&lt;br /&gt;
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==Journal Entry 307==&lt;br /&gt;
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I got a surprise visit from Raina while I was traipsing about unattached.  Apparently I can communicate just fine, especially when I&#039;m angry.  She doesn&#039;t so much mind that we&#039;re dragging Marcus off to join the war.  No, she wants the airship.  She wants us to have the pilot fly it back to Aeyllin once we get there.  Why does a dragon want an airship?  Well she wants to use it for business.  More greed.  Seriously?  She&#039;s decided that because she&#039;s Marcus&#039;s wife, she and the baby own a percentage of it, and because all three of them combined make up a majority, she should get to decide what to do with it.  Well first of all, they never got married.  Getting knocked up and churning out a baby is not marriage in my book.  Fuck that noise.  Oh did she get pissed off.  I think she was seconds from changing forms when Marcus showed up and defused the whole situation somehow.  What ever happened to the happy go lucky elf girl I remember?  Was it all an act?  Is she still under control of pregnancy hormones?  Is it that time of month for dragon women?  Would dragon attacks even effect a psychic ghost? &lt;br /&gt;
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==Journal Entry 308==&lt;br /&gt;
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I&#039;m starting to grab supplies for the trip.  We&#039;re bringing enough ingredients to make one ton of black powder, but we&#039;re not mixing them until we get there.  No need to be flying around with the world&#039;s largest bomb in our cargo bay.  I also picked up some new armor and a new sword for emergencies and of course a new set of clothes.  Austin is making some final adjustments to the ship, adding more lights and reinforcing the underside and landing struts.  We&#039;ve already sold out on tickets just from graduating adventurers who want to get in on the action or just want a shortcut to the main trade circuit.  I made sure to mention that if anyone had any complaints, that they need to see Raina.  She&#039;ll handle all of that whether she knows it or not.  In other news, Jason has apparently learned to just up and vanish.  I can tell he&#039;s around, he&#039;s just gone invisible.  How the hell?  Is that something he picked up off the spymaster or just something that the high ranking members of his guild get?  &lt;br /&gt;
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==Journal Entry 309==&lt;br /&gt;
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And we&#039;re off!  The University students graduated last night and we all took our three graduates and got smashed at the tavern.  We gave them some new adventuring equipment for the war ahead and then we got smashed again.  A grand time was had by all and I&#039;m pretty sure the central district got trashed from all the partying students.  Come morning, Avery cleared us of our hangovers, we said goodbye to friends we&#039;d made and we hopped ship.  It took a few hours for all our passengers to show up.  Mike&#039;s girlfriend is among the passengers.  Lucky.  We didn&#039;t overbook luckily and are still below our “predicted” maximum carry weight.  It&#039;s more of an educated guess at this point.  We lucked out, the sky is clear blue, no clouds.  We&#039;ll be flying over a few mountain ranges.  We should make Wolflake in two days and Hebiry in three if all goes to plan, four at most.  In other news, the mp3 golem is on board somewhere.  I&#039;ve been hearing techno all day and it won&#039;t stop.&lt;br /&gt;
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==Journal Entry 310==&lt;br /&gt;
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Just as we were about to crest a mountain ridge and cross the Wolflake border, our mains went out.  Luckily. the auxiliaries kept us up long enough for Austin to fix.  Excellent work.  Wolflake has changed since we were here last.  The green plains are brown, all the settlements we passed were ruined or smoldering.  We saw several groups of wandering undead milling about as we passed above.  Stupid Orcs, we could have won that campaign.  We were so close.  We were within sight of the city gates!  We gave them what they needed.  But no.  So here we are again and soon we&#039;ll be under the flag of Hebiry.  Just as we put an end to the barbarian threat, we&#039;ll deal with this mess too, even if I have to mindrape whoever is in command.  &lt;br /&gt;
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==Journal Entry 311==&lt;br /&gt;
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We made it to Hebiry today.  The city was surrounded by refugee camps from Wolflake and had a large militia force hanging around the city.  From the looks of it, the walls are being reinforced and we had spotted several new guard posts along the trade road, so they are preparing.  Well, people were surprised when a new airship landed at the city air dock and wasn&#039;t carrying trade cargo.  We unloaded our passengers and went around to check out the city.  It looks like the tribal Orcs finally retreated here, there are a lot of them around, some of which I recognize including one of Marcus&#039;s girlfriends.  Whoops.  Anyways, we all visited a tavern and had a nice cooked meal before looking around for whoever was in charge.  Turns out they were looking for us to find out why a non-merchant airship had shown up and landed in their only dock.  We introduced ourselves and got signed on for the campaign.  The pay is good and the city is in much better condition than Winterfield was, no siege and open trade lanes with Aeinfield and Rosenbridge by road and river and Ashvale by airship.  I still get the feeling in the back of my mind that we&#039;re going to get stiffed like in Winterfield, but we made out pretty well afterwards considering.&lt;br /&gt;
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==Journal Entry 312==&lt;br /&gt;
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We&#039;ve been moved in with the mercenary corps.  A big series of tents on the south side of the city.  There&#039;s about five thousand or so here I believe, most of them Wolflake refugees.  Quite a lot of Orcs, goblins, wild elves and some shifters mixed with random adventurers and sellswords.  No standardized gear for us.  We have to supply everything but tents, beds and meals.  I have noticed that even the guard are now using primitive stirrups on their horses.  Looks like someone was quick to recognize their usefulness and copied them.  I hung around with Ian and Jason and watched the militia training with them, using cavalry charges with long spears and horse back archers.  I hope they realize that the arrows aren&#039;t going to stop the undead unless they&#039;re going to have them all blessed.  Speaking of that, Avery ran off to the local sunchurch branch and has been doing her thing.  From what I&#039;ve felt, they&#039;re not as bad as the Aeyllin or Wolflake branch were apparently, but needed work according to her thoughts.  I don&#039;t know why she feels the need to do this though.  Last I heard, the gods of this place don&#039;t really care what you do in their name.  Maybe she&#039;s hoping to change that, or maybe she already has.&lt;br /&gt;
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==Journal Entry 313==&lt;br /&gt;
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Still no orders.  So I took the day off and decided to look into the history of this town to see if it held any clues.  We already know one Terran did settle down here eventually.  I can see why, it&#039;s a nice place.  Well, after some questioning some officials, the older records were stored in the knowledge god&#039;s church, in its library.  I went with Marcus, Alex and Jason and with some skill, talked our way in.  Their library was a bit underwhelming.  Mostly city documents, old legal proceedings and census data, some history.  We donated a copy of our Earth book and spent the rest of the day researching what was here.  From what we gathered, 400 years ago, there were several big wars going on.  Humans seized control of Wolflake from the Orcs and Dwarves, A kingdom that used to border Winterfield was destroyed, sending it&#039;s refugees to Aeyllin.  The trade routes apparently didn&#039;t exist back then, kingdoms were forced to be self sufficient, wars were happening all over.  Then something changed.  It started with sudden organization of religious cults into churches and the deployment of several “super weapons” by them.  Aeyllin wasn&#039;t the only city to have a  cannon, Hebiry had one as well.  According to the documents, it was later stolen and never seen again a century later.  No one knew how to build another one or even make the powder to make it work anyways so no one bothered investigating.  It looks like the last group did deploy weapons, they just kept the knowledge of how to reproduce them to themselves unlike what we&#039;ve been doing.  Maybe it&#039;s time.&lt;br /&gt;
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==Journal Entry 314==&lt;br /&gt;
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We finally got our marching orders.  The mercenary corps leading the way for the militia in a long hard march down the trade road and into Wolflake.  It took two days before we exited the valley.  Since we have to move with the corps, we had our pilot fly the Hind to meet us at the forts we stayed the night at.  We&#039;re using the ship as a scout right now, performing wide concentric circles and keeping an eye out for undead.  Only a few small groups have been encountered, often wandering aimlessly until they spotted us.  We&#039;ve been cremating the bodies after we manage to make them stop moving.  The militia has a large portable crematory just for the occasion.  I think it&#039;s a little elaborate but as long as I&#039;m not the one pulling it.  In other news, the mp3 golem is following us.  It&#039;s been playing Highway to Hell the entire time.  The troops were spooked for awhile but then took it as a divine sign of assured victory.  &lt;br /&gt;
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==Journal Entry 315==&lt;br /&gt;
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I got a good look at our forces today.  According to the General, we have around twenty thousand troops including the mercenary corps and twice that in support.  We have troops borrowed from Rosenbridge, Wildlake, Aeinfield and Czebron as well as all the refugee tribes of Wolflake.  I&#039;ve never seen anything like it, not this big.  Anyways, ran into the old Orc High commander and we talked.  I told him of our time in Winterfield and he told me what happened after they left.  The undead kept out of the tribal territory for a month or so, then suddenly swarmed in over night.  Tribes on the borders were wiped out.  By the time they got their army back together, it wasn&#039;t big enough to deal with the problem.  Their explosives alchemist died trying to build a massive bomb to slow down the coming tide.  Eventually they were forced to leave the kingdom and moved into Hebiry which took them in as long as they followed the laws and earned their food.  When the call for mercenaries was sent, the remnants of the tribal army joined in to continue the fight.  Unfortunately, they still don&#039;t see that we should have pushed the attack when we had a chance last year.  Maybe I&#039;m just bitter about it.&lt;br /&gt;
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==Journal Entry 316==&lt;br /&gt;
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Our airship has spotted a large undead force about a day away.  Of course they&#039;ll be marching through the night so we&#039;re moving to a spot where we should be able to meet them come morning.  The General wants to use a modified phalanx, with the front lines armed with chopping weapons while the back line tries to keep the undead pinned with spears.  He&#039;s also throwing spellslingers into what amounts to small testudo formations.  The rest of us that aren&#039;t cavalry are being thrown in skirmishing groups under their own control.  I&#039;m putting Alex, Mike and Max into the airship and they&#039;re going to strafe overhead with their area spells when they can.  Once the battle gets too messy, they&#039;re going to come down and start laying down their smaller spells and defenses.  We have whole teams of clerics, paladins and battle priests who will be lending their assistance in any way possible.  Avery is off with them, leading her own team.  I wish her the best of luck.&lt;br /&gt;
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==Journal Entry 317==&lt;br /&gt;
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We got fucked.  I should have seen it coming.  So the undead arrive at first light.  We&#039;re all ready for them too.  The undead army had at least doubled in size since night fell.  It looked like they were matching our numbers.  It started well.  The undead army looked to be mostly zombies in old beat up Wolflake militia armor.  Jason said he saw a few living in the very back, probably the necromancers controlling the force.  Our spell slingers opened with their volley.  The Hind did an overhead strafe, raining down fireballs and burning clouds.  The undead charged in, a massive horde wave and crashed against the phalanxes.  Skirmishers moved in and out.  We were starting to take heavy losses.  My abilities were of little use against the undead so I tried hitting the necromancers in the rear while trying to push back the undead with my sword.  The pistol wasn&#039;t of much use against the undead either.  They kept coming, even without their heads.  Twenty minutes into the fight, Avery suddenly goes supernova in the middle of the battlefield.  I&#039;m not sure what happened but she got pushed, so she pushed back with everything.  The entire field ignited, everything dead burst into holy flames while us living were blinded.  That&#039;s when it went wrong.  The entire battlefield fell into a sinkhole.  A sinkhole full of skeletons at least ten feet deep.  I don&#039;t know how it happened.  Avery&#039;s light vanished amidst the chaos.  All I know after that, I was told from the guys in the Hind, I was knocked out.  They saw her surrounded by necromancers amidst all the chaos, performing some kind of ritual.  Alex and Max went ballistic and managed to blast the shit out of them from above.  I came to hours later outside of a cave with the survivors.  Apparently the old dwarf mines run all over the place under the Wolflake plains.  The skeletons must have dug out the battlefield from under us.  Jason managed to keep his footing and went around dragging us out and with the rest of the surviving militia and mercenaries through some mine shafts while the undead finished off anyone who stayed behind.  I think I suffered a concussion but a surviving cleric&#039;s dealt with it.  All of us Terrans seem to be okay except Avery is still out of it.  We&#039;re not sure what they did with her or if we stopped them in time.  The surviving army is withdrawing to south of Wolflake and we&#039;re hoping we can avoid the undead while we recover.&lt;br /&gt;
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==Journal Entry 318==&lt;br /&gt;
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Avery is back on her feet.  She&#039;s feeling okay and nothing seems off except that she can&#039;t manifest her divine spells anymore.  We&#039;ve all been trying to comfort her but I can see it from her perspective, kind of.  She had something more going on that I just don&#039;t have the context to describe and now it&#039;s gone.  I suggested that she returned to Hebiry for a few days but she won&#039;t leave.  She wants to be here by our sides, even if she, in her words, has been crippled.  Of the great Hebiry army, only half of us remain.  I think that it&#039;s safe to assume that the rest have been absorbed into the Wolflake forces.  The General is gone and we&#039;re under control of one of his subordinates.  We&#039;re working out a plan of attack.  I&#039;ve informed our new commander of the explosives we can make.  We still have one ton of ingredients on the Hind.  We just need to know how they want it used.  I brought in the old Orc High Commander and he told his experience with our blast powder.  I told him we could make big bombs or grenades.  He wants grenades.  We just need containers.  He&#039;s written up the request and the Hind has flown back to Hebiry with Mike and Jason to get the chemicals mixed and start production while the city starts gathering as much of the ingredients as they can to produce more.  In the meantime, we&#039;re going to start moving westward and we&#039;re going to watch our steps.&lt;br /&gt;
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==Journal Entry 319==&lt;br /&gt;
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Hebiry is under siege.  The undead started pouring out of caves in the valley along the Hebiry-Wolflake trade road, often coming up behind the guard outposts that had been set up.  If we had pulled a retreat after our first battle, we could have been cut off and finished.  The news was delivered this morning from the Hind.  Our commander wants to push the fight now, deciding that the undead are distracted with the siege and wants to head straight for the capital and cut off the head of the serpent.  We&#039;re on the march.  We should arrive within sight in two days.  I&#039;m sending the Hind to scout out ahead of us, report back and then return to Hebiry.  If production is stable, we should get our grenade shipment by tomorrow from the sounds of it.  I&#039;ve been spending more time with Avery.  She needs the comfort.  So far she&#039;s squared her shoulders and has been acting like nothing&#039;s wrong, but she&#039;s emotionally distraught.  Like part of her was cut away.  I&#039;ll see if I can help hold up that part for her until she can do it on her own again.&lt;br /&gt;
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==Journal Entry 320==&lt;br /&gt;
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While waiting for the Hind to show, I was discussing the hit with the commander.  He&#039;s none too thrilled that he doesn&#039;t have direct control over it but won&#039;t outright say it.  So he&#039;s asking me it&#039;s carrying capacity and all of that when suddenly the Rheingraf spymaster, having apparently escaped the University, appears and stabs this guy standing next to me three times.  Jason&#039;s on the Hind, so he can&#039;t help.  The commanders guards finally realize what&#039;s happening and tackle the guy to the ground and gut him.  He vanishes.  I look down at the guy he stabbed wondering why him when I realize that it&#039;s me.  I had detached and was watching myself bleed to death on the ground.  I didn&#039;t feel anything.  One of the camp clerics made it in time and manages to heal the wounds and has me moved to one of the recovery tents because I&#039;m not waking up.  I realize that no one could see me and that realization suddenly made me visible.  Everyone panics, thinks a ghost is attacking.  Marcus realizes what&#039;s happening and manages to calm everyone down.  A few minutes later, after some effort, I reattach and wake up in my body feeling weak and sore.  What the fuck?  Anyways, we got our grenades from the Hind and we did a demonstration of how to use them and how dangerous they were.&lt;br /&gt;
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==Journal Entry 321==&lt;br /&gt;
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We&#039;re a day away from the capital.  I ordered the Hind to do a flyby of the city and report back.  Well, they never managed to get over the city.  They brought back photos.  There&#039;s some thing standing in the middle of the city.  We estimate that it&#039;s at least 150 feet tall and human shaped.  It&#039;s partially transparent.  It has gray skin and in every single photo, no matter the angle, its face was blurred out like a digital effect was used.  They said it was standing stock still.  We&#039;re going to hold position for 24 hours or until we can figure out what we&#039;re up against, whichever comes first.  I&#039;ve never seen anything like it and neither has anyone else in the camp.  Anyways, I&#039;ve taken to meditating again during our nights.  Avery&#039;s joined with me, trying to make contact with her divine magic.  She keeps saying that she can almost feel it, that it&#039;s just out of reach.  In other news, even with all that&#039;s gone on, Mike and his like talented girlfriend have gotten ever closer together and Mike&#039;s starting to think of popping the question.  It&#039;s on his mind constantly.  Mike, if you read my journal anytime soon, she&#039;s going to say yes.&lt;br /&gt;
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==Journal Entry 322==&lt;br /&gt;
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It&#039;s all about to start.  Whatever that thing is, we&#039;re going to take it down.  We can see it towering over the city walls in the distance.  Its face is blurred out.  When I stare at it for too long, it&#039;s like I can hear an all consuming emptiness in my head that&#039;s threatening to pull me in.  The clerics and paladins have gotten together and held a discussion and some prayers and think that it&#039;s a “divine shell.”  Something that the god of undeath can be summoned into so he can manifest upon the world, something that deities apparently can&#039;t do here on their own.  Direct intervention.  No avatars, no mortals to work through, totally hands on.  The commander realizes how dangerous this is and we&#039;re the only force out here.  We&#039;re going forward with the attack and we are going to go to the bitter end.  We begin the siege within the hour.  Soon as we begin, I&#039;m going to have the Hind, loaded with spell slingers, go over the wall and burn down the noble&#039;s district with everything they got, and then start attacking the shell while the ground forces try and penetrate the main gate.  Then we put an end to this nonsense.  While I write this, the mp3 golem is running around the camp playing “For Whom the Bell Tolls.”  It&#039;s not helping my mood.       &lt;br /&gt;
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==Journal Entry 323==&lt;br /&gt;
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The attack began.  We moved in for the city gate, guarded by at least a few thousand undead.  Our archers, now grenadiers, started the attack with a bombardment of the new grenades which tore them apart.  The paladins led the charge and we moved in to destroy them.  While this was happening, the Hind began its attack on the Noble&#039;s district.  We loaded its deck with as many casters as it could hold.  I wish I could have seen it in action, I can only imagine.  I was, instead, on the ground battling the undead.  We managed to put the defensive force down and started tearing at the main city gates until we broke through.  The city beyond wasn&#039;t so much a city anymore.  Everything was in ruin and of course, there were more undead to deal with.  They came at us tirelessly for hours, trying to push us out  while we pushed back and repositioned.  Avery was holding up well.  Even with no divine power, she was tearing the enemy apart with her mace, shattering bones and skulls as they came at her.  Then it started.  Two hours in, Avery suddenly recoiled back.  By the time I got to her, she had recovered.  She told me that she had done it and just like that, her holy aura lit up again except it was blue instead of the old sunny yellow.  Four exhausting hours later, the undead stopped their push and started pulling back for the castle.  We all took some time to regain our breath.  The Hind had completed its mission, the Noble&#039;s district was a burning ruin.  Not a single building was left standing aside from the castle, which seemed impervious to the spells being thrown at it.  The Hind then tried attacking the giant figure, but spells were passing through it.  With our way clear, our clerics and paladins tried tossing their holy spells at it but nothing was happening.  It&#039;s like it&#039;s not here yet.  We&#039;re taking a short break and then we&#039;re going to go sack the castle.  Maybe putting down the necromancers will make that thing go away.  Avery is in good spirits again with her divine power renewed.  No one suffered an injury that couldn&#039;t be healed by the clerics.  Broken bones, cuts and bruises but no dismemberment thank god.&lt;br /&gt;
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==Journal Entry 324== &lt;br /&gt;
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We entered the Noble&#039;s district.  Any surviving nobles or staff seen trying to escape the district were captured, interrogated and executed.  I found out why this happened.  The king was a lich.  Over time he converted the other noble families into various other undead loyal to him.  He had subverted higher up members of the local churches and guilds as well.  When the Orc forces started winning the battles, the king started losing it and started all of this just to keep his seat of power.  To keep his crown, he turned the kingdom into the land of the undead, had all his subjects killed and made into a form more loyal to him.  By the time we got to the castle, the undead had formed a defensive wall.  We began our attack on the castle.  The Hind did an opening strafing run on the wall of undead blocking the entrance with what spells the casters could put out followed by a grenade bombardment.  Then we went in.  Avery unexpectedly led the charge, inspiring the paladins and clerics right behind her.  She did her supernova trick, though rather than burn, the undead were physically pushed back while the living, well we felt like nothing could stop us, an emotional reinforcement of some kind.  It helped.  We tore apart the undead and pressed into the castle and began clearing it floor by floor.  The first floor only had a few wandering undead.  The force started splitting up to cover as much of the castle as possible.  Us Terrans stuck together of course.  After the first floor, we started running into the necromancers.  Something I can affect.  Any that we came across was dead before they could toss their first spell.  I learned of their magic traps from their mind and Jason disabled them somehow.  We eventually made it to the throne room and met up with the other soldiers.  The doors all had some magic forcefield over them.  With most of our casters on the Hind, dispelling them wasn&#039;t an option, so we improvised.  We called up the grenadiers and rigged up a bomb.  It wasn&#039;t enough to outright destroy the wall, but it shattered the stone enough that we could break through with the brute force of some of the stronger soldiers with us.  Then we flooded into the throne room.  It was probably a bad idea.  The king/lich was in some ceremony circle surrounded by unmoving necromancers, or maybe they were undeath clerics?  Whatever.  He didn&#039;t say a thing.  No monologue, no death threats.  He just unleashed his greatest spells and just tore us apart as fast as we could come in.  All of us except the clerics and paladins.  They were fighting back with their divine spells, burning him, but they were falling one at a time.  I couldn&#039;t touch the mind of the lich, but I could tear through the necromancers around him.  They weren&#039;t even all there anymore, puppets, but they did have memories.  I found where his phylactery was.  His crown.  The idiot was wearing it.  I told Avery but she couldn&#039;t move to act on it.  And the rest of us were dead and dying.  Then just like that, the mp3 golem wandered in and started blasting “Love Shack.”  It distracted the Lich enough for Avery to lash out and shatter his crown with her mace.  The rest of the surviving clerics and paladins pounced for the kill but were blown back when he lit up like an evil beacon, killing his circle of necromancers.  I think he had a hold of the undeath gods attention.  The only thing keeping us from burning alive was Avery&#039;s own holy aura.  They were tossing their spells at each other.  Then Avery looked back at me and said goodbye, that it was time.  The lich shrieked and vanished except for his shadow burned in the wall.  Then Avery simply vanished along with the entire roof of the castle.  Our wounds were gone, the dying were alive and well again.  She&#039;s gone.&lt;br /&gt;
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==Journal Entry 325==&lt;br /&gt;
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It&#039;s been a few days since the battle of Wolflake.  We&#039;re still occupying the city and have been collecting the corpses and cremating them, looting any houses for surviving food or gear that the army can use.  In a day or so, we&#039;re going to march back and deal with the siege on Hebiry which is still going on.  As for the godshell, it&#039;s still here, but it has since turned to stone, possibly marble.  We&#039;re going to attempt to pull it over using the Hind and some chains.  It should be spectacular, and hopefully not in the airship exploding spectacular.  As for Avery, I&#039;ve been avoiding the issue.  I don&#039;t know what happened but I touched her mind as she vanished.  I can&#039;t explain what I saw there but she was happy.  I don&#039;t know if I&#039;ll ever see her again but I miss her.&lt;br /&gt;
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&amp;gt;Don&#039;t worry, we&#039;ll meet again one day, when it&#039;s time.  I&#039;ll even save you a seat.  &lt;br /&gt;
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==Journal Entry 326==&lt;br /&gt;
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We&#039;re on the march back for Hebiry along the trade road.  We should be there in three days.  If the undead are still attacking, there must be some necromancers involved still.  With the Hind, we have regular contact with the city at least and a steady stream of supplies.  I don&#039;t know what&#039;s going to happen with Wolflake.  There are still mindless undead wandering around here and there, and the whole area has this creepy vibe to it.  I “overheard” some of the clerics talking and they&#039;re pretty sure that if the area is left as is, it&#039;s going to just turn into a giant undead swamp.  Maybe when the tribals return, they can clean it up.  Knowing the region&#039;s past though?  Everyone is probably going to swarm in and more wars will follow.  The whole place is fucking cursed.  Everyone wants it and there&#039;s nothing here worth holding on to.  It&#039;s not even in a tactically viable location, and with the advent of cargo airships, land routes aren&#039;t as important.  Well, whatever.  It&#039;s land, I guess that&#039;s good enough.  In other news, Marcus is working on an epic ballad about the battle of Wolflake.  If anything is going to make his name famous, it&#039;s that.  I hope he doesn&#039;t botch it.&lt;br /&gt;
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==Journal Entry 327==&lt;br /&gt;
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We&#039;ve set up camp in one of the guard outposts along the trade route for the night.  With any luck, we should end this war tomorrow when we put down the remnants of the undead army sieging Hebiry.  We&#039;ve run out of grenades but more are being made in the city.  The Hind should deliver a new batch in the morning before we leave.  They work very well at blowing apart the undead, especially the ones that have been blessed.  Mike&#039;s girlfriend has been trying to fill the gap that Avery left behind.  It&#039;s not going to work out.  Sure, she&#039;s a nice girl and she tries, but she&#039;s no Terran, she doesn&#039;t understand most of what we&#039;re talking about.  Also what she does is the opposite of what Avery did.  At least she makes Mike happy.  &lt;br /&gt;
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==Journal Entry 328==&lt;br /&gt;
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We made a hard march and came to the rear flank of the remaining undead force.  We had the Hind do a low aerial spellcaster bombardment followed by grenades from both our forces and those on the Hebiry wall.  We then marched in to clean up the rest of the enemy.  The fight was messy.  Most of the undead and their unliving siege engines were shattered or in pieces and we had to deal with loose limbs and torsos flopping around the battlefield.  We managed to put them down after a few hours work.  We couldn&#039;t find the controlling necromancers right away but managed to track them to a cave after nightfall, their campfire illumination gave them away.  They surrendered rather than put up a fight.  They are currently being hanged by order of command.  After all of this, I can&#039;t blame them.  I picked at their minds for anything of interest.  They were people who found no comfort among the living, either by choice or environment.  The problem is that they went too far and never realized it.  Now they&#039;re paying the price.  Us Terrans could very well overstep the line in the same way in our arrogance.  I&#039;ll have to be careful.&lt;br /&gt;
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==Journal Entry 329==&lt;br /&gt;
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The celebration has turned into a full blown festival.  Wine, music, food, plays and dancing.  Marcus is doing his stage performance.  He finished his war ballad and it&#039;s been pretty popular so far.  Mike and his girl ran off on their own, possibly to summon demons.  Austin, Max and Jason got lucky.  We all were having a relatively good time.  Well, they were.  I was having a hard time getting into it, what with another of our numbers gone; even if Avery wasn&#039;t killed, she&#039;s no longer with us.  Rather than sit and mope, I dropped the barriers and let the celebration consume me.  Most of it is a blur and I still have this hangover, but I woke up with most of my clothes missing and another tattoo on my other arm.  It&#039;s the radiation symbol.  What the fuck?  To make matters worse, people keep giving me odd looks of recognition.  The others won&#039;t talk about it but get a bemused expression.  There&#039;s going to be some mindrape soon if I don&#039;t get answers.&lt;br /&gt;
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==Journal Entry 330==&lt;br /&gt;
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Apparently after challenging some dwarves to a drinking contest, I went on stage and told the tale known back home as “Big Trouble in Little China.”  The kids loved it.  New rule.  No more opening the gates at a celebration.  Anyways.  The refugees have started returning to Wolflake.  We&#039;re going to hang around town a few more days and if nothing else is going on, return to Aeyllin.  We have gotten our mercenary pay and have been discharged from the war.  For the moment, the continent is at peace until at least tomorrow when the city is expecting a congress of local kingdoms who will decide the fate of Wolflake.  All that remain of that kingdom are peasants and tribals.  It&#039;d be nice if they gave the area to the tribals but I doubt that&#039;s going to happen.  They like men in castles wearing crowns to be in control, not Orcs in furs or wild-elves wearing whatever they woke up laying in.  It&#039;s a political situation that hasn&#039;t occurred in centuries.  We may stick around just to see what goes on.  In the meantime, the Hind is shuttling passengers back and forth between here, Rosenbridge and Aeinfield and making a nice tidy profit.&lt;br /&gt;
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==Journal Entry 331==&lt;br /&gt;
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Jason comes and grabs me out of bed all excited about something.  It&#039;s barely sunup and he&#039;s pushing me to a window and pointing up into the air above the city.  I don&#039;t see a damn thing except blinding sunlight.  After he manages to calm down and I manage to wake up some, he explains.  He sees an airship hovering above town.  No one else does.  I&#039;m willing to take his word for it.  I tried reading out and sure enough, I can detect thought floating above the city, at least 15 people.  Some kind of invisibility spell I&#039;m guessing.  I didn&#039;t detect hostility so I figured it belonged to one of the representatives and they were just checking things out before landing.  I put the incident out of my mind and went and had breakfast.  A few hours later, it&#039;s still there.  I ended up grabbing Jason and headed over to the Hind to inform our pilot, Marika, of it so she doesn&#039;t have the worlds first midair collision when she takes off for a trading run.  Then he showed up.  An unassuming sun priest with a staff.  He wandered over and started asking questions.  Who owned this airship, who made it, who made the modifications and so on.  I may have figured the guy as just a curious priest with an interest for airships except that his staff looked suspiciously like a long rifle with a sun church symbol sticking out of the barrel.  Jason noticed too from the sudden change of his stance.  He had a very guarded mind, enough so that I couldn&#039;t have dived in without him noticing and resisting.  So I made myself clear.  I drew my pistol on him.  Most people here wouldn&#039;t know what it was.  I saw recognition in his eyes.  Before I could make my demand of him, to explain himself, he fired off some blinding light.  By the time I recovered he was gone and Jason said the airship was starting to pull away, heading north.  I&#039;d have had the Hind give chase if we were all here, but we&#039;re scattered around town.  We&#039;re going to resupply and head off after them.&lt;br /&gt;
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==Journal Entry 332==&lt;br /&gt;
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We&#039;re loaded with supplies and hauling ass Northward, the general direction Jason saw the other airship go.  This might be a wild goose chase since only Jason can see it and we don&#039;t have a way to track it.  According to the map, if it continued in this direction, it should pass near Eridale.  Austin seems to think that airships might leave a magic emission trail behind them and is working below decks into making some kind of magic tracking lens.  If we don&#039;t see anything by the time we reach Eridale&#039;s boarders, we&#039;re going to turn around and head back, probably just return to Aeyllin.  In other news, winter is coming.  This brings about problems such as how to stay warm on an airship, how to heat the below decks without starting an uncontrollable fire and dealing with ice buildup on deck.  Speaking of that, I think we&#039;re at or near our second year anniversary here.  We&#039;ve come a long way baby.&lt;br /&gt;
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==Journal Entry 333==&lt;br /&gt;
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We made it to Eridale, best known for its Guardocracy and ticketing a horse because of its shoes.  We arrived around midnight and landed outside the city limits due to their stupid laws for the night.  Austin finished his tracking lens.  It&#039;s a small circular lens he connected to a frame so it can be worn over an eye.  While looking through it, airships leave behind a colored trail based on the specific spells used for their propulsion.  The Hind&#039;s are green.  We don&#039;t see any others in the area which means we lost the trail.  We&#039;re not even going to bother to visit this hellhole, we&#039;re just going to take off come morning and head for Aeyllin.  It should be a three day ride and if we have any problems, we&#039;ll be passing near Wildlake and New Chicago.  Jason has become our official backup pilot and flies the nightshift because of his eye.  We drew straws and I am next in line to learn how to fly this thing followed by Alex.  So my days now begin with me hanging out near our lovely pilot.  I hope Jason doesn&#039;t get jealous.&lt;br /&gt;
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==Journal Entry 334==&lt;br /&gt;
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Flying an airship isn&#039;t that difficult, you know, until you want to turn or anything.  I don&#039;t suppose it helps that our airship has all these extra controls for the flaps, ailerons and canards that Austin installed.  The most difficult part though?  Standing in one spot all day.  Yeah, that&#039;s real fun.  I have our pilot looking over my shoulder the whole time, which to be honest, I really need.  One wrong move and we crash and burn.  Speaking of crashing and burning, our mains went out.  Austin got them up while the auxiliaries did their job.  That&#039;s two times those things have saved our asses so far.  After our pilot took over, we broke out my kindle and we all watched Strange Days.  It&#039;s been a while.  Marcus started joking that he had been thinking of how to convert the movie into a play for a while now.  We egged him on for a while about doing it but he doesn&#039;t want to be a theater writer, just a bard.  A bard married to a dragon.  A dragon with her hands in his pockets, and only for the money that&#039;s in them.  At least that&#039;s how I see it.  I know they love each other and all of that, it&#039;s just that she needs to learn her place amongst us.  It certainly isn&#039;t overlord, that&#039;s for damned sure.&lt;br /&gt;
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==Journal Entry 335==&lt;br /&gt;
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We passed over New Chicago today.  I snapped some photos from the air as we passed overhead.  It looks like the kobolds got two more buildings up and their farms look to be in respectable shape.  Good for them.  Hopefully they&#039;ll pack enough food for the coming winter.  Maybe in a decade or two, Aeyllin will have kobold adventurers checking into the University.  Anyways, we landed in Aeyllin just before nightfall.  Marcus ran off to see his wife while the rest of us checked into the inn.  While unpacking the airship, I found Avery&#039;s laptop.  I decided to go through it.  We knew what technical info she already had, and we had been through her music.  I found detailed documentation on her condition as a cleric: what it was like to touch the divine, to call forth a spell, the auras and all of that.  Almost as if she was trying to logically delineate the divine.  I&#039;m sure the University would love to see some of this.  Then there were detailed documents of the sun church&#039;s organization, what history she managed to pick up, tenets and prayers.  I still don&#039;t know what happened to her or where she went, but I know she is watching over us from wherever that place is.&lt;br /&gt;
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==Journal Entry 336==&lt;br /&gt;
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I paid a visit to the sun church today.  They deserved to know what happened.  I told them all, everything.  I even showed a few of them that wanted to see.  When I left, they were all in prayer.  Some of them believe that she&#039;s ascended to her own divine throne, others think she&#039;s now the right hand of the sun god while a few think she simply died.  Maybe they&#039;ll get their answers from their god.  Anyways, I dropped off some things at the University when Raina showed up.  She invented an interest rate based on how long Marcus is away from home combined with how dangerous the adventure is.  What does she even need all this money for anyways?  She&#039;s already living better than the average person in this city, which is already more advanced than most cities out there!  They have bikes and sewers for fuck&#039;s sake.  So my options were clear.  Erase my existence from her mind, punch her or we go somewhere nice and have a long talk.  The first two options would have been the most satisfying.  Oh, so satisfying.  Instead, we went and had a nice talk at the cafe with some coffee.  There was snarling involved.  The dragon perspective is an odd one.  They love their wealth and wealth isn&#039;t always money or jewels.  Once she had figured out what we were, she decided that us Terrans were part of her treasure hoard, and that lately, we weren&#039;t working hard enough to make her money pile even bigger.  Her naive expectations were that we&#039;d be throwing fist fulls of money at her, joyful to have a dragon in our midst because she&#039;s a dragon while she protects us from the world with her dragonness.  She didn&#039;t take my rebuke well.  I&#039;m probably going to get a visit from Marcus in an hour or so about it.  Fucking dragons.&lt;br /&gt;
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==Journal Entry 337==&lt;br /&gt;
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We had a cold front come in today.  I had to pay a visit to the market to buy some winter clothes to deal with it.  Anyways, hung out at the University with Jason and Austin.  The master artificer managed to build a miniature steam train that runs a ring around the campus.  It looks like those kiddy rides you&#039;d find at a big mall around Christmas except it has a small chance of exploding, sending boiling hot water and steam everywhere.  He assures us that it&#039;s not likely to happen, but that&#039;s what they say about airship engines failing.  Now that we have a working prototype, he&#039;s trying to sell the idea to the quarry owners and the new department of transportation in the city that was founded recently to deal with all the bikes.  Aside from that, he also has two working printing presses with movable type.  One is for actual use, the other, he&#039;s trying to make work by voice command but is having trouble with grammar and dialects.  Short of inventing a magical computer of some kind, he&#039;s probably not going to succeed at it.  While we were there, Austin got a letter from our favorite shifter airship captain.  The Celestial Rose&#039;s repairs had been completed while we off fighting a war and Austin has been requested to trick it out for a tidy profit.  Maybe after all of that, we can have a racing rematch and we can kick his ass again.  &lt;br /&gt;
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==Journal Entry 338==&lt;br /&gt;
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We got our own place finally!  It was an old two story inn that closed down recently, which should suit our space requirements.  We did a thorough check of the structure, made sure it wasn&#039;t about to collapse, made sure it wasn&#039;t haunted, made sure it had the resources we need like its own sewer and well access before we bought it.  We&#039;re in the process of moving in and cleaning it up.  Austin is making some magic lighting for the rooms and Jason, Mike and Max are out picking up some furniture.  I&#039;m on cleaning duty with the rest.  We have finally accepted Mike&#039;s warlock girlfriend, Cherri, into our little group and she&#039;s helping out.  Once we get the place cleaned up, we&#039;re going to see if we can&#039;t invent indoor plumbing, or at least a magic variant.  In other news, the Hind is running cargo between Aeyllin and Brightly again.  Raina wanted to start micromanaging our side shipping business but I don&#039;t trust her with our money.  Sure, she wouldn&#039;t outright steal, she&#039;d come up with silly dragon taxes or flying reptile interest rates instead.&lt;br /&gt;
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==Journal Entry 339==&lt;br /&gt;
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So I got up this morning, and I&#039;m feeling really good and happen to be the first one up so I decided to make breakfast for everyone.  Oatmeal porridge with cinnamon and blueberry preserves.  Jason comes down and just gives me the weirdest look, the shakes his head and takes a bowl.  I figure because it&#039;s the fact that I&#039;m making food.  Typically Alex, Ian or Marcus do the cooking.  The others start coming down and they&#039;re giving me weird looks too.  Then I realize that I left my body upstairs.  I had been detached the whole time.  Apparently I can pick up stuff now when I&#039;m detached.  I&#039;m going to have to keep an eye on this.  How could I not notice?  Anyways, Marcus talked me into babysitting little Nathan while they run off and have a romantic evening together.  What do dragons consider romantic?  Swimming in money Uncle Scrooge style?  Anyways, the baby&#039;s been good.  Raina&#039;s kept him shape shifted in his half-elf form this whole time.  God knows what he really looks like.  He&#039;s been good, not that he has a choice with me keeping his mind from wanting to make a fuss.  Ah yes, Psions make the best babysitters.  &lt;br /&gt;
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==Journal Entry 340==&lt;br /&gt;
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Jason comes running into the house and drags me outside by force and points in the sky.  The invisible airship is over Aeyllin.  The Hind is out of town.  We grab Alex, Cherri and Ian and beeline for the sun church.  Nope, no strange priests there, so we make for the university.  Sure enough, there&#039;s that asshole with the long rifle watching the steam train ring around the campus.  I didn&#039;t even give him a chance.  I mindlocked him soon as he was in range.  He put up a fight but fuck that noise, I hit him with enough juice that I lit my hair on fire.  After putting out the flames, we dragged him inside for a nice little chat without words.  Well, he is in fact a priest of the sun church, but from a branch from a mostly isolated foreign city across the desert.  It&#039;s his job to go around on their invisible airship and keep tabs on technological growth.  He&#039;s the one that sent the cannon ingredients to Wolflake, he gave Winterfield plans for the mortar and was going to deliver cannon plans to Hebiry, but we ended the war before he could.  He does it to keep established civilized cities civilized.  After the situation was resolved, he was going to return a few months later and erase that knowledge.  He came here to look into sudden technological developments and limit their growth by force if need be.  He also knows what we are.  Before I could get more out of him, he up and vanished, Spymaster style.  Jason ran outside and sure enough, the invisible airship was leaving.  Well, soon as the Hind returns, we&#039;ll go pay him a visit.  I know where he lives now.&lt;br /&gt;
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==Journal Entry 341==&lt;br /&gt;
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The Hind is back in town.  We&#039;re picking up supplies and we&#039;re going to head out to Manden and then the desert.  We&#039;re making sure to pack plenty of water and we&#039;re bringing enough ingredients to make one ton of black powder and several containers to put it in.  Raina has demanded to come along this time and she&#039;s bringing the baby.  She doesn&#039;t care how dangerous this could be, she&#039;s tired of sitting home while we go gallivanting around the continent.  I bet she&#039;s just worried that we&#039;ll find mountains of gold in the desert and not tell her.  Austin is bringing a load of artificing gear, he&#039;s planning on working on a ship cloak on the way.  See how they like having an invisible airship hovering above their city.  So what do we know about this desert city?  Very little.  It does little trade with the outside world, mainly due to the difficulty getting there.  It must be self sufficient to manage this.  Getting there, even for us is going to be some trouble.  My map doesn&#039;t cover that part of the continent, all I know are from memories I ripped out of that priest and that&#039;s mostly landmarks and a general direction.  We should be alright though.  If all else fails, we have Raina to comfort us.&lt;br /&gt;
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==Journal Entry 342==&lt;br /&gt;
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We&#039;re in the air.  It started snowing soon as we lifted off.  I was on first pilot duty.  Piloting an airship in the snow sucks.  By the time my shift was up and I went below decks, all my facial hair was iced.  The deck is getting iced up pretty bad too.  If I recall, the way they do it back home is the same way they do it here.  Clubs and brooms.  We should be in Manden by tomorrow and we can take a break to defrost the ship if it doesn&#039;t warm up by then.  In the meantime, Jason brought a deck of cards with him he picked up in the market.  They&#039;re all different from the cards back home, almost more like tarot cards, but we&#039;re trying to adapt them into a game of poker.  Our first few games ended hilariously and we&#039;re not sure who won.  Cherri has decided to teach us how to play the game the cards are used for.  It&#039;s similar to blackjack except the face cards have a value based on the person sitting next to you and you&#039;re trying to reach two hundred instead of twenty one.  It was a good time sink I guess.&lt;br /&gt;
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==Journal Entry 343==&lt;br /&gt;
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We made Manden and their airship was hogging up their only air dock, so we had to use our landing struts.  Well, what a surprise, our landing struts were stuck.  A few of us had to rope down out of the ship and unfreeze them so they could lower properly.  The good news is that the snow stopped finally, but it&#039;s still cold.  We&#039;re spending the night at the Inn and leaving in the morning.  I checked around the market for any deals on dwarven made goods and picked up a new short sword for a pretty good deal.  So a few things about those memories I tore out of the priest have been bothering me.  Clearly, they&#039;re keeping hold on technology and keeping it to themselves but why?  They&#039;re isolationists.  Or is that the reason why, to keep the rest of the world from bothering them?  How long has that city been out there, was it from the last group of Terrans or ones before that?  While I was in the market, I checked around for anything on the city across the desert.  Well, apparently every now and then, someone in the merchant guild gets it in his head that he&#039;ll make a fortune starting a trade route out there only to find out that they don&#039;t want any of their produced goods and ends up losing most of his fortune.  It&#039;s become kind of a merchant guild morality story for your reach exceeding your grasp and knowing your customer base.&lt;br /&gt;
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==Journal Entry 344==&lt;br /&gt;
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Clear skies as far as the eye can see.  A bit chilly but great airship weather.  So we&#039;re over the desert and hauling ass when Ian comes up from below, takes a good look and asks where the mountains are.  Well, the nearest mountain is Czebron and the dwarven range to the southwest a few days, otherwise, the landscape looks pretty flat aside from the occasional dunes.  Ian starts throwing a fit saying that the landscape doesn&#039;t make sense, that there should be a lot of mountains around to keep rainclouds out of the area, otherwise the area should be plains or a forest.  I&#039;m not entirely sure what he was going on about but it summed up that he thought the area wasn&#039;t quite right.  I don&#039;t know deserts, I used to live near the ocean.  In other news, the mp3 golem is apparently on the ship.  I haven’t heard from it since the battle of Wolflake but I hear Celine Dion coming from somewhere.  That little bitch.  Wait, that used to be Mike&#039;s player, why did he have Celine Dion?  I&#039;m going to have to have a talk with him.  &lt;br /&gt;
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==Journal Entry 345== &lt;br /&gt;
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We found an oasis today and made a short stop to replenish our water supplies.  I&#039;m not sure how much longer we have to go, but it can&#039;t hurt to be prepared.  We did find the remains of an old wagon nearby, it looks like its wheels had shattered.  Possibly remains of an old trade caravan.  It didn&#039;t have anything of value.  Max and Ian tore it apart and made it into a kind of marker.  We all signed our names, the Earth date and the local date on it.  Even Raina.  She didn&#039;t quite get why we had her do it but chances are that she&#039;s still going to be alive when this thing&#039;s disintegrated.  Maybe by then she&#039;ll have learned some manners.  Speaking of the Earth date, if the last group of Terrans left around the time of the date stamp on the photos they left behind in their SDcard, they would have been portaled off into the past three days ago.  I&#039;d wish them the best of luck except well, we already have a general idea of how well they did.&lt;br /&gt;
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==Journal Entry 346==&lt;br /&gt;
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We found the last landmark that I&#039;ve been looking for.  A river.  We were following it at a good clip.  Typically you&#039;d expect rivers to be surrounded by plantlife but not this one.  You&#039;d expect the sand to have consumed it otherwise but Jason says that it looks artificial, it&#039;s depth is too even.  A few hours later, we spot it.  A city in the distance.  We engage Austin&#039;s “cloaking device” and go up in altitude.  Marika takes the controls and we all go see what we can see.  It&#039;s all enclosed.  Aside from Czebron, this must be the largest city on the continent.  It&#039;s designed like a layer cake, each level smaller than the one below with a massive tower in the center.  There was no farm land around it.  No plant life around it in fact.  The only green was coming from inside the city, trees in open air parks, plants on balconies and so on.  This may be an arcology.  We counted five airships puttering around above it.  These airships weren&#039;t designed like flying boats.  They were all enclosed except for a small upper balcony.  We have done several passes over the city, trying to get a good look at it, so far, we haven’t been detected.  Or if we have, they haven’t done anything about it.  We did spot something interesting.  On the ground level, near the river, there was a large cement pad near one of the entrances with a typical air dock of the style seen in the other cities.  Like they were expecting a standard airship to come out here one day.  We&#039;re going to move back out of visual range and land for the night, head in during the day acting like traders and see what happens.  We can pull it off, we even have the ton of ingredients in the hold.&lt;br /&gt;
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==Journal Entry 347==&lt;br /&gt;
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We did our best to hide our tech and went in for a landing at the city air dock.  Some people came out to greet us dressed in simple clothes.  Three of them were human, the rest elves.  Elves that looked like they were the same subrace as the Rheingraf spymaster.  They were casually armed with disguised long rifles and what looked like matchlock pistols tucked into their belts.  We introduced ourselves as traders from Manden, braving the desert wastes to open a trade route and look at all the alchemy stuff we have.  We found out what the name of the city is, New Paris, City of Light.  Well, we know who founded it now.  I didn&#039;t detect anything distrustful of them, though they were considering us peasant scum and weren&#039;t too pleased that we arrived in an airship.  We told them that this was a merchant guild expedition and that they were waiting for our return, successful or not.  They called out one of their merchants, a sun cleric.  He looked over our ingredients, shrugged and said we had nothing he wanted.  He did take an interest in our airship though, started asking questions about it while we casually prodded him for information.  Why was a sun church cleric acting as a merchant?  Well apparently the sun church runs things in the city of light; it&#039;s considered the holy capital of the church except apparently only a handful of people across the desert even know it exists.  We were invited in to see if they had anything we had wanted to buy.  He led us to what I&#039;m pretty sure was the city garbage dump.  Old pieces of equipment, rusted, junked, old clothes and so on.  We picked through it for a few minutes, pretending to be interested but ultimately turned him down.  We asked if we could stay in the city for a few days, we had traveled a long way and needed some rest.   He considered for a few minutes before agreeing.  We made our way into the city.  It wasn&#039;t as advanced as I had figured.  It looked like Aeyllin in maybe 20 years if they embraced everything we threw at them.  It&#039;s all an eclectic mix of magic, technology and medieval design ideals with some early steam punk mixed in maybe?  We&#039;re held up for the night in an apartment near the city exit with a bunch of cots our guide had brought in.  We have running water, bathroom facilities with sewage access and what he called a food tube.  It distributes a mint flavored paste with the consistency of mashed potatoes that the locals apparently eat.  It was horrible.  It better not be processed dead people.  Our guide made it clear that he doesn&#039;t want us wandering the city.  His reasoning was that we didn&#039;t know the laws and didn&#039;t want us getting in trouble or hurting ourselves.  How nice.  Jason&#039;s going to sneak out soon and take a good look around.&lt;br /&gt;
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==Journal Entry 348==  &lt;br /&gt;
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Well, while Jason was out, a certain sun priest bursts into our room with guards, points at us dramatically and yells “Terrans!”  If we had Avery with us, we&#039;d have fought back, but none of us want to deal with the long term effects of musket wounds, plus we have a baby with us.  So we have been taken prisoner.  We were taken through the city to another area that more or less had the same facilities as the last room, just with bars on the door.  They sorted through our gear and ran off with our tech and then the questioning began.  They brought in a psion interrogator, an elf.  I volunteered first.  He didn&#039;t expect it.  He was trained to go through memories, carefully, like pages of a book while I was trained to mindrape and dominate.  He started asking questions while starting his subtle mental penetration.  He wanted to know how long we&#039;d been here, what we had been doing, what technologies we had given out and so on.  Instead, I grabbed him like a ragdoll and made him tell me everything without saying a word.  This city was founded 800 years ago by Terrans and a local tribe of desert elves that worshiped the sun, but not the sungod.  They believed that the Terrans came from the sun and worshiped them as well.  They used their loyal population to start building this city.  From what I gather, they were trying to make this the center of learning and keep it isolated enough to stay out of the wars.  We may be looking at the future of Aeyllin here.  The locals are descendents of Terrans, the tribals and adventurers that made the journey here.  When the last of the Terrans died, the influx of new ideas stopped dead and things stagnated until 400 years ago when some of that batch of Terrans made their way here to found a new sun church and try and bring the city out of its isolation.  The locals still worshiped the sun and had no problem converting, but realized that these people were like their founders.  Their knowledge was taken from them by force and they were used as breeding stock.  Two hundred years ago, another group showed up and were immediately picked up by Parisian spies before they could make an impression on the world and followed the same fate as the others.  They&#039;re planning on doing the same with us.  Around the time the guards were starting to get suspicious, their necks exploded in a shower of blood.  Jason had managed to find us and intercepted our stolen goods.  I erased the interrogator&#039;s mind and we did a jail break.  We&#039;re currently holed up in some guys apartment.  I convinced him that we&#039;re relatives.  He&#039;s incapable of acting against us right now.  We&#039;re currently working out what we&#039;re going to do next.&lt;br /&gt;
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==Journal Entry 349==&lt;br /&gt;
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Jason, Marcus and I went out on recon.  We put on some clothes that the apartment owner had, stripped his mind of local customs and we went out.  Jason had something he spotted and wanted to take a better look at in the central hub of the city on his earlier tour.  We found what appeared to be a museum.  A museum of Earth tech behind glass.  Most of it was broken or damaged in some way and had been sitting for centuries.  Mp3 players, tablets, cellphones, guns with no ammo, other weapons.  Simpler things like toothbrushes, bottles and wallets.  Everything labeled and dated.  Everything stolen from previous groups, technology they couldn&#039;t understand but were hoping to one day.  I called the guard over and made him unlock some of the cases.  We took what we deemed useful or repairable and left the rest.  I erased the missing items from the guards mind so he wouldn&#039;t suspect, memories of seeing us as we left.  We ended up with 2 smartphones of a type that wasn&#039;t made yet when we left, one pair of sunglasses, 2 pistols, A Walther p99 which may be able to use the same bullets as mine but needs desperate attention and a HK mk23 with no ammo and good old Mossberg shotgun with no ammo.  We&#039;ll see if we can&#039;t fix that once we get out of this mess.  Currently, Austin is trying to fix up the other 9mm pistol while we&#039;re having another meal of mint paste from the food tube.  We&#039;re going to do another recon once the city enters its night cycle.&lt;br /&gt;
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==Journal Entry 350==&lt;br /&gt;
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Jason has the new pistol and it&#039;s got a full magazine.  We don&#039;t know if Austin&#039;s maintenance worked.  Not that we can test it without drawing a lot of attention.  The city guards have taken notice of our shenanigans and have been doing regular patrols, warnings for strange people acting strangely and so on.  We&#039;re being extra cautious.  We took a tour of the lower sections of the city to find any faults, anything we can take advantage of but found nothing obvious.  We&#039;re figuring that the best way to bring this city down is to sabotage various systems around like the food tube or the sewer system and water supply, but the place is too big to just destroy.  We don&#039;t even know what their contingency plans are or if they even have any.  Unleashing Raina would be an option, but I don&#039;t think she&#039;d get far before they managed to put her down.  If all else fails, we&#039;ll just start assassinating the leadership from the top down and hope they don&#039;t have regenerative capabilities like a certain spymaster.&lt;br /&gt;
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==Journal Entry 351== &lt;br /&gt;
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A few of us managed to get into the food processing center of the city where the paste crap is made.  Well, it&#039;s not dead people but it&#039;s not a whole lot better.  They&#039;re magically converting the sewage waste into ingredients that they then mechanically process and distribute through the food tube system.  Sure, it&#039;s efficient and “green,” but I don&#039;t think I could ever get used to something like this.  Whose idea was this anyways?  We had brought Austin along with us on this expedition, leaving Marcus behind.  There were some guards around the facility but I got them to fight each other using jealousy over a girlfriend that doesn&#039;t exist and we finished them off.  Austin started tearing apart some equipment he figured would be difficult to replace.  We then set everything on fire and quickly left.  We had made it to the central hub with about a minute to spare before the guards came rushing in.  There must be a silent alarm system somewhere if they responded that quickly.&lt;br /&gt;
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==Journal Entry 352==&lt;br /&gt;
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We had a guard come to the door today.  I sent him away believing that nothing was wrong.  They&#039;re doing door to door searches, level by level.  We packed up and moved immediately.  If anyone trained in memory examination takes a good look, they might see the changes.  I&#039;ve convinced the resident of this house that he is a freedom fighter and will deal with “the enemy” appropriately.  We moved across town, moving as separate groups of no more than three until we scouted out a house and moved in.  Another single individual who now thinks he&#039;s always lived with all of us and it&#039;s perfectly normal and most importantly, he&#039;s already been questioned and searched.  From our earlier attack, the food tube system has shut down completely.  The arcology criers have been announcing that it will be fixed soon and not to panic.  They continue to look for us.  Once we get settled, we&#039;ll continue our expeditions and sabotage.&lt;br /&gt;
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==Journal Entry 353==&lt;br /&gt;
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We made it into the water plant.  It&#039;s set up at the top of the arcology and uses gravity for water distribution.  Simple system.  Water is created magically from thin air more or less.  The guards up here were all sporting anti-telepathy headbands.  I guess they caught on.  That didn&#039;t stop us from killing them.  Jason went in first, snuck up and murdered the shit out of one of the guards.  The rest of us launched our attack.  They couldn&#039;t get their guns up in time before we&#039;d stab them.  We kept one alive which I interrogated while Austin tore apart the water system.  The city is relatively peaceful and the guards aren&#039;t used to dealing with terrorist attacks or adventurers.  They&#039;re adapting but slowly.  They were under the impression that we would all be naive and helpless.  Maybe we would have been if we were brought here in the early days.  Jason was collecting their weapons when he had a realization.  All the guns are muzzle loaders.  Sure enough, each guard had his own powder in a small belt pouch.  I convinced the guard that he was on our side and that he had to kill anyone else trying to come into this room, even at cost of his life.  For the cause.   We left him with all muskets.    &lt;br /&gt;
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==Journal Entry 354==&lt;br /&gt;
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I grabbed a book from the apartment we&#039;ve been staying in and went, alone, to the floor above, went into that level&#039;s park and found a nice seat with a view.  I ordered any passing person to hunt down and attack the nearest guard or government official one floor above this one or sabotage something important.  I read the book in between all of this.  Every now and then I would hear a gunshot or screaming and panic.  I figured this was the easiest way to seed panic.  They can&#039;t give out anti-psion headbands to everyone after all.  I&#039;m sure this has me sliding down that alignment scale again, I can almost feel Avery&#039;s disapproving look on my back.  After four hours, I wrapped up and headed back to the apartment.  While I was causing that distraction, Jason, Austin and Ian headed back into the food processing center and sabotaged their repair attempts and filled a few containers with food for use back at base since our supply was starting to run low.&lt;br /&gt;
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==Journal Entry 355==&lt;br /&gt;
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Our electronics detected a wifi signal.  A few minutes later, there was knocking on the door.  They found us.  Those assholes developed some kind of a “Find wifi enabled devices” spell.  There were about thirty of them outside.  They demanded our surrender, promised that we wouldn&#039;t be hurt, that they wanted us in protective custody for the time being, that they wanted to talk.  We didn&#039;t have much of a choice, not without undue risk.  Jason shut off his ipod and hid with both working pistols while we took the house resident as one of us.  We surrendered into their custody.  We had our weapons taken from us and were all taken to one of the higher levels, a large atrium with a dinner table set up.  We were told to have a seat.  The guards stayed but kept their weapons ready.  After a few minutes, three people came out in fancy dress.  Two elves and one human.  They were wearing those psion headbands of course.  The elves stayed quiet but the human spoke.  He was the son of one of the founding Terrans.  He was one of the first born in this city and eventually became its immortal leader. We had a long talk over breakfast.  Real food for a change.  &lt;br /&gt;
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His father and mother had been taken away in the Summer of 2017 and thrust into a situation we were all familiar with.  There were 6 Terrans total.  They had similar experiences, similar adventures and eventually made their way out here to deal with some great evil.  The cause of the desert.  The death of an evil avatar whose death blighted the region for hundreds of miles, turned it into a desert.  They ran into the tribes and settled with them while they recovered and eventually were worshiped as gods.  This group&#039;s ambition was to make each kingdom self sufficient to end the wars, but no one was listening.  Here, they would listen, so they built New Paris.  It took centuries to get to this point and it&#039;s still being built.  From what I gather, this group never stepped down from their power, even after the population became civilized, they got used to the power they had.  Understandable.  Then they started dying, one at a time, of old age.  Lucas declared himself the King, being the only one of the first generation born here that was “pure blooded” and continued building the city in the vision of his parents and their companions.  When he got old, he had a ritual performed.  He&#039;s a Lich of some type.  He has some kind of sustaining magic keeping his body alive, or at least alive looking.    &lt;br /&gt;
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So where did it go wrong?  He didn&#039;t have the knowledge.  The city was built from the plans left behind and then no one knew what else to do, so they just lived there and developed an isolationist policy.  A few centuries later, another group of Terrans, the church founders, arrived.  They were welcomed but when they didn&#039;t dump everything, they were taken prisoner and mindraped by psions for everything.  Advancement began.  New ideas and new directions to take things, but those ran dry fast enough.  They had the church infrastructure to take advantage of now, though, and used it to try and nudge the rest of the continent into developing for them, after which they&#039;d jump on it and try and suppress it afterwards so that they would always stay ahead of the game.  The rest of the continent is their R&amp;amp;D lab, but their methods are screwing them over in the long term.  Then they lucked out and caught the next group of Terrans a few days after they arrived.  I already noted how that turned out.  They weren&#039;t given a chance.  So, because we&#039;ve “proven ourselves”, we have been given the option.  We could serve under Lucas and live to advance this place, or he&#039;ll take it from us by force.  I reached out to everyone and got consensus.  I leaned forward and told Lucas that Raina was a dragon.&lt;br /&gt;
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After she finished killing all of the guard, Raina had to withdraw from the fight through the Atrium  glass roof.  She had been injured from the gun fire and spells being shot off.  She took the baby and Marika with her.  We were launching everything at Lucas and he was fighting back hard.  The entire section was starting to collapse.  Jason showed up and shot the elven assistants from behind.  They had been doing most of the shielding and counter-spelling.  We put Lucas down after that.  We didn&#039;t know where his phylactery was, but it was time to go.  We managed to escape into one of the lower levels and have hidden in another apartment for now while we plan our next move.  I&#039;m not sure if Raina got out okay with the baby and Marika but she definitely earned her pay today.&lt;br /&gt;
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==Journal Entry 356==&lt;br /&gt;
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The city is in chaos right now.  The atrium level has fully collapsed into the floor below it cutting off the upper levels, the guards are on high alert and outright shooting anyone that they think even looks suspicious.  We&#039;ve just been taking it easy in the apartment.  We don&#039;t know how long it will take Lucas to regenerate, but we need to find his phylactery and destroy it, put an end to him or he&#039;ll just rebuild when we&#039;re gone and pick up right where he left off.  After everyone&#039;s rested up, we&#039;re going to fight our way up and try and reach the upper levels.  We have injuries from the last fight and the only thing we have on hand to deal with it are a few light cure potions we found in the apartment.  They taste like cough syrup.  We could have really used Avery for this.  &lt;br /&gt;
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==Journal Entry 357==&lt;br /&gt;
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We have barricaded ourselves in the royal suite.  It was a tough fight up here.  Since most of the guards had their psion headbands, I became the distraction.  I&#039;d detach and fly in at them acting all ghost like.  They&#039;d panic and fire.  Then the rest of the team had a minute to kill them before they could reload.  It&#039;s a big assumption that the phylactery is up here.  It may be below the city, or outside the city.  It could be in Rosenbridge for all we know.  The suite is at the highest point in the city, is well fortified and only has one entrance outside of the balcony that rings it.  The guard have tried breaching the door for an hour before giving up.  I&#039;m not sure what they&#039;re doing out there but if they were smart, they&#039;d be putting together a bomb and blast their way in.  Max has been casually slinging spells over the balcony at the city below, causing more section collapses and outbreaks of fire.  The only problem is that he&#039;s burning himself out fast from doing it.  From the looks of it, Raina shot down the city airships, as we can see their wreckage littering the city&#039;s superstructure.  No sign of our airship or the dragon as of yet.  Mike and Cherri have been setting up a summoning circle.  They&#039;re going to try and get us some demonic assistance.  &lt;br /&gt;
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==Journal Entry 358==&lt;br /&gt;
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Lucas is back.  I can hear him screaming curses at us from outside.  We&#039;ve ransacked his quarters pretty hard for anything we could use.  We found a barely working, magically enhanced Android tablet that desperately needed a format, an airsoft FN FAL and a block of what we all agree is ancient Semtex that we&#039;re pretty sure is no longer any good after all these centuries.  It&#039;s not even malleable anymore.  In case it is, Austin is rigging up a magical detonator and we&#039;re dumping it in the sewer system, which seems to still be flowing, just in case.  The airsoft gun appears to be modified.  It can fire a magic missile about once a minute.  As for our demon assistance, since we&#039;re not willing to sell souls or have a baby on hand to sacrifice, the best we can get is a messenger imp.  We&#039;re sending it off to alert Marika, who presumably has our airship, as to where we are.&lt;br /&gt;
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==Journal Entry 359==&lt;br /&gt;
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Lucas breached our defenses.  Well, he more went around them.  He got outside and just flew onto the balcony.  He&#039;s been fluctuating between begging and threats all day, but currently he&#039;s in begging mode.  He just wants us to leave, he&#039;s promised he&#039;ll never bother us again and keep his hands off the rest of the continent until we&#039;re all dead of old age.  We told him we&#039;d consider it and that&#039;s what we&#039;re doing now.  He&#039;s left and gone back downstairs while we figure this out.  I figure that he&#039;s just going to stab us in the back the second he can.  He&#039;s not entirely stable, especially since what we&#039;ve done to his city.  Even if he holds up the deal, the next group of Terrans is going to be fucked over and the ones after that and so on like the ones before us.  I feel we need to do something, even if it&#039;s just for their revenge.  Lucas needs to pay for what he&#039;s done, what he&#039;s doing and what he&#039;s going to do and I&#039;ll bring this whole civilization down with him if I have to.  At least that&#039;s my stance on it.  We&#039;re still discussing it.  The Hind&#039;s returned to us and has landed on the balcony.  They took to hiding a few miles away behind some dunes while the heat died down and Raina recovered.  She&#039;s got some scars, even on her elven form, but nothing too dramatic.  Marcus is proud of her.  The baby&#039;s come out of all of this unscathed, as has Marika.  We&#039;re including their input in this decision.  They&#039;re not Terrans but they&#039;ve thrown themselves in with us, they should have a voice too.&lt;br /&gt;
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==Journal Entry 360==&lt;br /&gt;
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We made our decision.  We moved our bomb ingredients off the Hind and mixed them.  It took a few hours, but when we were done, we had our one ton bomb and a five minute fuse.  We would run.. for now, but we were going to leave a parting gift.  We had a 5 minute fuse set up.  We drew straws as to who would light it.  I got the short straw, so I had to light it.  I was given a torch from below deck.  We made sure everything we wanted was on the ship and everyone was ready to pull out.  Then I walked over and lit the fuse.  I made it two steps away when suddenly the Rheingraf spymaster appeared and stabbed me through the gut.  From the shock, I dropped the torch on the bomb crate.  I think they knew what was going to happen; I saw the airship suddenly lift off and shoot into the sky.  I grabbed the spymaster with all my remaining strength.  I figured the explosion would be enough to destroy his enchantments once and for all.  Then the bomb went off and I died.  Well, my body did anyways.  The explosion caused a chain reaction of collapses, the upper half of the arcology collapsed in on itself.  The city was evacuated.  I was in a daze for a few hours before I realized what had happened.  I&#039;m detached now, permanently.  I spotted the Hind circling the ruins and I managed to flag them down, and here I am.  Everyone is kind of in shock, and so am I.  I don&#039;t feel anything.  &lt;br /&gt;
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==Journal Entry 361==&lt;br /&gt;
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It&#039;s been a few days.  We&#039;ve been camped out around New Paris, watching the survivors.  There hasn&#039;t been any sign of Lucas.  We think that maybe the city was his phylactery, and we have effectively destroyed it.  The locals, with our help, have managed to restore some functionality to their food paste producers and have been getting water from the local river, so they aren&#039;t starving to death for now.  With Lucas gone, they&#039;ve been deferring to us, the next Terrans in line.  They want us to take over and lead them like Lucas or his parents did.  I told them that it&#039;s time to leave this cursed desert and rejoin the rest of civilization.  The problem is that most cities aren&#039;t big enough to hold their population.  Hell, if they crossed the desert and settled in Manden, they&#039;d triple its population.  If they could survive the trip to Wolflake, maybe they could settle there?  We&#039;re literally trying to figure out where to put the surviving population of one of the largest cities on the continent.  It&#039;s baffling.  As for my condition, well, I don&#039;t need food, water or sleep or much of anything else.  At least I don&#039;t have to worry about my hair catching on fire.&lt;br /&gt;
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==Journal Entry 362==&lt;br /&gt;
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Austin has managed to make their food processing system more mobile and adjusted it to work with the sand.  I&#039;m not sure how nutritious it will be, but the consistency has at least improved.  The surviving sun church leadership know the continent better then most, so they have been tasked to take care of the population and try and get it, eventually, to Wolflake.  They may be able to use the river for transportation.  I&#039;m not sure where it ends or if it connects to the other rivers, but it&#039;s flowing in the right direction.  As for us, we&#039;re trying to figure out what we want to do with our lives.  We&#039;re tired.  Maybe it&#039;s time to retire.  Mike and Cherri are probably going to settle down and summon up a family.  Marcus and Raina pretty much already have.  I&#039;m pretty sure we can find something to keep ourselves occupied in Aeyllin aside from being research subjects.  Maybe I can take up a teaching position and spread the advancement, maybe get myself a new body, maybe not.  Hopefully we won&#039;t make the same mistakes that the founders of New Paris did.  If we do, I can only hope that the next group manages to fix our mess.  So here we are.  We were taken here against our wills, forced to fight to survive.  We did, we adapted and we fought back.  We crushed civilizations and helped found new ones.  We changed the world.  We survived.  We are Terrans.  We will always find a way.&lt;br /&gt;
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==Journal Entry -----==&lt;br /&gt;
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Two hundred years, just like we predicted.  The next batch of Terrans has arrived in Rosenbridge.  Twelve of them.  They&#039;ve already been here a week, struggling for food and water, living in an alleyway; Dirty and terrified of their new surroundings but not willing to lay down and die.  Ah memories.  Avery and I have already made contact and gotten their trust.  We had our first discussion.  They arrived from late 2011, our past.  Of course this meant that we had to convince them that this was unrelated to the Mayan Calendar 2012 nonsense.  We&#039;ll be taking them to New Chicago.  We are going by train so we have time to talk and they will have time to eat and rest.  Once they&#039;ve adapted to the ways of this world, maybe a few will travel to Aeyllin and sign up at the University.  I can already feel magic and psionic talents in them, struggling to express themselves.  I can only wonder how they are going to change the world, what ideas and skills they&#039;ve brought with them.  Things may get exciting again.&lt;br /&gt;
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==Sup/tg/ archives==&lt;br /&gt;
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* [http://suptg.thisisnotatrueending.com/archive/17586304/ Part 1 archive]&lt;br /&gt;
* [http://suptg.thisisnotatrueending.com/archive/17611378/ Part 2 archive]&lt;br /&gt;
* [http://suptg.thisisnotatrueending.com/archive/17632664/ Part 3 archive]&lt;br /&gt;
* [http://suptg.thisisnotatrueending.com/archive/17648894/ Part 4 archive]&lt;br /&gt;
* [http://suptg.thisisnotatrueending.com/archive/17663235/ Part 5 archive]&lt;br /&gt;
* [http://suptg.thisisnotatrueending.com/archive/17670989/ Part 6 archive]&lt;br /&gt;
* [http://suptg.thisisnotatrueending.com/archive/17685424/ Part 7 archive]&lt;br /&gt;
* [http://suptg.thisisnotatrueending.com/archive/17705159/ Part 8 archive]&lt;br /&gt;
* [http://suptg.thisisnotatrueending.com/archive/17717365/ Part 9 archive]&lt;br /&gt;
* [http://suptg.thisisnotatrueending.com/archive/17732681/ Part 10 archive]&lt;br /&gt;
* [http://suptg.thisisnotatrueending.com/archive/17751162/ Part 11 archive]&lt;br /&gt;
&lt;br /&gt;
*[http://tvtropes.org/pmwiki/pmwiki.php/FanFic/StrandedInFantasy TV Tropes page]&lt;br /&gt;
&lt;br /&gt;
[[Category:Stories/Dungeons &amp;amp; Dragons]]&lt;/div&gt;</summary>
		<author><name>192.42.116.15</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Nobledark_Imperium_Notable_People&amp;diff=1011554</id>
		<title>Nobledark Imperium Notable People</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Nobledark_Imperium_Notable_People&amp;diff=1011554"/>
		<updated>2026-05-20T14:44:42Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.15: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
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&#039;&#039;&#039;This page is part of the Nobledark Imperium, a fan re-working of the Warhammer 40,000 Universe. See the [[Nobledark Imperium|Nobledark Imperium Introduction]] and [[Nobledark Imperium|Main Page]] for more information on the alternate universe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The galaxy has produced numerous notable individuals, Imperial or otherwise, throughout its long and storied history. The actions of these individuals have often shaped the course of history, saving the lives of billions of the galaxy&#039;s inhabitants or damning them to perdition. The Primarchs have their own page, which can be found [[Nobledark Imperium Primarchs|here]]. The [[Chaos Gods|Ruinous Powers]] and their followers have their own page, which can be found [[Nobledark Imperium Forces of Chaos#Notable Daemons and Followers of the Dark Gods|here]]&lt;br /&gt;
&lt;br /&gt;
== Abbadon the Last ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;[[Nobledark_Imperium_Primarchs#Horus|My uncle]] was weak. My uncle was a fool.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I loved my uncle. He raised me as his own son, after my own father died. But is it not the way of the world that all children find that their parents have feet of clay.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Horus believed that all he had to do was speak, and people would lay out the fruits of the galaxy before him. That wisdom and reason and, in a pinch, sly cunning would win the day. But he did not realize that some people simply cannot be reasoned with. A trader must speak many languages, and sometimes violence is the only language some people will understand. Sometimes you have to fight, rather than talk, to achieve what you want in life. And if you cannot fight to protect something, then it never truly belonged to you in the first place.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I have heard Lady Malys’ statement. And I offer a counterproposal of my own. There is still something of the sly old man left in me yet. Malys believes me to be weak? Let her bring her fleet before me. Her pitiful excuse she calls a [[Nobledark_Imperium_Drafts#First_Black_Crusade|&amp;quot;Black Crusade”]]. I will devour it. My vessels are the wolves of the galaxy. My fleet is the jaws of the void. We will pick the scraps of her ships out of our teeth. The galaxy is a cold and spiteful place, and we are but its emissaries. I send this message on behalf of the Imperium.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Let those who threaten the galaxy burn.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-- Ezekyle Abbadon, upon hearing Lady Malys&#039; &amp;quot;Let the Galaxy Burn&amp;quot; speech at the beginning of the [[Nobledark_Imperium_Drafts#First_Black_Crusade|First Black Crusade]]&lt;br /&gt;
&lt;br /&gt;
See also [[Nobledark_Imperium_Notes#Ezekyle_Abbadon|Abbadon]]&lt;br /&gt;
&lt;br /&gt;
== Ahzek Ahriman ==&lt;br /&gt;
&lt;br /&gt;
EDITOR&#039;S NOTE: Incomplete by word of writefag. Needs to add in the [[Nobledark_Imperium_Notes#Ahzek_Ahriman|other information present on the Notes page]]. Writers are unsure if Avenians should be used in this way.&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;
&#039;&#039;“What are you?”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;“Damned.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Conversation between one of the [[Nobledark_Imperium_Forces_of_Chaos#The_Fallen|Fallen]] and Ahzek Ahriman of the Daemon Breakers during the battle of Fraxos, circa 780.M39, after the former stabbed the latter through the chest to no effect.&lt;br /&gt;
&lt;br /&gt;
Ahzek Ahriman was born in the country of Achaemenidia, long known as the crossroads of the Old World, during the Unification Wars. As a result, as a child he had the opportunity to watch the Warlord&#039;s armies criss-cross the planet, first to the east to head off the western ambitions of Ursh, then to the south to shore up the rest of Afrik, then back to the east again to cross into Persepotropolis and the rest of Azia.&lt;br /&gt;
&lt;br /&gt;
Ahriman grew up in Achaemenidia under the shadow of marching Thunder Warriors alongside his twin brother, Ohrmuzd. Despite being twins, the two of them could not be more different, like fire and shadow. Ahriman was the fire, full of righteous passion and will. Ohrmuzd was the shadow, calm and understanding, but also soft and unassertive. Ohrmuzd often had difficulty hiding his psychic gifts and was frequently harassed as a freak and a witch during his childhood. Ahriman often found himself defending his shyer brother against the other children with his hands and fists, gaining many a bruise or bloody nose in the process. It was these encounters that left Ahzek Ahriman with a lifelong hatred of bullies and those that would abuse power, something that would influence him for the rest of his life.&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;
Eventually, the psychic talents of the two brothers brought them to the attention of the Imperium, in particular the inscrutable psyker Magnus the Red. Both brothers were inducted into the newly formed XV Legion, and given the enhancements of the Mark III MP geneseed. Although both brothers were tutored by Magnus, Ahriman was clearly the favorite. Ahriman devoured knowledge at a rate that few others in the legion could match, and was always eager to learn more. Ohrmuzd never resented this, he had always been afraid of his powers and was merely happy to be able to know enough to keep them under control. Ahriman grew to idolize Magnus, whereas Magnus came to see Ahriman as his star pupil. Magnus had always been too scarred by his experiences in [[Nobledark_Imperium_Drafts#Ursh|Ursh]] and the Forbidden Mountains of Himalazia to ever consider a romantic relationship, but he considered Ahriman to be the closest thing he ever had to a son. Magnus even trusted him enough to teach him the forbidden arts of summoning and binding creatures of the Warp, passed on to him by his mother Ada.&lt;br /&gt;
&lt;br /&gt;
When the Warlord, now rechristened the Steward chose his Primarchs, Ahzek Ahriman was one of the possibilities at the top of the list among idle gossipers, due to his immense talent and being by far the most prominent son of Achaemenidia. However, in the end Ahriman was passed over in favor of Magnus the Red. To Ahriman, this was only right and proper. He had owed everything to Magnus, and it was only fair that his mentor be recognized for his talents. The student had yet to surpass the master, and he was humble enough to admit it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tragedy struck during the Ark Reach Cluster campaign when the Thousand Sons fought against the human Avenians on their capital world of Heliosa alongside the Word Bearers and the Vlka Fenryka. The inhabitants of Heliosa used strange magicks to stymy the Imperial advance, and the Steward had sent his legion of witches and psykers in turn to check them. The more powerful Ahriman stayed behind to protect the rear while his more cautious brother was sent to advance the front. Yet when Amon unexpectedly returned to the rear guard in a panic saying that something had happened and Ahriman had to come with him immediately, Ahriman realized something had gone wrong.&lt;br /&gt;
&lt;br /&gt;
The Avenians were loyal devotees of Chaos and the four Ruinous Powers, which was the source of their strange abilities. Their patrons had taught them nightmarish fleshcrafting sorcery to unleash upon the legionnaires, which turned men into mewling monstrosities and was especially potent on psykers and the weak-willed. When Ahriman finally reached the front, he was directed to a shambling mass that could no longer stand under its own power. [[Chaos_Spawn|It has no axis of symmetry, with numerous limbs sticking out from its melted tumor of a body, many of which were not even human. It labored to breathe, most of the eyes on its faceless body glassy and unfocused. There was no mistaking who it used to be, especially when the creature opened one of its mouths and begged for death with the same voice that Ahriman had known since childhood.]] There was no saving Ohrmuzd, only giving the tortured thing he had become peace. It was when he delivered the final mercy to his afflicted brother that he realized the truth: the gods of Chaos and their daemons were no more than upscaled bullies. It seemed childish and ludicrous a thought to entertain, but that did not mean it was not true.&lt;br /&gt;
&lt;br /&gt;
It is said that twins, especially psyker twins, possess a connection unlike anything else in the universe. The eldar and {DATA REDACTED} can well attest to this, and this is thought to be the principle behind psychic phenomena like Ansible Twins. And the loss of that connection, the loneliness that follows, is one of the worst things anyone can experience. Ahriman certainly felt that way. Tragedy would continue to dog Ahriman. [[Nobledark_Imperium_Writing#Iron_Without_Iron_Within|Achaemenidia was virtually destroyed in the War of the Beast, like most countries of the reformed Tharkian Empire due to the Beast’s forces encamping at the gates of the Imperial Palace to the north during the Battle of Terra]].&lt;br /&gt;
&lt;br /&gt;
However, although it was not possible to recover in full, it was possible to move on. When the Thousand Sons relocated themselves to the psychic planet of [[Nobledark_Imperium_Notable_Planets#Prospero|Prospero]] after the end of the War of the Beast, Ahriman found a second home for himself. Despite being an outsider, his love of knowledge and learning eventually won over the local population, with Ahriman eventually becoming one of the most esteemed teachers and scholars on the planet. Many a letter from Prospero during the Imperial Golden Age speaks glowingly of “Professor Ahriman”, the tutor who seemed to have boundless enthusiasm for teaching and was well-loved by his students. He was for many generations of young psykers what Magnus had been for him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then the [[Nobledark_Imperium_Drafts#Fourth_Black_Crusade|Fourth Black Crusade]] happened. Prospero for years had been a source of irritation for Lady Malys and the Crone Eldar, the idea of a human psychic city on a hill was disgusting to them. Prospero had always been a target during the last three Black Crusades, but this time it appeared as though the destruction of the planet would actually happen, as the Cronefleets marched slowly but surely towards Prospero as Imperial fleets, Guard regiments, and Astartes chapters marshalled to its defense. Ahriman had had enough. He had already lost his home and his family twice before. He would not do so again. As Astartes and Spire Guard and daemon and Crone Eldar dueled to the death in Tizca’s streets and nuclear bombs exploded in the planet’s atmosphere, Ahriman gathered up whatever psykers he could spare, ranging from Prosperan students to Thousand Son Librarians, to conduct a hastily made ritual out of what little sorcerous knowledge could be scrounged out of the Great Library of Tizca to send Prospero to a pocket dimension where it would be safe. Needless to say, [[Legion_of_the_Damned|the results of the ritual]] [[Not_As_Planned|did not go according to plan]]. Whether or not the Changer of Ways had any hand in corrupting the ritual is unknown, though certainly not out of the question.&lt;br /&gt;
&lt;br /&gt;
Ahriman and his cabal survived the casting of the Rubric, and at first he seemed to cope suspiciously well given the loss of his adopted home. However, it soon became apparent that any such acceptance was merely a façade, and Ahriman had become deeply broken and self-loathing by this turn of events. A few decades after the Burning of Prospero, it was discovered that Ahriman had been using Magnus’ forbidden knowledge to bind and interrogate daemons and had been teaching other members of the Thousand Sons how to do this. When an Inquisitorial investigation confirmed these claims there was a public outrage. Magnus the Red was particularly horrified by this turn of events. Having seen Ahriman as his potential successor, he had taught Ahriman the forbidden ways passed down to him by his mother because he believed the knowledge needed to be remembered just in case and he felt Ahriman was responsible enough to use them only as a last resort. He didn’t expect Ahriman to start summoning daemons and beating them for information. As everything took a turn for the worst, Ahriman and most of his followers who knew how to bind daemons fled, unrepentant for their actions but refusing to hurt fellow Imperials over it.&lt;br /&gt;
&lt;br /&gt;
NEEDS FINISHING&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Be thine world benighted by esoteric phenomena?&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;And whose aid would you ask?&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Be you confronted by the unknown, and deem it horrific to look upon?&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;And whose aid would you ask?&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Men of Ahriman fear no daemon!&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Men of Ahriman fear no daemon!&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Be you stricken with ghastly, coursing visions?&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;And whose aid would you ask?&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Be your boudoir inhabited by wicked phantoms?&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Aye, and whose aid would you ask?&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Men of Ahriman fear no daemon!&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Men of Ahriman fear no daemon!&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
-- First two cantos of the Hymn of the Daemon Breakers&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;
== Alith Anar ==&lt;br /&gt;
&lt;br /&gt;
EDITOR&#039;S NOTE: May need name change&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;
An insane reformed Dark Eldar that goes on raids, sometimes solo because nobody else is stupid enough, into the Dark City and the Crone Worlds because FUCK THOSE PIECES OF SHIT!&lt;br /&gt;
&lt;br /&gt;
He is a vat grown, one of the legions in the Dark City. Massively underdeveloped psychic powers for an eldar of his age. Like holy shit small children are better psykers than him. To speak the High Tongue properly you need to have at least some psychic talent for the inflections. He can&#039;t hardly speak High Tongue.&lt;br /&gt;
&lt;br /&gt;
On the positive side this does make him far better at passing for the Dark Eldar he used to be. What made him change sides? Nobody&#039;s sure. He just took a look around one day at his shitty gang of half-withered in one of the low towns. Looked up at the towers of High Town, saw the procession of Chaos Eldar walking his street like they owned it, looked back up at High Town, looked again at his gang, remembered the traveling Harlequins and the things they told him and then lost his mind.&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;
Next thing he knows he&#039;s sprinting through the webway with angry scum behind him.&lt;br /&gt;
&lt;br /&gt;
Technically he is on the Path of the Outcast. He can&#039;t adapt to Craftworld life properly, he&#039;s too old to change easily now. He is only allowed in the periphery and visitors sections of the more tolerant Craftworlds, the others have banned him outright for being what he is. He wholeheartedly approves of this because he would do the exact same in their shoes.&lt;br /&gt;
&lt;br /&gt;
He has gone full monk. He eats only simple food, drinks only water, spends much time in meditation and contemplation, hones his martial skills and as far as anyone can tell he is totally celibate. He is about as far away from Dark Eldar psychologically as it is possible to get.&lt;br /&gt;
&lt;br /&gt;
He has more friends among humanity than his own species, if only because humanity is notoriously and tragically bad at telling Dark and Craftworld eldar apart without training. Also humanity tends to be slightly more forgiving, he considers them to be a bit stupid in that regard.&lt;br /&gt;
&lt;br /&gt;
He is not charismatic. He is not some dashing anti-hero or pantie moistening Dark Knight type figure. He&#039;s a deranged fuck up with weaponry that probably isn&#039;t safe to be left with alone. He has done terrible things and they don&#039;t trouble him as much as they should. He isn&#039;t motivated by some higher purpose, his motivation is &amp;quot;kill as many of the fuckers before one of them gets lucky and kills me&amp;quot;. His one real redeeming feature, if such it is, is that he is predictable in what he wants if not in how he goes about getting it.&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;
== Anval Thawn ==&lt;br /&gt;
&lt;br /&gt;
EDITOR&#039;S NOTE: May need some adjustments. Malan&#039;tai was said to be steered into a star and it&#039;s not clear if the Grey Knights would have been around to help since Malan&#039;tai was anti-human. Additionally, there was talk of going into more detail on Thawn&#039;s deaths and how it has affected him.&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;
Anval Thawn of the Grey Knights was born to perfectly normal parents in one of the Sunless Cities deep in the crust of Old Earth called Kal Darihm, down in the deeps and just above the lightless seas and the geothermal shafts and surrounded on all sides by the winding tunnels of night eternal where no man lived. Here his father provided for his family as a humble and honest fisherman of the strange pale fish that were found so deep. He attended the local branch of the Rhetor Imperia, Paragon Cuthbert’s School For Good Citizens, which was present in the outskirts of south Kal Darihm at that time.&lt;br /&gt;
&lt;br /&gt;
He received a simple but well-rounded education. He learned a little of history both recent and ancient, he learned a little of geography both local and galactic, he learned a little High Gothic in a sort of rough and ready way and then went to be a fisherman like his father as was expected. In a fair and just universe that would have been his life, a life on the water doing honest work for honest pay knowing nothing of war or the horrors beyond name and number. But the galaxy is not just and the galaxy has no notion of fairness.&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;
On his fifteenth birthday, three years after finishing his formal education, a pale-grasper of unusual size plucked him from his father’s boat swiftly and with barely time to scream but rather than sure death in the briny deeps in the maw of a great Cephalopod he rose from the darkness like a missile bathed in light and bolted across the surface of the sea like it was sound rock of the tunnels. Tests confirmed it, Anval of the family Thawn was a psyker. His mother and father and brother and sister held him close that night as they knew that they would not see him again for a long time if at all, he held witch-fire in his heart and the Sisters of Silence were ever efficient in their duties.&lt;br /&gt;
&lt;br /&gt;
Sure enough in the early hours a knock of armoured fist on their door was heard. Father Thawn opened the door to the sister in her brass-trimmed robes and with tears in their eyes the family was divided and Anval was taken to the Schola Psykana and the distant land of the surface. It took some time for melancholy to pass as he had left behind all he knew and it took longer for the agoraphobia to subside as he had never seen sky or sun or moon before and was quite expecting to fall from the face of the Earth with no cave ceiling above him.&lt;br /&gt;
&lt;br /&gt;
He studied hard in the hallowed halls of the Schola Psykana and although his tutors felt within him a great roaring furnace of potential ability they couldn’t teach him of any way to harness it beyond simple telekinesis and a little light illusion. None of their techniques worked but then the primary purpose of the Schola Psykana was to make people safe for their own good and the good of the people and with this they did succeed. The whispers of things to dark and terrible to contemplate found no purchase in his mind and soul and were ever frustrated. By age seventeen Anval was brought to the attention of other eyes. His stature was sturdy and his limbs strong, he had great stamina and had maintained his physique from his fishing days through his further education.&lt;br /&gt;
&lt;br /&gt;
It was bitter sweet when he returned home again for proud though his family was of him his new journey would take him to the fabled halls of Titan. On Titan he was torn apart and remade in the image of the legends of ancient days, a Grey Knight and a warrior without peer. The training was hard, but he rose to the challenge of it and surgical modifications were brutal but he endured them and the flesh of the artificial organs took root in his own.&lt;br /&gt;
&lt;br /&gt;
Anval of the family Thawn returned home only a few times, though he wrote often. He was not the same person he had been when he left and with each passing year in the service of the Imperium he grew more distant from them and had seen things out in the wars on distant worlds and stranger places that he did not wish to see. He outlived his family by many generations and in the end it seemed he met his doom on the bones of the craftworld Malan&#039;tai. The craftworld was being disassembled carefully as none would dwell in so sorrowful a place but much was still to be had for salvage and such value had attracted the damned and forsaken. The battle was short and intense and almost a defeat but the neverborn and their fallen eldar pets were dispatched. Of the casualties was Brother Thawn who fell with the spear of N&#039;Kari, Keeper of Secrets. With great solemnity his body and the bodies of his fallen brothers were taken back to Titan to be laid to rest in the fields of the dead beneath the dense and dark atmosphere.&lt;br /&gt;
&lt;br /&gt;
It was then that the legend of Thawn really began to get told. Just before the procession made it to the airlocks the almost interred Brother-Knight pushed the stone slab from his sarcophagus and sat upright, removing the linen shroud from his confused features. Commotion was an understatement. It was determined, after extensive testing to ensure freedom from corruption, that he mustn’t have been dead when they laid him out to rest. The Apothecaries emphatically denied this. He was dead as Pius, a spear in his chest the size of a small tree punched a hole right through his chest and took most of the contents of the ribcage with it. His resurrection was not the work of mundane recovery.&lt;br /&gt;
&lt;br /&gt;
Whatever the cause he was given a clean bill of health and returned to service after another six months of testing. Seventy years of the Long War later and he was longitudinally bisected from collar to hip by an orkish worshiper of Khorne. On the way back to Titan his comrades were more than a bit startled to see him sit down in the ship’s mess hall for a bite to eat and a cup of tea with nothing more untoward than confused memories of the last few hours. He was tested again and again, after some time, returned to service.&lt;br /&gt;
&lt;br /&gt;
In his three thousand year career Anval Thawn has been;&lt;br /&gt;
&lt;br /&gt;
Crushed by a Gargant - full recovery in just under 48 hours&lt;br /&gt;
&lt;br /&gt;
Decapitated by a Fallen Champion of Slaanesh, flesh melted from the head and the skull taken as a trophy - head reappeared on shoulders in less than a month&lt;br /&gt;
&lt;br /&gt;
Atomised by necron gauss flayer - awoke in his bunk on Titan seven weeks later&lt;br /&gt;
&lt;br /&gt;
Direct hit from a nuclear warhead, body unrecoverable - was next seen walking on to the bridge of the ship that he had departed from earlier that day.&lt;br /&gt;
&lt;br /&gt;
Mobbed and torn apart by Meatweaver constructs - Reappeared in the Titan dockyard nearly a year later. Longest absence on record.&lt;br /&gt;
&lt;br /&gt;
Burned to the bones by Defiler in 12th Black Crusade - Appeared in a nearby forest naked less than an hour later and started sprinting towards the Defiler to get even.&lt;br /&gt;
&lt;br /&gt;
And many other terrible fates. There is no describable pattern to manner of death to time spent dead or any reliability on where he will return. As to why he returns at all? Some say it&#039;s his natural immense psychic talent finding an outlet. Some say he has been chosen by the eldar&#039;s future god of the dead to be it&#039;s herald, reaching backwards through time to bless him. Some say it&#039;s a prank by Chaos to drive him to despair and show him that there is no hope, not even in death. If it is a prank of Chaos it&#039;s backfired hideously. Thawn has had thousands of years to see the beauty of the Imperium he fights and dies for and if he must die he will die a thousand times a thousand and a thousand more again.&lt;br /&gt;
&lt;br /&gt;
He has been around long enough now to see the shape of things and note the number of prophesies reaching fruition. He has seen the face of the enemy and it is getting worried. The Imperium marches to Judgment Day and what the gods maybe don&#039;t appreciate is that they are just as much on trial.&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;
== The APEX Twins ==&lt;br /&gt;
&lt;br /&gt;
See [[Nobledark_Imperium_Writing#The_APEX_Twins|The APEX Twins]]&lt;br /&gt;
&lt;br /&gt;
== Arik Taranis ==&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;&#039;&#039;&#039;&#039;&#039; The First Custodian &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unlike many of the people who served the Warlord during the Unification Era, Arik Taranis came from the Terrawatt Clan, much like Malcador and the Warlord himself. As a result, Arik knew the Warlord back when the Warlord was merely Oscar, the two of them having virtually “grown up” together. Like most of the people in the Terrawatt technocracy, Arik was quite tech savvy. In fact, Arik was one of the better geneticists in Terrawatt, and was one of the people who helped the Warlord design the first model of Thunder Warrior augmentations. A design which, shortly after, he then used on himself.&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;
The Warlord was taken aback at the idea that Arik would subject himself to the Thunder Warrior treatment. The design for the Thunder Warriors was untested and Arik was worth more for his brain than as a super-soldier, and the Warlord told him as much. Arik rebutted that the very fact the Thunder Warrior augmentations were untested was the reason Arik needed to undergo the procedure in the first place. Oscar needed someone he knew to be competent to lead the Thunder Warriors, and Arik was one of the few people who fit the bill.&lt;br /&gt;
 &lt;br /&gt;
Arik Taranis proved to be unfailingly loyal to the Warlord and his ideals of Unification, serving as the Warlord’s personal bodyguard in the years before the creation of the Adeptus Custodes. However, his service was not without controversy. Taranis had a bad habit of doing things behind the Warlord’s back, some of which went for centuries before anyone even discovered he had done them in the first place. Perhaps the greatest example of this was the large number of experimental modifications he made to his own augmentations, all of which were done behind the Warlord’s back. This was largely due to Taranis and the Warlord’s shared upbringing, leading him to see the Warlord as an equal rather than a messiah or a figure of admiration.&lt;br /&gt;
 &lt;br /&gt;
This was far from Taranis’ only flaw. Taranis could be rather arrogant and impetuous, and sometimes overestimated his own abilities. He often liked to show off both in terms of intelligence and his physical ability. He had a flashy fighting style and liked to let his opponents know they were completely outclassed, though he would often drop it and fight seriously when the situation demanded it. He was a bit of an adrenaline junkie, and enjoyed a good fight more than anything else.&lt;br /&gt;
 &lt;br /&gt;
However, Taranis’ initiative was also a good as well as a bad thing. Although Taranis was often too independent for his own good, he was also one of the few people who the Warlord could rely on to tell him the honest truth, even if it was one he did not want to hear. The Warlord saw Malcador as a father figure, and any argument between them tended to be resolved in the latter’s favor. By contrast, the Warlord tended to inspire near-mythical levels of awe in many of his followers, which made debate rather difficult. Taranis knew the Warlord had feet of clay and was willing to give him a second opinion, but because the Warlord knew Taranis only had the Warlord’s best interests in mind and was (usually) willing to defer to his better judgement he was willing to hear him out.&lt;br /&gt;
 &lt;br /&gt;
Arik Taranis lasted on the front lines much longer than almost any of the other first-generation Thunder Warriors. This was in part because he understood how his augmentations worked, and therefore knew the right combination of diet and drugs to keep himself healthy, and partly because of the large number of experimental add-ons he performed behind the Warlord’s back to make himself more stable, many of which later floated down to later super-soldier designs. However, all of this was merely prolonging the inevitable, and Arik’s body eventually failed him just before the end of the Unification.&lt;br /&gt;
 &lt;br /&gt;
Oscar came to his old friend shortly after Unification, finding Taranis sullenly sitting in a wheelchair in the hospital. Taranis had been fortunate enough that it was his body that had failed him, rather than his mind. The Warlord, now Steward, reiterated to Arik what he had said decades ago. Arik was worth more to humanity for his brain than his brawn, and he needed to stop pushing himself before he got himself killed. Arik had been a fine soldier and a loyal bodyguard, but what Earth needed now were scientists and doctors, not soldiers.&lt;br /&gt;
 &lt;br /&gt;
Arik was put to work rebuilding Old Earth with the rest of the scientists. As a geneticist, Taranis was one of many who were tapped by the Steward to work on the Mark III gene-seed project. This was primarily where Taranis’ secret modifications to himself made their way to the later super soldier designs. Although the primary movers in the Mark III gene-seed project were the Merikan gene-hippies and the Ducht Jermanic genesmiths, Arik provided his own contributions to the project, mostly in the form of modifications which he had field-tested himself and therefore knew would work.&lt;br /&gt;
 &lt;br /&gt;
It was at some time during this period that Arik realized that he could use the results of the gene-seed project to fix his old, broken augmentations. And so it was that once again, with the help of a few other intrepid helpers, Arik Taranis once again decided to tamper with his own augmentations. Arik was excited about the possibilities. Being able to fight once more on the front lines with the Steward. What’s more, if the procedure worked, he could then apply the results of his research to the other Thunder Warriors and heal them of their woes. And why would it not? He was the one who had done the theoretical calculations, after all, and since when had he been wrong?&lt;br /&gt;
 &lt;br /&gt;
It was the biggest mistake of Taranis’ life. The procedure went disastrously wrong and had to be aborted, and Taranis nearly died. It was only at this point that the full extent of Arik’s modifications to himself became known. Indeed, the only reason Arik even survived the procedure was that he had several additional organs in his system wasn’t even supposed to have. If it had been anyone else on the operating table, they would have died. Taranis’ dream of using the procedure to fix all of the other broken old Thunder Warriors had died on the operating table.&lt;br /&gt;
 &lt;br /&gt;
The Steward, for his part, was furious when he found out what Taranis had done. Taranis was in better health this time, a bitter consolation from the few augmentations that had been installed before the operation had to be aborted. Although before it was Taranis who provided an outsider’s perspective on the Steward’s actions, this time it was the Steward who saw his friend’s flaws. The discussion between the two was short and personal. Taranis said he was fit for duty. The Steward disagreed. He had seen the medical reports, and he had heard what Taranis had done to himself. Additionally, the Steward personally thought that Taranis was nowhere near as stable as he claimed, given the issues that had plagued many of the other early stage Thunder Warriors. Between his mismatched physiology and the fact that no one but Arik knew how his augmentations worked, he was a liability in the field. He would not let Arik put himself in danger like that. According to the Steward, if Taranis wanted to be his guard so badly, then so be it. But Taranis forgot it was the job of the Steward’s bodyguards to protect the Imperial Palace and humanity’s capital just as much as it was to guard him. Taranis would be staying on Old Earth. And if Oscar ever found out that Arik had been experimenting on himself again, he would put his old friend back in that wheelchair personally.&lt;br /&gt;
 &lt;br /&gt;
And so, despite his turnaround in health, Arik found himself doing much the same thing he had been doing before he had attempted the procedure. The only difference was that he found himself assigned to the Steward’s new set of bodyguards, the Adeptus Custodes, albeit with explicit orders to remain on Earth guarding the Imperial Palace and training the next generation of Custodians. Although Taranis was not as physically strong as the new Custodes, he made up for it with the years of fighting experienced he had gained by surviving some of the toughest battlefields of Unification-era Earth. Nevertheless, Arik had mixed feelings about his pupils. One the one hand, he was proud of them, both as the product of both his genetic expertise and the students of his teachings. On the other hand, he knew that eventually his students would reach a level he could not attain. Skill could only take him so far and, more than likely, his body would break down once again. Even Constantin Valdor, who he considered his brightest pupil despite his dour, no-nonsense attitude, would one day surpass him.&lt;br /&gt;
 &lt;br /&gt;
Like everyone else on Old Earth, Taranis was shocked at the news of the War of the Beast. As the horror stories from the front began to trickle in, one terrible fact began to become clear. The Beast seemed to be making a beeline for Old Earth. Many of the legions were already on their way back to reinforce the planet, but it was highly likely the Beast would get there before all of the legions did. If Old Earth was going to survive it was going to need a standing army, and fast. And Taranis knew just where he might find one.&lt;br /&gt;
 &lt;br /&gt;
Taranis put out a call to all of the remaining old, retired Thunder Warriors using the old Unification-era codes to congregate at the Imperial Palace. These were not first-generation Thunder Warriors, who by that point were all dead with the exception of Angron, who lay on his deathbed within the Imperial Palace. They were late-stage Thunder Warriors, who had been removed from active duty for one reason or another. Most were too broken to respond to his call, but quite a few felt they had one fight left in them. They would need a few days to assemble, but they would be there. Taranis needed one last thing, a symbol to inspire them, one that would to appeal to both Unification-era soldiers and Astartes alike.&lt;br /&gt;
 &lt;br /&gt;
So he took up the old flag of Unification.&lt;br /&gt;
 &lt;br /&gt;
The Siege of Terra was one of the most intense experiences of Arik’s life. Orks, daemons, Dark Eldar, and Crone Eldar seemingly coming from all directions. A perpetual struggle just to survive. Old friends and new students fighting side-by-side in the name of humanity. Taranis had never felt more alive.&lt;br /&gt;
&lt;br /&gt;
Taranis’ greatest personal victory of the battle came when he defeated Zarakynel, the Slaaneshi Keeper of Secrets. As Taranis crushed a Chaos Eldar’s head with his gladius, its flawlessly beautiful features exploding into a bloody paste, a flash of silver in the corner of his vision caught his attention. He had only the slightest moment to spin away from the attack as two blades whistled past, sparks flying as they tore gauges into his golden breastplate. The Blood Angel veteran beside him was not so fortunate: locked in combat with a Bloodletter, the twin blades sliced through the two combatants with only the slightest of resistance, daemon and Astartes alike falling into three neat pieces.&lt;br /&gt;
&lt;br /&gt;
Taranis looked up at his attacker. Before him stood a lithe monstrosity surrounded by screeching Daemonettes, a looming figure of purple skin and whipcord flesh. Its features were male and female, animal and human, beautiful and grotesque, all at once, and at the end of its four slender arms wicked swords and claws gleamed malevolently as they spun and danced in the daemon’s hands.&lt;br /&gt;
&lt;br /&gt;
As the battle raged around them, the Keeper of Secrets looked down at him and grinned, wet purple lips splitting to reveal rows of black teeth. “I have heard of you, Arik Taranis. The old custodian. The cripple. The freak. Trying so hard to reach perfection as you watch the rest of the world leave you in the dust. Take heart, though, for to die at my hands will be a beautiful death.” &lt;br /&gt;
&lt;br /&gt;
Behind Taranis, several Custodes stepped forward to join him, fanning out in an arc beside their Lord Commander. “Perhaps you’re right,” said Taranis. “Perhaps I am only a old mass of mismatched parts and refuse stitched together.” His hand tightened around his gladius, and beside him six halberds rose in unison. “Still, better to die a freak than to live as filth such as you. My body may be weak, but an old friend of mine always said that my brain was stronger than my body. Let us see if that’s true.”&lt;br /&gt;
&lt;br /&gt;
The Keeper of Secrets screeched with rage, and as one the Custodes charged, two splitting off to hold off the Daemonettes and four joining Taranis against the greater daemon. Immediately the daemon’s arms sprang into deadly motion, its blades and claws quicksilver flashes as the four arms attacked, parried, and riposted the attacks of the Custodes. Taranis had never faced an opponent so fast; fighting the daemon felt like fighting ten opponents, as its blows rained down from all sides. Slowed by the great banner in his left hand, it took all his skill and cunning to defend himself from the daemon’s attacks, and for the hundredth time that day he envied the augmentations of the younger Custodes around him. &lt;br /&gt;
&lt;br /&gt;
Yet they were not faring much better. For all their speed and strength, the Custodes could not seem to find a gap in the daemon’s defenses, leaving only glancing blows even when their halberds managed to connect. All the while, the Keeper of Secrets arms were a blur of motion, blades whirling around its body in an impenetrable defense and lashing out in blindingly quick strikes. The daemon’s attacks eventually found their mark. One Custodes fell, his head cleanly decapitated from his body, and then another fell, cut in two from shoulder to hip as he reeled backwards from the loss of an arm.&lt;br /&gt;
&lt;br /&gt;
Taranis glanced down at their corpses. Taleos, Karwenn. Two boys he had personally picked from a crowd of aspirants. He had placed their first practice swords in their hands and taught them how to swing a blade, lectured them on the meaning of loyalty and duty, and placed the golden, crested helms upon their heads when they were inducted in the ranks of the Custodes. Two more corpses among mountains. &#039;&#039;Perhaps Oscar is right&#039;&#039;, he mused. &#039;&#039;I have grown old and worn from battle, my heart hardened and blasted smooth by war and death. My time is over. He deserves a better man at his side.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As they fought, Taranis noticed the daemon was slowing its attacks just as they neared him, giving him just a hairsbreadth of room to parry or dodge away from its slashes. &#039;&#039;It is taunting me, showing me just how much faster it is,&#039;&#039; he realized. Beneath his helm he smiled grimly. &#039;&#039;Perhaps we are more alike than I thought. I can work with that.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Taranis feinted backwards, feigning a stumble, and the Keeper charged, shrieking exultantly as it sensed victory. However, its greed and bloodlust left it overextended and the other two Custodes pressed the attack, forcing the daemon to throw out its arms to both sides to fend off assault. In that moment, Taranis saw his chance. Digging in his back foot, he reversed his momentum and charged the greater daemon with a burst of speed, closing the gap in the blink of an eye. Caught without time to prepare a proper defense, the daemon could only howl as it desperately stabbed forward with its two free arms towards Taranis’ chest.&lt;br /&gt;
&lt;br /&gt;
There was no way to block both attacks, the daemon was too close and too swift. So Taranis chose. His sword arm swept up, knocking aside one of the daemon’s silver swords. The other sank deep into the left side of his chest, grinding and scraping as it pierced first his breastplate and then his interlocking ribcage. Taranis grunted and lurched forward, blood spilling forth from the wound. The daemon grinned, for it knew that it had just pierced the Custodes’ primary heart, and it would be a trivial matter to finish the weakened human. &lt;br /&gt;
&lt;br /&gt;
Or so it thought. Taranis savored the flash of surprise on the daemon’s face as his charge continued unslowed, its gloating pleasure becoming shock. Who would have known that the last ditch surgery that moved his heart to his right side and saved his life on the operating table would save him once again. And now he was within the daemon’s guard. It could not defend, it could not run. &lt;br /&gt;
&lt;br /&gt;
The Banner of Unification clenched firmly in his left hand, he hacked down at the monster’s leg, severing it at the first joint, and as the Keeper of Secrets fell forward screaming Taranis spun and lifted his gladius to meet it in a great, flashing arc. The power sword sparked and crackled as it bisected the daemon at the waist. Purple blood and steaming ichor spattered Taranis’ helm as the top half of the daemon sailed past, its soul sent back to the Immaterium to grovel before the Prince of Pleasure and explain how his greatest champion had fallen against a freak. &lt;br /&gt;
   &lt;br /&gt;
Arik Taranis died spitting defiance into the face of the Beast and his nobs, even though he had not managed to do any lasting damage to the great grot. If one had been able to speak to Taranis after the battle, he would have probably said it was the way he would have wanted to go.&lt;br /&gt;
 &lt;br /&gt;
Arik Taranis’ body was laid to rest in a now forgotten graveyard in the old nation of Terrawatt.&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;
== Belisarius Cawl ==&lt;br /&gt;
&lt;br /&gt;
EDITORS NOTE: We need a replacement for the Khrave Incursion, Machairius wiped them out years before in this timeline.&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;&#039;&#039;&#039;&#039;&#039; The Wizard of Flesh &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Archmagos Belisarius Cawl started his life in 333.M41 like many born to the Adeptus Biologicus in that he was born from as the fruit from one of the bizarre half-animal gestation trees of Molech. Odd things, part plant and part animal and with a seed pod designed to hold and support an implanted human embryo until full development. He had no parents, or possibly he had legion of them as his genes were a randomized assortment taken from the seed vaults of the Blood-Cutter order.&lt;br /&gt;
&lt;br /&gt;
He grew up as many such branch children do, regimented into cohorts of his own age and, when characteristics and aptitudes became evident, abilities. It was not a bad childhood or at least not as bad as it could have been. He spent his youth in an almost magical kingdom of strange flowers, towering trees and bizarre animals spliced and cultivated by the genius of his and kindred orders.&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;
He grew to be wise, quick to learn and meticulous in his duties though quite introverted. His aptitude was found to be in the modification of things that were already functioning rather than the majority of the Blood-Cutter order who typically specialized in making new organism from scratch. Cawl&#039;s earliest assignments as a Technician-Novice was in the manipulation of viruses and bacteria useful in the creation of vaccines, efforts that saw his first master repeatedly targeted by decidedly unsubtle Nurgle Cultists. In one such altercation it was discovered that Novice Cawl was, when backed into a corner, more than capable of defending himself when several assailants were found fatally stabbed in the head and neck with scalpels. These attacks did nothing for Cawl&#039;s already difficult disposition and were almost certainly responsible for his massive reluctance to never leave his home planet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When it was deemed he had learned enough from his first master he was transferred to another of the orders elders to learn the mysteries of immunity and organ transfer. He proved quite good at this and used his now considerable knowledge to tailor viruses with genes of the intended recipient to change genetic markers in the foreign organ to make it acceptable to the host body. This was considered work of the highest order, far beyond what a mere Novice should be capable of and so it was to be his official Master Piece and he was declared a true adept, an ordained member of the Blood Cutters.&lt;br /&gt;
&lt;br /&gt;
His work was of such astounding quality that customers would come to him and he would never have to leave Molech, a fear that had only grown over the years. Typically he was commissioned to piece together aging governors and other medium to big-ish players who had already had some work done to them, often from a rival order, and weren&#039;t following the official human internal plan anymore. It would be nice to think that they asked for him in person but at that point he was probably being given the jobs the elders weren&#039;t willing to be accountable for. But Cawl was a very fast learner and proved capable of fixing most of what was dropped on his work slab.&lt;br /&gt;
&lt;br /&gt;
This won him many friends, it also won him many enemies. Specifically political rivals of his patients who would like him to stop giving them additional years of grief. Cawl knew he had made it big when he had to dodge his first attempted murder, attempted murderer sadly could not be brought in for questioning after Cawl jammed the sharp end of a broken long necked beaker into his throat.&lt;br /&gt;
&lt;br /&gt;
It was not until the 4th Khrave Incursion that his name truly got made known as his workshop was one marked as a repair center for broken Space Marines of both the MkIII MP Astartes and the Dog Soldiers of Vin&#039;s World. Many of these broken super soldiers were suffering from a combination of various carcinogenic substances and several mutagenic infections. By this time Cawl was approaching the end of his third century and had Novices of his own to teach and he felt that they learned a lot from being allowed to open a Space Marine up whist still working (and conscious). Most of those that came to him survived to everyone&#039;s amazement bar his own.&lt;br /&gt;
&lt;br /&gt;
It was at at about this point in his life that he started, as all of his kind seem to, to look towards self improvement. Like all of his kind it became somewhat of a hobby of his although unlike most of his kind he at least made some effort to remain looking human.&lt;br /&gt;
&lt;br /&gt;
Belisarius Cawl continued to work diligently and his work was much sought after despite his eccentricities. One of his most worrying eccentricities was making people &amp;quot;better&amp;quot; rather than just well. All that his patients knew of for sure when the anesthetic put them under was that they would wake up healthy. They might also wake up with a new set of lungs they didn&#039;t ask for or a more prehensile tongue, one of his favorite things to do was to replace the melanin in peoples skin with different compounds so that patches of it would tan a different colour and make beautiful patterns. Possibly he was slightly insane but it was a useful very insane.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By the time he was first contacted by Emissaries from distant Ultramar he was approximately 590 years old. He was by then a mottled green of unevenly spread chloroplasts in his skin and his eyes would have looked more at home on a cephalopod but compared to others of his type of such advancing years was comparatively normal. Physically normal at least. His mental state was questionable.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until several more requests the final of which was slapped onto his desk via Custodes power armoured fist with the stamp of the Emperor&#039;s own signet ring waxed on to it that Cawl got out of his workshop and onto the orbital tether. He didn&#039;t know what stake the Emperor had in some little king&#039;s project and he didn&#039;t much care. What he did know was that the big man in the banana armour was very scary and probably wouldn&#039;t ask as politely next time.&lt;br /&gt;
&lt;br /&gt;
And so Cawl left the world he had no intention of leaving, to travel across an Imperium he had no desire to see to work in a nation he had no desire to visit. He didn&#039;t even like Ultramar. Or at least he didn&#039;t like Macragge, a name he couldn&#039;t pronounce but he just assumed all of Ultramar was like Macragge. They put tomato and everything and ate cheese which were two things he disliked and the language was abrasive and hold your fucking hand still when you speak you fucking barbarian what the fuck is wrong with you put some fucking pants on for fucks sake holy shit all the men are wearing dresses GOD I HATE FOREIGNERS!&lt;br /&gt;
&lt;br /&gt;
Needless to say he did not make friends easily or possibly at all. But he was not there to make friends, he was there to make Space Marines or at least oversee a big project of other people making Space Marines and ensure that they did it properly. Or at least that&#039;s what he should have been doing had the gormless twit in charge of the Ultramarines hadn&#039;t called for him before getting the project approved by his government. This did not improve his mood and only made him long for returning to Molech and he most probably would have except that the golden plated banana man was probably camping in his office waiting for him so he was just going to have to stay here. With the pagans. With these idiot pagans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So with a whole warehouse full of Astartes components he wiled away the time between upgrading Ultramarine recruits with self improvement. None of the actual Space Marine parts would fit in his frame even if they were genetically compatible (they weren&#039;t and he couldn&#039;t do much about that because the organ was weird and stopped working).&lt;br /&gt;
&lt;br /&gt;
In the end he settled for making cheap knock offs several sizes smaller. In his chest is one mostly normal lung and one counterfeit astartes lung and two scaled down astartes secondary hearts. One of is kidneys has been replaced with a poor copy of an Astartes kidney and he has done something to his bone marrow that makes the blood more clotty when exposed to the open air. He&#039;s also lost the ability to grow hair, he suspects the altered blood chemistry has done that. Or the stress.&lt;br /&gt;
&lt;br /&gt;
And so continues the mostly inglorious story of Archmagos Belisarius Cawl of Molech.&lt;br /&gt;
&lt;br /&gt;
Despite his misgivings about his current position in life and the Imperium it can not be denied that if nothing else Ultramar has at least got a legendary doctor.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Boaz Kryptman ==&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;&#039;&#039;&#039;&#039;&#039; The Last Tyranid &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“The Tyranids are undoubtedly one of the greatest threats the Imperium has ever faced, all-consuming in its hunger and insidious in its method of infiltration. I do not care. This Hive Fleet will burn like the rest.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Ordo Xenos Inquisitor Kryptman&lt;br /&gt;
 &lt;br /&gt;
Once upon a time there was a world. A complete nowhere world, located on the very fringes of the galaxy. An Ocean World, which despite having some nice beaches saw little tourism due to its remote location, some mines, and a small bit of aqua- and agriculture on and around the few volcanic islands that poked their heads above the planet’s seas. It’s only real contacts with the Imperium a semi-retired Arbiter and a small Adeptus Mechanicus research outpost, its contributions to the Imperium minimal but of no bother.&lt;br /&gt;
 &lt;br /&gt;
The only thing of note the world ever produced was a child. A child, named Boaz Kryptman, who saw his home planet of Tyran devoured.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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When the Hive Fleet Behemoth first made galaxyfall in M37, the inhabitants of Tyran were lucky enough to see it coming. An Explorator scouting ship headed by Magos Varnak had been lucky enough to spot a cloud of what at first glance had seemed to be unusual debris heading from what was once a verdant uninhabited world towards Tyran. The Explorator ship was damaged by what appeared to be biological artillery weapons, but managed to limp its way back to Tyran.&lt;br /&gt;
 &lt;br /&gt;
The people of Tyran, who lived so far out they were actually considered east of the Segmentum Ultima, knew there was no way they could contact the Imperium for assistance. An astropathic distress signal had been sent as per standard protocol, but the Explorator vessel had encountered the unknown force less than a lightyear away from Tyran and by the time any Imperial fleet could actually reach Tyran via Warp travel it would be too late. All that could be done was load up as many people as possible onto the single, small Warp-capable merchant ship that had docked in the Tyran system and get them out of the system to somewhere safe. Among those on the ships was the son of the planet’s semi-retired Arbitrator, Boaz Kryptman.&lt;br /&gt;
 &lt;br /&gt;
The rest of Tyran’s population barricaded themselves inside the Mechanicus’ research facilities located deep within several extinct volcanoes. These facilities weren’t Fortress Worlds, but they were natural bunkers and chokepoints surrounded by defensive weapons and surface to orbit weaponry common to worlds on the edge of known space. The people of Tyran assumed they could at the very least survive whatever was coming. However, it was not enough. The xenos overran the volcanic strongholds, slaughtering every inhabitant within, leaving only inorganic metal and apocalyptic logs in its wake. Even the planet’s ecosystem was not spared, the great menagerie of cephalopods that dominated Tyran’s oceans little more than calamari for the swarm’s hunger.&lt;br /&gt;
 &lt;br /&gt;
The ship containing Tyran’s few evacuees had made it as far as the edges of the Tyran system and was preparing to made the jump into Warp Space when the Warp Drive simply refused to start. Similarly, when the ship attempted to relay the situation to Tyran, all means of astropathic communication failed. It was as if, to quote the ship’s astropath, as if the shadow of a giant being had fallen across realspace, blotting out the Warp the like a cloud blocking the sun. When the Great Devourer fell upon Tyran, the only thing the ship could do was power down all systems and hope that they were too inconsequential to be of any notice. Boaz Kryptman and the other refugees got a first-hand look at their world’s destruction.&lt;br /&gt;
 &lt;br /&gt;
When the Imperial Navy finally arrived in response to the distress call sometime later, they searched the system but could find no trace of the force that had caused this destruction beyond the few terrified witnesses in the ships and whatever they could salvage from the volcanic mountain fortresses. And so, despite the nature of the catastrophe, the Imperium generally forgot about the destruction of Tyran over the next several years. The galaxy was a big place, and there were far stranger things out there than a planet being stripped of life.&lt;br /&gt;
 &lt;br /&gt;
There were less than 200 survivors, virtually all of them children, from a world of more than 15 million. The survivors were placed in the Schola Progenium, as they were nearly all orphans and there was nowhere else to put them. Over the years, the various survivors of the horror of Tyran gradually drifted apart from one another and went on with their lives. However, Kryptman would remain fixated, some would say obsessed, with the entity that destroyed his home.&lt;br /&gt;
 &lt;br /&gt;
Then, twenty years later, the Great Devourer resurfaced. Having fully assimilated the biomass of all the fringe worlds they had devoured, the Hive Fleet had recovered the reserves it had lost in the great journey between galaxies, and was ready to resume its mission of devouring all life in the galaxy once more. When the Great Devourer made its “official” appearance on the galactic stage in M37, almost no one had any idea how to deal with them. The Imperium was able to connect the tyranids to the genestealers fought in the Genestealer Wars nearly over half a millennium prior, but this did little good as the tyranids had a completely different modus operandi than the genestealers.&lt;br /&gt;
 &lt;br /&gt;
About the only half-decent idea of how to deal with the tyranids came from Boaz Kryptman, who was at this point a junior Inquisitor in the Ordo Xenos, in a plan which would later become known as the Kryptman Line. Planets that were predicted to be in the direct path of the tyranid Hive Fleet were evacuated with all haste, and the systems were left empty save for a single manned starship. When the hive ships moved in to eat the unguarded planets and the tyranids were finally committed, the ships would Exterminatus each of the planets in the solar system. Not only would the tyranids be unable to claim any biomass from the planet, but they would lose any biomass and energy they had expended while trying to feed, an overall loss for the Hive Mind.&lt;br /&gt;
 &lt;br /&gt;
The downside is that it meant that it meant leaving some poor souls alone, in a dead solar system with the tyranids, with no way to escape due to the Shadow in the Warp.&lt;br /&gt;
 &lt;br /&gt;
Although at first the plan proved successful, before long the tyranids learned to break the blockade by merely jumping two or three planets past the nearest life-bearing world and continue eating. Nevertheless, Behemoth expended enough biomass in its initial effort that its back was broken in a later engagement.&lt;br /&gt;
 &lt;br /&gt;
However, the costs of the Kryptman Line were high. It involved the utter destruction of numerous life-bearing worlds, a precious resource for the Imperium, and even with the most advanced terraforming methods available to it would take millennia before the Imperium could reclaim those worlds, if they could reclaim them at all. To this day there is an unnatural line of dead stars burned in the Segmentum Ultima by this plan. And even though tyranid-related casualties were (relatively) low due to mass evacuations, the Kryptman Line created a massive refugee crisis and the death of millions due to the ensuing famines and plagues.&lt;br /&gt;
 &lt;br /&gt;
Some hailed Kryptman as a hero for the Kryptman Line. Yes, the consequences of the Kryptman Line were horrific, they said, but it was the lesser of two evils, for if no one had come up with the Kryptman Line nothing would have stopped the Hive Fleet from simply snowballing and Behemoth would have been all but unstoppable. It is said that this praise broke Kryptman a little inside. He had condemned dozens of worlds to die, and here these people were calling him a hero? He considered himself eternally damned for having ever come up with the Kryptman Line, no better than the monsters that ate his world.&lt;br /&gt;
 &lt;br /&gt;
Kryptman’s other notable accomplishment, and the one that got him actually excommunicated, was Kryptman’s Gambit. When Leviathan, the last of the three great scouting fleets, appeared in the galactic South, the Hive Fleet’s erratic behavior was enough to make Kryptman take drastic action and use several captured genestealers as breadcrumbs to steer a significant portion of into the Ork empire of Octarius. The idea was to let the two groups fight it out and then Exterminatus the survivors before they could build a functioning space fleet. Things did not go to plan. Kryptman’s Gambit did have some measure of success in absorbing a significant portion of a Hive Fleet, but it also created a whole slew of new problems, including the “Bug Boyz” of Octarius.&lt;br /&gt;
 &lt;br /&gt;
To most, this was the point where Kryptman had gone too far. The Kryptman Line was controversial, but it had been the least horrible option available at the time and Kryptman had done it with the Imperium’s blessing and legions of grim statisticians on his side. This time, Kryptman had acted unilaterally and without warning or approval. Kryptman, to his credit, surrendered quietly and without issue when the Arbiters turned up with the handcuffs and a warrant with an Imperial seal on it.&lt;br /&gt;
 &lt;br /&gt;
Kryptman’s actions and excommunication presented an issue for the Imperium. On the one hand, it was clear that Kryptman could not be allowed to operate as a free action. However, he was simply too useful at killing tyranids to simply be gotten rid of. The solution the Imperium came up with was to put him in the jurisdiction of the Kryptman Institute, the Ordo Xenos group formed specifically to try and figure out how to take down the tyranids in the wake of the three scouting fleets. There, Kryptman could continue to research new ways to hunt and kill tyranids, but he would no longer have clearance to access any kind of Exterminatus weaponry, nor use it without the express approval of an Inqusitor of sound mind. The purpose of the Kryptman Institute is as much to keep Kryptman under control and as it is to fight the tyranids.&lt;br /&gt;
 &lt;br /&gt;
Kryptman isn&#039;t hugely clever, he isn&#039;t hugely charismatic, he isn&#039;t even a hugely dangerous combatant. But he is driven. He is driven like Konrad Curze was driven. He will make the Hive pay for what it took from him.&lt;br /&gt;
 &lt;br /&gt;
Under his commission poisons, diseases and strange alchemy have been concocted and although the Hive always adapts the toll before it does so is immense. No other mere mortal has hurt the Great Devourer quite as much as he has.&lt;br /&gt;
 &lt;br /&gt;
Kryptman has been taking every longevity treatment known to man and freezing himself between hive fleets. The Hive Mind is his white whale and he will chase it across the universe to the end of time and space. He is awoken when needed and preserved when not. As of 999.M41 he is very, very active. He is the spear tip slamming into the neck of the great beast. His dying day is close and he knows it, but he will make his passing be felt.&lt;br /&gt;
 &lt;br /&gt;
He is also insane. Simply put, he is bug-fuck, batshit insane.&lt;br /&gt;
 &lt;br /&gt;
He wears a helmet made of lictor skull, his robes and body armour are made of tyranid skin and chitin, his las-rifle and power sword handle inlaid with polished scrimshawed tyranid bone. He has tattoos depicting every splinter fleet he&#039;s responsible for killing. The ink is made in part from their blood. He also eats tyranid. With enough processing and preparation it is possible to destroy the spores and purge the biotoxins to make tyranid flesh safe to eat. He eats tyranid meat with the same ferocity that the Hive Mind devours worlds.&lt;br /&gt;
 &lt;br /&gt;
He thinks the Hive Mind is taunting him, once he realized the true nature of what the Swarmlord is. He claims the Swarmlord has started to recognize him, going so far as to claim that in one case it was laughing at him. These claims of anthropomorphism are more than likely all in his head do not help the case of Kryptman’s sanity.&lt;br /&gt;
 &lt;br /&gt;
Kryptman’s official kill count contains very little in terms of Orks, Dark Eldar, Rak’gol, or any other Xenos Horribilis, except when members of those species are fool enough to get in his way. Just lots and lots and lots of tyranids and their degenerate genestealer spawn. Kryptman is the bane of genestealer cults across half the galaxy. Genestealers are just human enough to feel fear, even if it is dampened by their connection to the Hive Mind. They fear Kryptman. If the Hive Mind had any sense of higher consciousness, it too would have reason to fear Kryptman.&lt;br /&gt;
 &lt;br /&gt;
Other people also fear Kryptman.&lt;br /&gt;
 &lt;br /&gt;
The Kryptman Institute as much a means to keep Kryptman under some measure of control as it is to fuck up the tyranids. His retinue are the only thing close to friends he has. To Kryptman, at least by this point in his life, the greatest virtue someone may possess is their ability to fuck up tyranids. He has hired and fought alongside allies as diverse as Hau-Yuan Exterminators, the Zoats, Shas’O “Shadosun” Shaserra, and Nemesor Zahndrekh. He considers his retinue friends because they do what they are told and they fuck up tyranids with him. They have other virtues and characteristics but those are all secondary unless they relate to making them better bug hunters.&lt;br /&gt;
 &lt;br /&gt;
But he does consider them friends, even if they only tolerate him. As he leap frogs through time all his friends are stolen from him by the Time Thief. They endure years that he does not and he is forced to outlive them. It is not a thing that makes him happy, but it must be done.&lt;br /&gt;
 &lt;br /&gt;
He blames their death on the Hive Mind too.&lt;br /&gt;
 &lt;br /&gt;
Kryptman has lived long enough to see the tyranid main fleet make galaxyfall, and see his previous efforts amount to spraying bugspray on an infestation. This has only encouraged him to fight harder, and if that does not succeed he will take as many tyranids as he can down with him, stabbing them until his last breath.&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;
=== The Heartseeker ===&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;&#039;&#039;&#039;&#039;&#039; The Bane of the Swarm &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the late 40th Millenium, when the Tyranid Hivefleets again scoured through the Eastern Fringe, one of the first star systems hit was Felusa, a tropical jungle world settled by mostly humans but still contained a sizable population of Kinebranches. The world was deemed to be indefensible, the Hivefleet at that point still far too coordinated and numerous to be intercepted, and thus a convoy fleet was sent to pick up the civillians and deny the Tyranids a star system.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, due to a freak warp storm the rescue convoy failed to arrive. Fortunately, the SOS signal was caught by none other than Lord Inquisitor Boaz Kryptmann.&lt;br /&gt;
&lt;br /&gt;
Hearing their desperate pleas for aid, something relived within the old Inquisitor&#039;s mind. His memories of the day he lost his world and his family, and he ordered his ship to full spead ahead to Felusa, on his mouth a constant chanting of a mantra consisting off &#039;Tyran&#039;, &#039;Nids&#039; and &#039;Never Again!&#039;.&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;
When they arrived, it was almost too late: the paltry PDF was swatted aside by the sheer bulk of the Hivefleet, the survivors retreated to one last city, the swarm of chitinous flesh and blood tightening up the noose further and futher by every seconds. Even through his crazed, raging haze Kryptmann knew he was outnumbered, yet he was not one to give up so easily. Pulling an extremely risky manuever, he managed to land his ship right above the bunker, his crews and retinue frantically loaded and crammed up as many people as he could before high-tailing it to the outskirt of the system and activate their warp drive (but not before leaving behind a lot of nasty gifts for the tyranids.)&lt;br /&gt;
&lt;br /&gt;
Out of the 20 thousands that they managed to save, there was a young Kinebranch by the name of Wu-Ko-Gu, son and apprentice to Forge Master Wu-Ko-Ga. As the old Forge Master laid dying in his son&#039;s arms, he taught him his last and greatest lesson: to forge a Kinebranch Cursed Blade.&lt;br /&gt;
&lt;br /&gt;
As the ship fled for the star system&#039;s border, the Hivefleet hot their tail, Wu-Ko-Gu began forging. The fire of his anger became the forge&#039;s flame, fueled by the searing memories of his burning homeworld heating up the fragments of his father&#039;s adamantite anvil. Guided by the words of his dying father, his fists turned into adamantite, hammering down his fury and grief, molding the molten metal into a blade with mono-molecular precision. As the final strike came down, and the old Master breathed his last breath, but the blade was still unfinished. With his fingers he etched on the name of the blade -and his Grudge- in the traditional Kinebranch runic letters that glows red with fury and blue with grief for all to see - Heartseeker, the blade that shall be plunged into the Heart and Mind and the very Soul of the Swarm.&lt;br /&gt;
&lt;br /&gt;
The sword was finished. The Apprentice, now the Master Smith, looked up and met the eyes of the Old Inquisitor, finding a kindred spirit. Both had lost everything dear to them, both harboured an insatiable grudge to the swarm. Ever since that day, the Smith found his destiny - to forge the blades that will hurt the Hivemind. He will make them feel what he felt; he will make them pay. And Kryptmann will lead him.&lt;br /&gt;
&lt;br /&gt;
As of 999.M41 Wu-Ko-Gu is very old now. A Kinebranch usually live long but not this long. He had lived for more than 1000 years, his body is old and tired and his hands weary and shaky, yet from his forge still came out both the famed Kinebranch Cursed blades, and the Apprentices that will continue to carry on his Grudge far on into the Long Night. Until the day when the Swarm is finally laid low, he shall not rest and nor will his blades or those who wield them.&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;
&#039;&#039;&#039;See Also:&#039;&#039;&#039; [[Nobledark_Imperium_Writing#Diary_of_a_Madman|Diary of a Madman]]&lt;br /&gt;
&lt;br /&gt;
== Hammerhead Bill ==&lt;br /&gt;
&lt;br /&gt;
His full name is an amalgamation of the varied life he has lived on the Path of the Outcast and later his solo Path of the Tank; Kaeseith-Forsan Bill Fio&#039;La N&#039;dras Naseur Romn&#039;el av Alaitoc av Mymeara&lt;br /&gt;
&lt;br /&gt;
Alaitoc is where he was born and whose strict demands and puritan adherence to The Path System encouraged him to run away. Originally he was supposed to be a Bone Singer, specializing in the repair and maintenance of the war vehicles. He was quite good at it. Problems arose when he wanted to start doing things to the wraith bone outer layer and making depictions of famous, possibly mythological, battles from the time of Eldernesh. He was given an ear chewing. He was not on the Path of the Artist, mixing Paths is degenerate.&lt;br /&gt;
&lt;br /&gt;
Spent some time traveling the galaxy in his youth. Despite his parent worries he never felt drawn down dark paths.&lt;br /&gt;
&lt;br /&gt;
Mymeara was where he tried to reintegrate to a less stringent interpretation of the Path. Tried to be a Seer. Was not particularly skilled at this and his teacher wasn&#039;t particularly brilliant at it either. On Mymeara he first encountered the Tau. He learned of their martial disciplines and asked if he could sign on as additional help to their Fire Caste soldiers.&lt;br /&gt;
&lt;br /&gt;
He spent the next 50 years moving from one warzone to another. Started out as the gun loader of a Hammerhead. Eventually was given the driver seat. As time passed he moved up the ranks of his cadre, commanding from his now massively customized Hammerhead. Was very successful, in part due to his devastating war chariot, in part due to his now considerable experience and also in part due to his (stunted) precognitive abilities.&lt;br /&gt;
&lt;br /&gt;
Grew bored of his new life, as eldar wanderers are prone to do.&lt;br /&gt;
&lt;br /&gt;
Rather than lose him, the Tau Shas&#039;O brass gave him his own semi-autonomous selection of semi-functional hover tanks. With some Mechanicus parts, some Tau technology and his old skills of a Bonesinger and a lot of manic laughter, he forged those wrecks into something terrible, and crewed them with the mad, the wise, the eccentric, and the insane.&lt;br /&gt;
&lt;br /&gt;
No two tanks in his cadre are quite alike, no two crews ticking quite in sync with the rest of the Greater Good but Kaeseith-Forsan Bill Fio&#039;La N&#039;dras Naseur Romn&#039;el av Alaitoc av Mymeara, or Hammerhead Bill as he has become known, has never been happier.&lt;br /&gt;
&lt;br /&gt;
==Caerys of Yme-Loc==&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;
Craftworld Yme-Loc was one of the first to set out from the decadent and depraved Eldar Empire. They saw it as sinful and knew that some god&#039;s judgment would find them. This makes them one of the few Craftworlds that didn&#039;t need Eldrad Ulthuran or equivalent, forgotten peer to persuade them to exodus the fuck out. They set out to find some vague and nebulous &amp;quot;Promised Land&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
They were considered a strange breed by their fellow eldar. Not actually overtly hostile but very insular. They remained isolated from the Imperium and even the other craftworlds during their wandering days and as a smaller craftworld they could mover easier than many others and weren&#039;t afraid to travel by Warp with planning and preparation.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until they settled down after becoming immobilized in a snowball orbiting Valhalla and had fought alongside the Valhallans that they started to talk to any outsiders. Even then they still only talked to the Valhallans rather than the rest of the Imperium whom they don&#039;t know and therefore don&#039;t trust.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Point is that by having relied on their own for so very long they trust and hold each other dear and tight because family is all to them.&lt;br /&gt;
&lt;br /&gt;
Caelec goes wandering due to adolescent curiosity of the outside world and an attack dog of Khorne follows his mind-scent back and goes on a rampage down the craftworlds streets only being stopped when Yme-Loc&#039;s Avatar of Khaine wrestled it to the cobbles and tore it&#039;s heart out. Because he is family and it was a fuckup rather than an act of deliberate malice he is forgiven.&lt;br /&gt;
&lt;br /&gt;
This shows the Shipwright Council of Yme-Loc two things. Firstly damn fucking right keeping the barricade up is a good idea. Did you see the fucking size of that thing holy shit lets never have another come through the door. Secondly it&#039;s advantageous to actually know what&#039;s out there and although their new neighbors have shared all they know Valhalla is still an out of the way agri-world and therefore might not know that much. It is decided that the craftworld needs it&#039;s own eyes and ears out in the greater Imperium so they can know what the fuck is going on.&lt;br /&gt;
&lt;br /&gt;
To this end it was decided that Yme-Loc should only send it&#039;s best and brightest volunteers. As atonement Caelec was the first to step forwards. The Shipwright Council restated that they wanted the best and brightest volunteers and Caelec stepped back. Caelec&#039;s sister the accomplished seer Caerys steps forwards and tells the council that she has predicted that she steps forwards and they pick her as one to go beyond the barricades.&lt;br /&gt;
&lt;br /&gt;
Caerys finds her services useful to the Imperial Guard who, by their nature, travel around a lot and so she acquires much information for her home. She also by her selfless service and usefulness makes a good impression for her craftworld. She finds herself being shunted from one regiment to another as the demand for seers greatly outweighs the number available and willing to do military service. Jumping from regiment to regiment eventually sees her attached to the Cadian 412th during the reconquest of Kronus. Due to the still precarious nature of the resettlement it was deemed prudent for her to remain there as another seer in addition to Colonel-Farseer Taldeer can only be a good thing. Taldeer and Caerys despite their differing origins get along like a house on fire and are about as dangerous to bystanders.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Carlos McConnell MegaCorp==&lt;br /&gt;
&lt;br /&gt;
===Hortensia Zuriñe Joaquima McConnell, Commodore (retired)===&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;
Born 547 years ago but due to time distortions of warp travel probably about 450. A hard woman that excelled in her career in the Imperial Navy and would almost certainly have made admiral in a few more decades. Extremely good at organizing the inner working of a large groups of people and extremely good at surrounding herself with people to delegate to on the principle that a strong leader knows how to use the strengths of others. Her ship, the &#039;&#039;Angel Ascending&#039;&#039;, was immaculate and ran with great efficiency brought about by hard discipline. For this she was hated and loved by her crew in equal measure, on the one hand she made life hard but on the other hand it upped slightly the chances of survival. She demanded prayers once per day (god or religion irreverent so long as all ceremonies and rituals remained within regulations of acceptable behavior and piety was maintained), penalties for lack of punctuality were harsh, punishments for sloppy uniforms were severe, drinking alcohol or partaking of any other drug on her ship was a good way of getting a checkered shirt, gambling was illegal. She didn&#039;t much give a shit to the internal working of the other ships under her command, a ship flies as it captain dictates and so long as it performs to how she believed it should perform then she had no reason to care.&lt;br /&gt;
&lt;br /&gt;
When her second cousin or some such died and the position of head of the family&#039;s business became vacant it was given to her at the overwhelming majority vote of the Inheritance Committee that was made up of the elders of the family branches. It takes a special kind of iron will and attitude to run a family and business like the mega-corp of Carlos-McConnell and they believed that she had the &amp;quot;cat-herding&amp;quot; skills to do it.&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;
Hortensia McConnell had always put her duties to her family above duty to the military, the two up until that point having never come into conflict. It took two years under an interim chairman (one of her many great nephews) whilst she trained up a promising replacement, handed in her notice and settled any lingering business before she would come back home. There was mixed feeling among her crew, that she didn&#039;t feel the need to tell until a few days before; one the one hand she was as compassionate and flexible as a brick but on the other hand the ship had run to an almost inhuman smoothness. The officers did have an alcohol-free wine and cucumber sandwiches party to see her off that she attended so it wasn&#039;t like she was entirely hated.&lt;br /&gt;
&lt;br /&gt;
The great multitude of greatly varying businesses operating under the authority of the Carlos McConnell name have under her command been shaken up drastically. For one thing great investment has been made in ships, specifically the new Tau Engines that are operating in the Eastern Fringe.&lt;br /&gt;
&lt;br /&gt;
The thing is that as someone who, whilst not terribly high up in the Navy, knew a lot of people that knew a lot of shit and she always was the dependable, reliable up and coming brick. She knows that the Tyranids are coming, she knows that the orks are multiplying and amassing, she knows that the Chaos lunatics are setting forth once more from their dark places and she knows a shit load of other things are coming. She knows that it&#039;s all very nice and well for lucrative and profitable endeavors but survival is better than profit. There are going to be a lot of refugees soon, a lot of them and Navigators have always been the limiting factor on warp travel. Refugee convoys don&#039;t need to go fast when you have a rows and rows of cryo-coffins, you could even theoretically travel warpless in such a manner.&lt;br /&gt;
&lt;br /&gt;
There was descent among the other branches and heads of the divisions and companies and she has taken the most trustworthy into her confidence and they started to get real fucking quiet when they learned the sheer size of the shit about to hit the fan.&lt;br /&gt;
&lt;br /&gt;
The planet of Carlos McConnell always has substantial McConnell mega-corp assets in orbit by necessity and for convenience but now there seems to be more than ever, especially in terms of armaments and a new shipyard. The story given to the civilian government and the people in general is that the mega-corp is going into the arms business, always lucrative. Of course they don&#039;t need to know that if the wolves come to their door they will be geared up for a fight, there won&#039;t be a second Souring of Ornsworld, and if the worst does happen then at the very least they can evacuate enough to maintain continuity.&lt;br /&gt;
&lt;br /&gt;
Of the woman herself in her role as head of the McConnell clan and the McConnell mega-corp what can be said? She&#039;s much as she was but without a ship, so long as her dictates are followed she doesn&#039;t much care for the fine details, unprofitable branches of the family are pruned and members of the house forcibly adopted by more successful branches whilst up and coming prodigies and new talent is encouraged and given resources. She demands punctual and detailed reports and has lashed out violently when things are intentionally omitted. Indeed bad news is far better than blindness to her and inflicted blindness is seen as a direct attack.&lt;br /&gt;
&lt;br /&gt;
She has no children, she&#039;s too busy to start a family of her own but sees absolutely no problem in marrying off all young and single members of her house adventitiously. It is her duty to ensure the survival of her family so that she can drag the rest of her homeworld with them.&lt;br /&gt;
&lt;br /&gt;
Her lifestyle hasn&#039;t noticeably changed, spartan Navy living remains despite Felinid cultural trends favoring the flaunting of wealth.&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;
=== Tavares Lando Vicente McConnell ===&lt;br /&gt;
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Hortensia Zuriñe Joaquima McConnell, current head of the family and family business and the businesses of the family of which she rules with an iron fist, gave the ancestral flagship to one of her more eccentric but easy to get a long with relatives, Tavares Lando Vicente McConnell. Tavares is easy extremely good at dealing with people, hosting parties and generally showing off the retail prowess of the mega-corp and would have been picked by the family elders to had to choose a successor to the previous McConnell he was second choice but never found out about this until after his distant cousin had already taken over. He feels that he dodged a bullet on that one because in the Traveling Court he has quite a lot of freedom and gets to meet lots of strange and interesting people and sell them stuff and actually gets paid to host big expensive parties, things he wouldn&#039;t get to do nearly as much stuck behind a desk on the old homeworld.&lt;br /&gt;
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He&#039;s actually met the royal couple once.&lt;br /&gt;
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As things stand he is quite glad to be nowhere near home at the moments because Hortensia is no fun to be around and is always business all the time.&lt;br /&gt;
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He comes off as a lazy playboy, but it&#039;s not that he&#039;s lazy as such. He gives the impression that he&#039;s lazy and he probably intends to be lazy but in fact to maintain his current lifestyle actually requires a surprising amount of effort, no least of which is checking his bed for scorpions and remembering not to eat anything he hasn&#039;t seen someone else take a slice of. It takes a lot of work to make it look like he doesn&#039;t do any work, a thing the people who want his job don&#039;t seem to realize.&lt;br /&gt;
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Also fluency in High-Gothic. Most Felinids never bother to learn it simply because you can live your whole life dealing only with McConnell-Corp from accommodation to groceries and they all speak McConnell Low-Gothic (which is some god awful Gaelic-Spanish hybrid language). Tavares is fluent in High-Gothic to the point of not even having an accent anymore and is surprisingly well versed in classical literature and poetry.&lt;br /&gt;
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==Ciaphas Cain==&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;&#039;&#039;&#039;&#039;&#039; &amp;lt;s&amp;gt;HERO OF THE IMPERIUM&amp;lt;/s&amp;gt; Chew Toy of the Universe: &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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Cain still did many of the same things he is known for in canon. As of the last few decades his most recent assignment is to act as the ambassador from the greater Imperium to Craftworld Biel-Tan. This is less a permanent position and more like the latest clusterfuck Cain has found himself in his long history of clusterfucks. Ciaphas Cain and the Warriors of Biel-Tan, if you’d like. Jurgen is currently travelling as part of Inquisitor Amberly Vail’s retinue, since you would have to be crazy to take a blank onto a Craftworld full of psykers. Jurgen came to the attention of the Inquisition all on his own in this timeline, but Jurgen and Cain still end up working together quite often because Amberley likes to drag Cain along on her merry adventures and she never goes anywhere without Jurgen. Cain still ends up ploughing Amberley Vail after a joint eldar-human gene-stealer hunting trip and extermination campaign. Vail tends to spend way too much time around Biel-Tan than would be expected of an Inquisitor, though if asked she claims she was afraid Cain had gone native and it was her duty to remind him he was human.&lt;br /&gt;
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Because Cain was unable to take Jurgen with him onto Biel-Tan, the job of ambassador&#039;s assistant is taken by Edmond Aldsworth, a prim and proper Alfred Pennyworth type person from the Scholar Progenium. Alfred was not in that most august of institutions learning to be a diplomat. He was in there learning to be a Storm Trooper. He has done work for the Inquisition and occasionally tells of some of the things he has done. Unbeknownst to Cain or most of Biel-Tan is that he used to do crazy shit like hunt dark Eldar slave takers through the underhives and eliminate ork kommandoz. He has in his closet a necklace of ork trigger finger bones that looks more like a bandolier. To everyone that works with him man and xeno he is just a neat man with grey hair and a fussy little moustache.&lt;br /&gt;
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A large part of Ambassador Cain&#039;s job is to keep Biel-Tan calm to stop them from going all out total war and dragging the rest of the Imperium into conflicts it can&#039;t easily afford. Indeed, Cain’s strong sense of self-preservation in spite of his war record is probably one of the main reasons (besides fate’s sick sense of humor) he was assigned to Biel-Tan in the first place. The Biel-Tan autarchs are also old and wise enough to want some brakes on the war train, but they’re also smart enough to let Cain voice the unpopular opinion and take the blame for it. This venture is not helped at all by the presence of Abbess-General Miriam Cain, Ciaphas’ daughter with Jubblowski. Everyone assumes that Cain met Jubblowski at party and used his legendary charm to get into her bedroom. He did not. As slayer of a warboss, butcher of tyranids and general all around Hero of the Imperium his presence was requested/demanded by the Sororitas high ups.&lt;br /&gt;
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Abbess-General Cain is a hardcore Katholian Sister of Battle that has close ties to a group of about ~150 Word Bearers or Word Bearer successor chapter whose fortress-monastery is in the same patch of the galaxy as Biel-Tan. Miriam Cain was directly responsible (first came to prominence?) for the victories against the ork horde of Warboss Fangjaw during his assault on Necromunda. Her rhetoric, promises of redemption and threats of retribution turned the gangers into a loose collection of ad hoc militias with her own soldiers acting as officers, advisors, tutors and commissars as needed. Of course she was also directly to blame for the sudden increase in competence of the gangers in Necromunda post-war but at least everyone was alive enough to bitch at her.&lt;br /&gt;
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Years pass and Miriam Cain becomes Abbess-General Cain, and becomes leader of entire chapter of Word Bearers, some regiments of Imperial Army and a small fleet of ships tasked with patrolling section of space not far enough away from Biel-Tan for her father’s liking. Her military authority is derived from the second part of that title despite her standing in the Katholian Church due to the Imperium’s official ban on militarized religious institutions. A power armoured, foul mouthed, belligerent crusader who takes the existence of Orks as a personal insult. Refuses to use any equipment not made by an ordained tech-priest and sanctified. Willing to tolerate eldar and such xenos but won&#039;t use their stuff. Has a meat cleaver of power sword in one hand and plasma pistol in the other. Her physique is surprisingly short and broad given how tall her father is. She is not conventionally beautiful. Her face has seen too many blunt impacts to be pretty and her shoulders are too broad and her musculature too developed to be feminine, even compared to other Sisters of Battle.&lt;br /&gt;
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The Eldar of Biel-Tan quite approve of her despite the fact that she has no real love for them. However, while Ciaphas Cain’s job is primarily to calm Biel-Tan down, Miriam Cain on the other hand spends all of her time bullying the Word Bearers she is assigned to into fighting harder and is more than willing to extend this into whipping Biel-Tan into a war-frenzy. This being Biel-Tan a lot of Miriam’s rhetoric resonates with them and it&#039;s incredibly easy to get them dreaming of conquest. This was perhaps at its worst after Dorhai’s failed assassination attempt on Jubblowski, which had both Miriam and Biel-Tan frothing at the mouth ready to declare holy war.&lt;br /&gt;
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Ciaphas Cain and Miriam Cain do not get along. Despite it all he is proud of her.&lt;br /&gt;
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Surprisingly, although seen as the glorified HERO OF THE IMPERIUM by many, nearly everyone who knows Ciaphas Cain on a personal level (including much of Biel-Tan) seems to be aware of the truth of Cain’s so-called cowardice except Cain himself. It is very hard for an outsider to keep a secret on a Craftworld full of psykers. Many of the youth of Biel-Tan who have had a glimpse into Cain’s mind are at first confused. The Imperium and the Craftworld elders described the Imperial diplomat was a great warrior, but this does not seem to be the mind of a great warrior. However, upon further reflection, many have had an epiphany over this apparent disconnect. Although Biel-Tan may be the most aggressive and warlike Craftworld, it’s unblooded youth are as afraid of death and war as anyone else. Yet here is this human, who despite accomplishing numerous heroic deeds and staring death in the face several times, is still just as terrified about the possibility of dying as the rest of them. Despite this when duty calls he still saddles up and heads out anyway. Cain is brave because of his fear, not in spite of it, and the fact that such a distinguished figure can still be afraid is a comforting thought to the untested youth of Biel-Tan. Some Biel-Tan youngbloods go so far as to say Ulthwé can go stuff all that rhetoric about the underhanded Creed being an autarch of humanity. It’s Cain, if anyone, who should be considered a human autarch.&lt;br /&gt;
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Cain doesn&#039;t yet know about the [[Nobledark_Imperium_Imperial_Forces#The_Avatar_of_Biel-Tan|active Avatar]] underneath his feet. All he knows is that he was assigned to the diplomat to the most aggressive and warlike Craftworld who for some unknown reason got even more aggressive after his posting there, and chalks it up to the typical Cain luck. It will be an interesting day, to say the least, when Cain finds out about Khaine.&lt;br /&gt;
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=== Edmond Aldsworth ===&lt;br /&gt;
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Edmond Aldsworth started as many in the besieged Imperium as the child of dead officers, one among billions. Although the Imperium is not flawless by any measure one of the things it does do well is looking after it&#039;s own and the child Edmond found a home in the Schola Progenium of Mordia. He was a robust child with broad shoulders, very upright posture and features one might consider handsome in an aloof sort of way. He excelled in his studies in regards to language but mostly what he was good at was the application of violence which he did with a great level of precision. He was a very passable marksman who found the notion of &amp;quot;full-auto spray&amp;quot; upsetting on some level and much preferred to pick his targets carefully so as to conserve ammunition, incoming fire whipping and hissing around him he would stand unflappable carefully lining up a killing shot. He also excelled at knife-fighting and scrumball, or at least he would have excelled at scrumball had he been able to understand that &amp;quot;full contact sport&amp;quot; did not mean impromptu boxing match. Bare Knuckle Boxing being another sport he was proficient at.&lt;br /&gt;
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In the end it was decided that he was too smart academically to be placed in the Storm Troopers but lacked the temperament for either the Arbiters or the Commissairiant and was destined for the Inquisitorial Soldier Pool.&lt;br /&gt;
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In this capacity he made somewhat of a reputation for himself, being both smart and capable although his headstrong nature and tendency to be vocal when he believed his superiors in error ensured that he never made it past corporal. From age 18 to his 40s he served well and with some minor distinction bouncing from mission to mission, squad to squad. He was fluent in both the High Tongue of the Beil-Tan Eldar and in the crude tongue of Base Orkish alongside High Gothic and some level of competence in a few low gothics and with the work of the Inquisition being what it is the need for translators at every level of operation is always high.&lt;br /&gt;
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He achieved notoriety in his mid to late 40s in the events of the 4th War for Armageddon when the local forces of the Inquisition were commandeered/donated for the increased need for the war effort in the emergency. By the time that Corporal Aldsworth and the hastily formed regiments he was part of arrived most of the planet was already serious trouble. His regimental Stormbird landing craft was shot two dozen miles beyond the walls of Hive Infernus and they lost half their number in the crash and the mad dash to relative safety. They met up with the other equally bedraggled Inquisition Regiments and the PDF who looked like they hadn&#039;t seen sleep in a week and a decent meal in a month. Half dead and totally exhausted they all fought bravely and with what cornered rat like defiance they still had but the futilely of it was plain. Infernus was lost and as the walls of the last sanctum were breached like rats they were indeed. Overlord von Strab had been for decades and maybe centuries appointing foppish dandy boys of his liking to positions of authority in the PDF and using the officer ranks as a social club for aristocrats with delusions of adequacy. When those wall broke it was a scene Corporal Aldsworth hoped never to see again in his lifetime. Masses of humanity climbing on each others backs to escape, the soldiers without direction as their cowardly masters fled, his own forces being forced to form an orderly retreat to the blessedly empty storm drains and trying in vain to herd the fear maddened few civilians to relative safety.&lt;br /&gt;
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The day after that there was maybe half a regiment ad hoc of the best of the surviving PDF and elements of the Inquisition&#039;s forces exiting the storm drain by the banks of the river miles down-stream under cover of a moonless night. Never had Edmond known such shame to have survived when others had not. The Comms man of the PDF, carrying a back mounted and still miraculously working long range comm unit picked up intermittent transmissions from far off Hades Hive through the static and ork chatter and so with duty and survival on their minds they set off on the long, long march to Hades.&lt;br /&gt;
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By great good fortune most of the Infernus survivors made it, even managing to absorb a few other survivors along the way and scrag a few ork patrols which did wonders for everyone&#039;s spirits in those dark and fearful months. Eventually they reached the hive, and as if divine providence it&#039;s gates had been cleared just that morning by Kill Krazii and other tribesmen of the Ashlands, with their ten thousand strong host the few hundred soldiers were unnoticed as they signed in.&lt;br /&gt;
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The locals were manning the walls, a duty they had grown familiar with by now, and the Ashlanders were not used to warfare that was standing still or confined and so patrolled the highways and roads for orks that by strange contraptions made it over the walls. This left the tunnels beneath the city understaffed, but Edmond was a Mordian and so were many of his fellows, they knew of hives and darkness and tunnels and any sapper or Komando that though they were being kunnin&#039; was going to find something unpleasant waiting for them.&lt;br /&gt;
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It is unknown what happened to Corporal Edmond Aldsworth in that time. Reports diverge at this point. Some say he went feral, some say he finally broke inside, some say he made a deliberate moral stand and some say he genuinely did not receive the orders. All that is known is that when the war was officially declared over the Inquisition Soldiers were recalled. They knew he was alive mere hours before this order was given because his commanders had spoken to him over the radio but the withdrawal order was never followed and they couldn&#039;t wait for him forever, the war was never over somewhere else and local forces could keep a lid on the remnants in the underhives and the sump. But Aldsworth remained in the dark, they wouldn&#039;t listen to him. They hadn&#039;t seen the level of kunnin&#039; that these greens were showing, uncommon for their kind. They couldn&#039;t see what he had seen, his dreams plagued by visions of what they would do if left to gather unobserved and reached the surface in any orderly manner. And so Aldsworth, soldier and renegade, stayed in the dark killing and killing for a very long time.&lt;br /&gt;
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When he had gone down into the dark he had a necklace with a few ork trigger fingers hanging on it by the time he saw again daylight it was a bone bandolier with the beginnings of another one to cross it. and return to the light he had to. Time had not stood still and years had past, in the dark he was growing old, his hair was greying, his joints were aching more and more and one day he was just slightly too slow and took a knife to the torso for it. He bit that ork&#039;s throat out as it laughed and stoved it&#039;s head in with a broken manhole cover but the damage had been done, he knew a potentially mortal wound when he saw one and with sucking rasping breath and blood in his throat he lurched to find a way to the surface.&lt;br /&gt;
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A sight he must have been, in ruined Inquisition armour, dark with grime and muck, stinking with the smell of the underhive and covered in bones and blood. A spectre of some unblessed grave it must have seemed for a moment, some pallid unarresting dead. He only vaguely remembered where the old hospital was from years ago when he still had friends and human contact and by good fortune he found it again now in some upmarket and high rent district.&lt;br /&gt;
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Despite infections, poor diet, lack of sunlight and the cumulative effects of years of unkind treatment his body recovered although his mind would not heal. There was no possibility of the Inquisition taking him back; impressive as his accomplishments he had disobeyed orders and was never a model soldier to start with. In truth he would not have been able to. Down in the dark he could pretend he was already dead, his trials a time of proving before paradise or rebirth. But here, in the light, in the real world, it all came back to him. He was a person and all that had happened had happened. He could not go back to the war, the war at last had beaten him.&lt;br /&gt;
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He lay in that bed, his guts held together with polymer thread, healing for no purpose he could see friendless and more alone than he had ever felt. And then a member of the Imperium&#039;s diplomatic corps, a branch of the Administratum, came to visit him. Reports on him and the things he had done had filtered up high, anomalous incidents tend to. They had read about what he had done, all that he had done, and knew what limbo he must be in. They told him that there were other ways to serve the Imperium besides the direct war effort. Humanity did not stand alone in the dark, it stood with friends, friends that had to be held on to. They wanted him to be that hand, who else than someone who had seen oblivion like he had done would understand the need of it? Also he spoke the Beil-Tan dialect of the High Tongue, which was advantageous.&lt;br /&gt;
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And so Edmond Aldsworth, grey haired and full of hard won horrors, entered the service of the Imperiums diplomatic efforts and became the attaché to the ambassador of the Craftworld Beil-Tan, Beil-Tan accepted only veterans as representatives of the Imperium as anything else they found insulting. Having a man like Aldsworth at his right hand would only smooth things further. Also the position came with some rejuvenents, the elder didn&#039;t like it when staff changed too soon and his living for a long time would be an advantage.&lt;br /&gt;
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The rejuvenants regained him some of his lost vitality and some measure of youth, side effect being that most of his remaining hair fell out, and he served the ambassador for many years until the ambassador retired and made way for Ambassador Ciaphas Cain of the Valhallans, Liberator of Perlia, slayer of orks, honorary Fire Warrior of the Tau, unspecified assistant to the Inquisition, frustrator of Chaos and killer of it&#039;s followers, exterminator of Tyranids, banisher of deamons and a hundred other accolades from across half the Imperium. Although initially only attached to the craftworld as a temporary measure temporary seems to be ever extending.&lt;br /&gt;
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Attaché Aldsworth serves him as diligently as he served his old master, smoothing out the diplomatic process, interpreting and translating the more unusual colloquialisms of both languages and accompanying the good Ambassador on various planned and unplanned jaunts across Beil-Tans jurisdiction or at the behest of the Inquisition (who politely don&#039;t mention his presence if they can avoid it) and is a source of unflappable reliance and surety.&lt;br /&gt;
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On the whole he has landed on his feet and he serves the Imperium to the best of his abilities, as he has always done.&lt;br /&gt;
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== Aun&#039;O Da ==&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;&#039;&#039;&#039;&#039;&#039; The Great Philosopher: &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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The origin of the Tau concept of a “Greater Good” can be traced back to a man named Aun’O Da (at least that is the translation in modern Tau), otherwise known as “the Great Philosopher”. Da was born during the Mont’au, in an age roughly analogous to the late middle ages of Earth. Da was a member of the calligrapher’s guild, acting as a court stenographer to one of the petty empires that controlled much of the river basins and fertile lands of T’au. Throughout his career, Da transcribed virtually every decision made by the emperor he served under, with his own annotations on its usefulness in addition to its effects on the populace, as well as all the commands made by previous emperors.&lt;br /&gt;
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Unfortunately, the winds of political fortune change, and the emperor that Da served under was replaced by a new ruling family. The first thing the new emperor did is order the entire court of the previous emperor to be arrested and executed, feeling that they would be too sympathetic to the old order to be trustworthy. Like many others in the court, Da fled in political exile to the mountains in the desert on the outskirts of the empire. It was there, sitting in a desert cave musing over his old writings, that Da came to a sudden realization.&lt;br /&gt;
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In Da’s mind, life was full of misery, often driven by the selfish ambitions of others. Yet when people set aside their individual ambitions to aid one another, not only did Tau’s grievances against Tau decrease, but it reduced the net misery of the universe in general. Da put these ideas in writing, in what would eventually become known as the first known version of the Tau’va, or “Greater Good” (perhaps most literally “spiritual good of Tau”, “va” meaning “that which benefits the spirit”, and “Tau” meaning, well, “Tau”). Much of this manuscript has been misinterpreted in the years since it was written, both by Imperials and Tau. Da did not say that Tau should not have individual goals, or take personal enjoyment in life. However, he did stress that when duty conflicted with personal goals, one was obligated to put duty first. Nor was there any mention of Tau superiority over other races, since at that time the Tau believed they were alone in the universe.&lt;br /&gt;
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Da’s new ideas brought him numerous eager converts. In particular, eight of his brightest disciples, all of the calligrapher’s guild, were sent in pairs in the four cardinal directions of the compass, to bring the word of the Greater Good to the general public. Da did not live to see T’au unified, he was already an old man when he came up with his ideas, but he did live long enough to see the old empire where he once served come to embrace the Tau’va. And yet the campaign continued onward. In a watershed moment in M37, two of Da’s disciples were able to broker a peace treaty between the plains barbarians and the fortress city of Fio’taun. This event essentially signified that the ideology of the Tau’va was going to become the dominant force on the planet of T’au.&lt;br /&gt;
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As the Tau’va became the dominant ideology among the people of T’au, so did the students of Da become rulers in their own right. This led to the development of the traditional Tau caste system, and the taboo of fraternization between the castes. The warriors and plains barbarians became the Fire Caste, the merchants became the Water Caste, the workers and peasants became the Earth Caste, and the messengers and rangers became the Air Caste. The scribes and scholars, particularly the disciples of Da, already somewhat detached from the physical world, became the Ethereals. The Tau caste system was less about bringing order to the people of T’au, and more about codifying a system where the disciples of Da and their descendants were always at the top of the socio-political heap. Da would not have been happy if he could have seen this. Thankfully, the Ethereals tend to rule as some sort of bizarre combination of theocrats and philosopher-kings, utterly ascetic and with little desire to abuse their power yet haughty and loathe to social change.&lt;br /&gt;
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However, now the revolution has come full circle. Now it is the Ethereals who represent the old establishment, rather than the bright-eyed young revolutionaries with new ideas, and they know it. It remains to be seen whether the Ethereals will be able to reform themselves to keep up with the evolving Tau Empire, or whether the Tau Empire will undergo a change into a new form of government for a new era.&lt;br /&gt;
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== Eldrad Ulthran ==&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;&#039;&#039;&#039;&#039;&#039; The Greatest of Farseers: &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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The date of birth of Eldrad Ulthran is an event lost to time. Assumed to have been born at most a few thousand years before [[Fall of the Eldar|The Fall]] the ancient [[Farseer]] would have been considered old even as the [[Eldar]] Empire died. There are few (if any) surviving records of his early life, and his memory is fragmented at best.&lt;br /&gt;
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The loss of memory may have been a result of The Fall breaking his mind, a broken mind would explain many of his later antics, or it could simply be caused by living longer than any other biological eldar. His longevity is assumed to not be natural as an unaltered eldar will live for just under two thousand years and even with the best of post-Fall longevity treatments will struggle to reach five thousand. Eldrad is assumed to be potentially three times the upper limit of known eldar longevity treatments. He is therefore either some sort of mutant or the result of now forgotten and lost medical intervention of the Old Empire. He is long lived but he is not immortal. By the dying of the Dark Millennium his skeleton has crystallized, his face is lined, his eyes grow dim and his hair is white.&lt;br /&gt;
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His earliest coherent memories are trying to warn the general populace of the Home Worlds of the Old Empire to their dangerous folly. By that time they were either too far gone to care or skeptical of his claims. He has memories of trying to organize evacuation fleets and calling in the favours and offering favours to the trader captains to help. The names of the captains, the names of their ships and their faces have dimmed and faded with time. It is possible that they were the origins of many of the [[Craftworld|craftworlds]], but now none will know for sure. It was not a time that records survived well.&lt;br /&gt;
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With his precognitive prowess he felt the shape of something not unlike the Old Empire rising up across the galaxy but not of his kin. A god but a mortal made of gold and gold did not rust.&lt;br /&gt;
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Every rune cast, every vision from meditation showed that the remnants of the eldar people would in time come to blows with the men of Earth. Without their gods save murderer and trickster his people would lose their wisdom, what little of it they still had. They would declare war upon the men of Earth and great slaughter would be had. Peace would be impossible.&lt;br /&gt;
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They needed their gods back. Of them the Harlequins sang only one other yet lived and then in captivity and that rescue would always be impossible.&lt;br /&gt;
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This declaration of impossibility did not sit well with the old Farseer. The eldar people had gone through too much, survived too much, to be driven to either madness or extinction. For one who dealt with the sliding scale of probability and the twisting threads of possibility it is possible that he saw this great wall as a personal insult and his mind started to wander down stranger paths.&lt;br /&gt;
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Under normal circumstances none of the eldar people would have dreamed of seeking the aid of the lesser races but these were far from normal times.&lt;br /&gt;
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And so it was that Eldrad found an unlikely ally, himself a relic from a broken empire whose people had been brought low. For the first time that he could remember the old Farseer felt something approaching a sense of family unlikely as that seemed with the great golden eyed giant.&lt;br /&gt;
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The greatest warriors of the eldar were assembled and it’s most powerful seers and warlocks and the humans, as he learned his new friends were called, did the same. With great effort and a derelict and unstable webway gate they tore the veil of reality asunder and the human exarch “space marines” and the young Phoenix Lords charged into the very depths of Hell in the wake of the giant called Steward.&lt;br /&gt;
&lt;br /&gt;
Of what they saw in that place none would tell Eldrad though of those that returned all now had the eyes of people who had seen too much and could never look away again. And for an instant, just for an instant, as they stepped back into the world of the living there stood the mother of all eldar for the last time and first time in possibly millions of years. Just for an instant in the flesh and all who beheld her in that moment knew new hope for salvation.&lt;br /&gt;
&lt;br /&gt;
Soon arose again the Priesthood of Isha, the daughters of the Mother, Her disciples and from their venerated ranks the one known as Macha rose to prominence and earned herself the honour of being the avatar of her patron in the world of the living. Eldrad recognized the one known as Macha for she was old and also a survivor of the fall but he could not name her or recall her face. He suspected she was distant kin but she did not carry the name of Ulthran, none besides Eldrad in that time did.&lt;br /&gt;
&lt;br /&gt;
The thread of the eldar people was strengthened and as he looked upon and forwards through the skein of fate the thread would be strengthened still further by being interwoven with that of the men of Earth. So it came to pass that the radiant High Priestess of Isha and the Steward were joined as husband and wife to formalize the union of man and eldar and the protection and inclusion of the true eldar people into the Imperium.&lt;br /&gt;
&lt;br /&gt;
But the theft of Isha had insulted the gods and they were out for blood. Eldrad, as the being who had put forth that plan, felt more than a little responsible. Possibly it was this sense of responsibility that made him refuse to suggest to the craftworlders that they run and let the humans die in their place, perhaps it was the knowledge that the gods would never stop hunting them, perhaps it was that he saw this conflict as a trial by fire for their new Imperium or perhaps he was much like his own people now were. They were no longer a ragged band of refugees surviving off of scraps salvaged from a burned down home, they were Eldar once more. The galaxy had bent to their will once and some stupid upstart gods were now challenging them? They were not so weak as to cower now. Eldar and men were building the galaxy anew. Mortal hands and hearts and heads held high and what mortals had wrought no god would tear asunder.&lt;br /&gt;
&lt;br /&gt;
And so it was that eldar blades met the blades of the enemy and Eldrad was aghast to find that the hands that held those daemon blades were not unlike his own. His fallen people, the ones who danced and sang as trillions died and reveled in the debauchery even to the screams of the dying and the damned still lived, if one could even call it living.&lt;br /&gt;
&lt;br /&gt;
It was with heavy heart that the old farseer fled the Gate Worlds of Cadia and Ulthwe and for many a century to come his kin and kind word decried him a coward and a scoundrel. But the flight of Eldrad to Old Earth, although one of desperation, was not one of cowardice and if any emotion at all still beat in that cold grey heart it was wrath.&lt;br /&gt;
&lt;br /&gt;
Eldrad had looked upon the threads of fate as they shifted and saw one thin strand that led to a lasting hope of victory for his peoples. Just one. He needed to be on Old Earth. He didn&#039;t know why but the only way for all to survive was for him to be where that hammer was coming down hardest. Even so it was a hard thing to do. Time has weathered their faces and names but he did now have children of his own upon fair Ulthwe. Their names have gone unremembered, their souls never made it to the Infinity Circuit and ever afterwards long past the point when their faces became blurred and forgotten he knew he had left them to die and worse and he cursed himself for it.&lt;br /&gt;
&lt;br /&gt;
It was a maddening time in Imperial Palace. Eldrad&#039;s small ship was shot down by the invading forces and it not so much landed in the Imperial Gardens as crashed. Greenskinned brutes occupied by that point the majority of the Earth&#039;s surface, great swathes of the population were slain and they didn&#039;t look to be slowing down. In truth the forces mustered against basic sanity on Earth put the forces leveled against the home he had abandoned to shame. But this was Old Earth, keystone of a new Imperium, it&#039;s walls were so much higher.&lt;br /&gt;
&lt;br /&gt;
To Eldrad&#039;s relief the Steward knew of the Crone World Eldar, his own court seer Red Magnus having divined their presence. But Red Magnus was young. Brilliant but young. Eldrad was old and even then in relative youth none were his equal and he was at the center of the storm. The heart of the web where all the strings met, Chaos had hounded him but he was now right where he needed to be and the manic grin on his face and the fire in his eyes was terrible to behold.&lt;br /&gt;
&lt;br /&gt;
Forces were redeployed and moved under cover of darkness and smoke and illusion, slight of hand was played at an insane level, misdirection and the subtle knife between ribs cost the orks and their puppeteers a heavy price as the line was held with one hand and the knife shoved in the back and twisted with the other. The war had just gotten serious, the Crone Worlders were going to have to work for it and come down and fight for themselves if they wanted this victory.&lt;br /&gt;
&lt;br /&gt;
They tried several times to teleport into the Imperial Palace as its shields weakened, a fact that the turned out to be a trap and all their assassins and berserkers were caught in a withering hail of bolter fire. They tried air dropping Kommandoes and Stalkers and Mandrakes only to find that the Harlequins had been loitering in the place for months waiting for them. They tried digging in with great rock crunching maworms and Digga Krewz and stranger things that slipped between the rocks like impossible smoke. They encountered Magnus&#039; daemons. It is probably better not to know what he did to them though they were never seen again.&lt;br /&gt;
&lt;br /&gt;
In the end the Palace would have to be taken the Orky way with a mass charge. Here was where the Beast approached.&lt;br /&gt;
&lt;br /&gt;
For all his cunning Eldrad had only so many pieces on the board and misdirection and prescience could only stretch that so far. The thin red line before the Eternity Gate was thin and he knew it and they knew it and he knew that they knew it and they knew that he knew that they knew it and they savored his desperation.&lt;br /&gt;
&lt;br /&gt;
For all that the Beast approached he could not withdraw soldiers for other fortifications. Every time he was about to do so he felt the thin strand they all hung by snapping. The Beast had to attack the Eternity Gates and he could offer no help to stop it. Thrice he had to hold the Steward back for rushing to the gate to lend his prodigious strength. The Steward was needed right where he was. No one man could direct the forces across an entire planet and Eldrad knew the Steward would be drowned if left to it on his own.&lt;br /&gt;
&lt;br /&gt;
The calls for aid coming from the gate became shouts of defiance as the defenders made their last stand. The Steward was almost in tears, of all the beings in his Imperium few were friends and one was about to die and he was letting it happen. When the transmissions went quiet so did the Steward. Cold and quiet and very, very still.&lt;br /&gt;
&lt;br /&gt;
Sporadic fire could be heard getting closer and the footsteps of doom like war drums or twin hearts getting closer.&lt;br /&gt;
&lt;br /&gt;
When the Beast finally smashed and tore the armored door out of the Throne Room he did not find a selection of cowering generals and fleeing strategists. What he found was an angry Man of Gold cannoning into his face at a flat trajectory like a murder tipped missile.&lt;br /&gt;
&lt;br /&gt;
It was a hard fight. Perhaps the most brutal and savage that there ever was. The Steward was a Man of Gold, a relic from a lost era when men were as gods. Eldrad was a primordial eldar born at the height of their kind and carrying the flame of it like an inferno. But for all that the Beast was The Beast. Empowered by gods too terrible to contemplate and mighty beyond measure. Later tales will tell of how the fight lasted a day and a night but they are almost certainly lies although the old Farseer as he danced and struck had lost all notion of time.&lt;br /&gt;
&lt;br /&gt;
Fists that could break buildings impacted on the Green Menace that responded in turn with blows that could fell baneblades. Had The Beast been able to concentrate on a single target it would all of been over. He was too durable, too strong and for a creature of such mass hellishly fast and seemingly tireless. The Steward was also seemingly incapable of tiring but Eldrad was beginning to weary. Days upon days of constant battle and sifting through fates trying to divine the least awful were taking their toll. He would tire and then he would die and then the Steward would die and then his Imperium would die and his own people right along with it. It seemed as unstoppable as tide and time.&lt;br /&gt;
&lt;br /&gt;
And then the Farseer noticed an out of place thing buried in the Beast&#039;s chest. A broken sword blade that must once of been of elegant design.&lt;br /&gt;
&lt;br /&gt;
With the last of his strength the farseer channeled his fire and his lightning into that blade and grasped it in his mind and drove it deep into the Beast&#039;s chest and twisted. The Beast collapsed in agony, spasming on the floor as the agony wracked him, and the Steward joined his psychic might with the old farseer. Together, they looked over the Beast as it fell and stared it straight in the eye, twisting the blade until the struggling stopped and all that was left in that monsters chest was broken up charcoal.&lt;br /&gt;
&lt;br /&gt;
Exhausted the farseer fell to his knees. The last thing he saw before the darkness overtook him was the Steward holding the remains of what had once been an angel. The worst of the fighting on Old Earth was well over when Eldrad awoke once more.&lt;br /&gt;
&lt;br /&gt;
The war was far from over, but the back of it had been broken.&lt;br /&gt;
&lt;br /&gt;
Eldrad returned to his people, much to their annoyance. It was a long time before they would forgive him for abandoning them, although those in authority knew his reason well enough.&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;
&#039;&#039;&#039;See Also:&#039;&#039;&#039; [[Nobledark_Imperium_Writing#The_Long_Odds|The Long Odds]]&lt;br /&gt;
&lt;br /&gt;
== The Emperor of Mankind (formerly The Steward, formerly The Warlord) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Also:&#039;&#039;&#039; [[Nobledark_Imperium_Writing#Malcador.27s_Log|Malcador&#039;s Log]], [[Nobledark_Imperium_Writing#My_Dinner_With_the_Emperor|My Dinner With the Emperor]], [[Nobledark_Imperium_Writing#The_War_For_Heaven|The War For Heaven]]&lt;br /&gt;
&lt;br /&gt;
== Grand Empress Isha ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Also:&#039;&#039;&#039; [[Nobledark_Imperium_Writing#My_Dinner_With_the_Emperor|My Dinner With the Emperor]]&lt;br /&gt;
&lt;br /&gt;
== Freki and Geri ==&lt;br /&gt;
&lt;br /&gt;
Geri was one of [[Nobledark_Imperium_Primarchs#Leman_Russ|Russ]]’ many daughters with Linnea, known for her huge appetite and gluttonous habits. When Russ began his secret experiments on [[Nobledark_Imperium_Notable_Planets#Fenris|Fenris]] to improve the success rate of the Canis Helix Geri and her lover, Freki, were some of the few non-Fenrisians who applied, determined to make Russ proud. Geri had complete faith in her father’s abilities. Even when the two of [[Nobledark_Imperium_Xenos#Fenrisian_Wolves|turned into monsters]], albeit stable ones, and the other Fenrisian wolves who were able to walk broke free and escaped into the snows of Fenris, Freki and Geri loyally remained in their pens, their faith in her father never wavering. Their faith proved true. While Russ was willing to euthanize those who had non-functioning lungs, tumor-filled jaws, or mutated to have multiple limbs, he could not bear to kill his daughter.&lt;br /&gt;
&lt;br /&gt;
According to the official records, Freki and Geri “died” from a troll attack on the snows of Fenris. The two truck-sized Fenrisian wolves that followed Leman around after that were named after them in their honor. Linnea, well, she knew the truth. She could never really fully forgive Russ for what happened and to his credit Russ never tried to justify his actions.&lt;br /&gt;
&lt;br /&gt;
ANON:Was thinking either the two of them followed Leman out into the snow when he disappeared, or they died during the Battle of the Fang.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Primarch, did you happen to see the size of those things that Russ brought with him? Must be some tamed beasts from that little black site playground of his. They must grow wolves big on Fenris.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Those aren’t wolves. Gods, Leman, what have you done?&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Primarch? Magnus? What do you mean?”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;You misunderstand Ahriman. There are no species of wolves native to Fenris.&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Conversation between Primarch [[Nobledark_Imperium_Primarchs#Magnus_the_Red|Magnus the Red]] and [[Nobledark_Imperium_Notable_People#Ahzek_Ahriman|Ahzek Ahriman]] during the “first” public appearance of Freki and Geri.&lt;br /&gt;
&lt;br /&gt;
== Fyodor Karamazov ==&lt;br /&gt;
&lt;br /&gt;
Fyodor Karamazov, the Despoiler, the High Proctor of Salem, or more commonly as the Butcher of a Thousand Worlds is a man whose name is whispered in hushed tone across a million worlds, and rightfully so.&lt;br /&gt;
&lt;br /&gt;
His career had been a legendary one, his mind, charm, determination and zeal rivaling even that of the great Sebastian Thor himself, with him rising from a small Arbiter in the middle of nowhere to an Inquisitor of Ordo Malleus and then, for a short time, the High Lord Inquisitor during the 12th Black Crusade over his specialty in spotting heretics and cultists. But still, however great his mind and wit, his paranoia and psychopathic tendencies dwarf them all, rivaling even those of the Primarch Perturabo. Still, however brutal his deeds were, they bring results and with extreme bitterness did the Emperor allowed him the free rein to do what ever he willed to keep the Imperium intact from the Black Crusade. And thus, on his Throne of Judgement Fyodor crusaded across the millions of planet of the Imperium, leaving alive no heretics nor cultists in his wake - for all he suspected, he burns and his paranoia is great indeed.&lt;br /&gt;
&lt;br /&gt;
He is also said to be a psychopath that enjoys the suffering of people, the smell of burning flesh and snatching candies from babies. Fortunately, only two of those facts are likely to be true.&lt;br /&gt;
&lt;br /&gt;
However, as expected, power corrupts, and the greater the power the greater the corruption. It is unknown where and how did he begin to fall, but it is undeniable that it was seeded with his deep paranoia, and was completely undeniable at what was known later as the Salem Witch Trial, where he condemned Saint Salem and her crusaders who had liberated an entire system and the people who were liberated as heretics and witches and committed Exterminatus on every last planet in the system and all those nearby. The Emperor, as expected, when heard of this had flipped his lid in pure rage and ordered Ordo Sicarius to get Fyodor, allowing them to use whatever resource needed (and may be more) to get it done. Burning innocents, that &#039;&#039;may&#039;&#039; be slightly acceptable in the direst of circumstances (which the 12th Black Crusade was, to the eternal grievance of the Emperor) but &#039;&#039;that&#039;&#039; many for no reason? On an individual basis? Some could have wondered why hadn&#039;t the Emperor went after the now-sacked-and-put-on-most-wanted-list-High Lord himself if not for the event that had transpired next.&lt;br /&gt;
&lt;br /&gt;
Fyodor, even before becoming an Inquisitor, had secretly viewed the Imperium as being too soft and was determined to &#039;fix&#039; it. He, with his unparalleled charm had won over (and built his power base on) the more orthodox factions of the Inquisition, with many if not most monodominants being members of the upcoming Coup and Inquisitorial Civil War (which he called the Crusade of Change) that aims to bring the Imperium to his wanted direction.&lt;br /&gt;
&lt;br /&gt;
Now, at the end of the 41st millennium, in the heart of the 13th Black Crusade, the tyranid invasion, and the Fifth Armageddon War, the dreaded man is at the head of the dreaded Judgemental Crusade Fleet, burning and enslaving all in his way and waging a shadow war against the Emperor and the Inquisition. Despite the best efforts of the Imperium, he is yet to be caught, for his fleet is equipped with some kind of &#039;experimental&#039; Warp Drive capable of achieving speeds twice as fast as that of the fastest Imperium craft (the design was scrapped because it required people to be burned, but Karamazov has people to burn in abundance) and armed with weaponries and equipment never seen before outside the halls of the Inquisition... the future seems dark indeed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I will repeat this for the one last time: that thing is no man but a vile Genestealer infiltrating our ranks that. Needs. To. Be. Purged!&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
-Inquisitor [[Nobledark_Imperium_Notable_People#Boaz_Kryptman|Boaz Kryptman]] on Fyodor Karamazov to the High Council, one year before the Salem Witch Trial.&lt;br /&gt;
&lt;br /&gt;
==Ex-Inquisitor Gregor Eisenhorn==&lt;br /&gt;
&lt;br /&gt;
Gregor Eisenhorn is perhaps one of the most hated renegades in the Imperium who hasn&#039;t officially thrown in their lot with Chaos. Once a respected Inquisitor Eisenhorn fell from grace via small steps making metaphorical and literal deals with devils and dabbling in the darker parts of daemon-lore. Even the Daemon Breakers hate him, he&#039;s too friendly with things from the other side for their taste. Eisenhorn had the book thrown at him even harder than Kryptman, Kryptman merely had his Inquisitor status revoked so he couldn&#039;t unilaterally Exterminatus whenever he felt necessary and was still considered a useful if unstable asset by the Imperium. Eisenhorn has had his Inquisition status officially revoked and actual wanted posters issues, not that this even slowed him down.&lt;br /&gt;
&lt;br /&gt;
The reason for Eisenhorn’s fall was remarkably simple and remarkably subtle. Curiosity. Simply a little bit of curiosity. Surely there is nothing wrong with learning excessive amounts of daemon-lore. The Grey Knights all do and they seem pretty on the ball. And surely it can&#039;t be too bad to put all this sorcery into practice in extreme circumstances to prevent something worse, it&#039;s not unprecedented. And it&#039;s obviously better to have Cherubael bound into a dead cultist than wandering around free doing God knows what, it is the job of the Inquisition to frustrate the forces of Chaos after all. And if Cherubael is bound and hanging around he may as well make himself useful. Nothing wrong with that, it&#039;s like watching a wasp land on a nettle. Someone’s going to get stung and it&#039;s no great sorrow who.&lt;br /&gt;
&lt;br /&gt;
Next thing you know you’re running through the mid-hive jumping from moving train to moving train with a daemon close behind you as your only friend, a stack of stolen forbidden text transcripts in an asbestos back pack with the Arbiters sirens getting closer whilst you mumble through a mantra of dimensional twisting in the Unwords of the Black Sun because the customs inspector at the space port is a retired Space Marine you once knew and he slapped the panic the moment you got off the shuttle.&lt;br /&gt;
&lt;br /&gt;
And this is by far not the first time that this has happened. All you can be grateful for is that this time you aren&#039;t a Night Lord Neophyte training exercise.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also worth noting that he is hated by everyone.&lt;br /&gt;
&lt;br /&gt;
Chaos hate him because he enslaves daemons to do his will against their own desires and keeps using them to fuck up Chaos cults.&lt;br /&gt;
&lt;br /&gt;
The Inquisition hates him because of all the shady shit he did that came to light at his trial in absentia on top of his summoning and binding of daemons.&lt;br /&gt;
&lt;br /&gt;
The Daemon Breakers hate him because he&#039;s summoning daemons for help rather than banishing and/or killing them. Also he destroyed a book they wanted (the Necroteuch), the only other copy of which is in the Black Library.&lt;br /&gt;
&lt;br /&gt;
The eldar hate him because he stinks of Chaos and need no other reason to shoot on sight.&lt;br /&gt;
&lt;br /&gt;
But for all that it seems that Eisenhorn is still &amp;quot;loyal&amp;quot; to the Imperium in his own mind. He runs from Imperial forces thrown at him if he can rather than fighting and only intentionally targets Chaotic forces. He is in effect a Chaos Sorcerer albeit one with good intentions. His only saving grace is that he is a lot more trouble to Chaos than the Imperium.&lt;br /&gt;
&lt;br /&gt;
He never intended to be this way. He is on this path because he made one well intentioned decision, carefully considered and in isolation one bad choice after another. Now he&#039;s nearly 500 years old, has no friends, and is on the run from everybody with Cherubael as his only company.&lt;br /&gt;
&lt;br /&gt;
==Gutsmek Wazdakka==&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;&#039;&#039;&#039;&#039;&#039; The Webway Rider &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gutsmek Wazdakka began life as but a simple Mek and Speed Freak, tearing about the galaxy on his kustom warbike under one Warboss or another or none at all, upgrading his bike and getting into fights, and he was content. &lt;br /&gt;
&lt;br /&gt;
Then, while chasing a retreating Eldar kill-team, he somehow managed to chase them into the Webway itself. He chased them down, killed them, then looked around and realized he had no idea where he was and no idea how to get back. &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;
For over a year he rampaged around inside the Webway, getting into fights with with Craftworlders and Croneworlders and Dark Eldar and Inquisitors, somehow always managing to evade pursuit, vanishing into the most tangled and gnarled parts of the Webway. It took him a year to find his way back out, winding up on the Ork-held world of Vesp Vi. &lt;br /&gt;
&lt;br /&gt;
When he came out, he was an Ork changed- an Ork inspired. He had seen, in the Webway, his vision of a perfect battleground, of Kults of Speed tearing their way from one end of the galaxy to the other without once having to slow down. He promptly sought out the nearest Kult and challenged their Warboss to a battle for supremacy. The Warboss was bigger, but Wazdakka had the better bike and a holy vision, and when the dust settled he was Warboss Gutzmek Wazdakka. He promptly led his new warband right back into the Webway, trusting in the whims of fate and the will of Gork and Mork to lead him to the next fight. &lt;br /&gt;
&lt;br /&gt;
The method and degree by which Wazdakka navigates the Webway is disputed. At first, it was suspected he was getting by on blind luck, but this seemed increasingly improbable as his rampage continued. Some suspect he is a latent Weirdboy on top of being a Mek, and uses some sort of subconscious psychic talent to navigate. Others believe that Gork and Mork are in fact leading him to good fights. A few suspect he is subtly empowered by Chaos, probably Tzeentch. Some even whisper that he is guided by the subtle hand of Cegorach, shaping Wazdakka and his WAAAGH into a weapon to be rammed into the rotting heart of Commorragh. &lt;br /&gt;
&lt;br /&gt;
Whatever the case, he is a consistent thorn in the Imperium&#039;s side. Although his WAAAGHs have been defeated on multiple occasions, each time Wazdakka has escaped, popping back up on the closest Ork world to raise another horde so he can have another go. His astonishing good luck in survival is yet another mystery, one that lends further credence to the idea that he is somehow aided by a higher power. Worse, other Orks have occasionally been finding their way into the Webway independent of Wazdakka&#039;s guidance, apparently simply drawn by the WAAAGH energy of his Webway Wars. Only a few, but the number seems to be increasing. &lt;br /&gt;
&lt;br /&gt;
The Imperium&#039;s sole consolation is that Wazdakka poses as much a threat to their enemies as to them, with entire Dark Eldar Kabals or Croneworld slaughter-parties wiped out to the last man when they had the misfortune to stumble across his warbands. However, this is small consolation in the face of his raids against Imperial worlds, Exodite worlds, and occasionally even minor Craftworlds. &lt;br /&gt;
&lt;br /&gt;
As the failed assassination attempts pile up and the galaxy grinds closer to its final cataclysm, it seems likely that Warboss Gutsmek Wazdakka will have some role to play in the confrontation- but what, nobody can say. At least, nobody willing to talk comprehensibly.&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;
==The High Lords of Terra==&lt;br /&gt;
&lt;br /&gt;
=== Spokesman for the Collective Synod of the Imperium Walden of the Aaldenbergs ===&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;
Walden of the Aaldenbergs started his ecclesiastical vocation as the acolyte of Hahn of the Aaldenbergs, priest of the old gods, slayer of orks, caller of lightning, forger of blades and all over aging and highly accomplished strong man of the tribe. He was a mere twelve standard years old when he decided that this was what he wanted to do with his life although that his two older brothers had already been earmarked for future leader of Old Mountain tribe and sent off to the army it could be argued that there wasn&#039;t much else besides the priesthood for the third son of village chief to do. Not that he resented his lot in life, not by a long way.&lt;br /&gt;
&lt;br /&gt;
He was possessed even in early age of a powerful intellect that suffered only slightly from overly straight line thinking and somewhat Dornian bluntness. As he grew up in the teachings of the faith he learned deep of the gods of blood and wood and bone and ash. He learned the names of the spirits of the deep forest where not even orks would grow and at the tender age of 15 survived the trip from the wooded foothills into the sunless heartlands by the rivers where the trees grow a mile tall. There he met the gods, he claims, though he will not say what they said to him. The gods of catachan can impart wisdom and purpose and those that would speak with them might return changed for the better or driven mad or not at all.&lt;br /&gt;
&lt;br /&gt;
Young Walden came back more driven than ever, a thing old Hahn approved of greatly.&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;
But the place of a mere village priest was not, he felt, the place where he was needed most. Catachan&#039;s children were abroad among the stars and far from home as they were they needed a priest to keep them from becoming lost. It was with heavy hearts that the old chief and his family said fare well to their son and with some annoyance mingling with the pride that Hahn would look for another apprentice.&lt;br /&gt;
&lt;br /&gt;
Walden was now a Chaplain of the Imperial Army attached to the Catachan &amp;quot;Green Specters&amp;quot; 943rd.&lt;br /&gt;
&lt;br /&gt;
There he stayed for a very long time, tending the spiritual needs of his militant and inter-tribal congregation, his crozier was six foot of thornbirch with a stylized shock-maul built into the end and his vestments were a cassock made of kevlar. His regiment were known for their discretion, for the art of killing without being seen; he was not.&lt;br /&gt;
&lt;br /&gt;
His followers found him of much use for the drawing of fire and attention and flushing out of targets that they could then claim. How, some would ask, would he survive more than a few missions? His gods had shown him where and to approximately when he would die in the natural course of things. Although it didn&#039;t make him invulnerable and he was never foolish enough to put them to the test outright it did allow him to move with a degree of confidence unmatched by his peers. To the Catachan, from his highest officers to the lowliest of grunts, he was inspirational.&lt;br /&gt;
&lt;br /&gt;
He was also shrewd and it was for this that he started to come to the attention of higher authorities.&lt;br /&gt;
&lt;br /&gt;
By the time his hair was turning grey he was attached as an advisor to Lady General Heilwig of the Uhulis Sector after the events of Velgagrad defense from the Space Hulk Da Iron Wurm and it&#039;s cargo of murderous orks. Although he was reluctant to leave his position, as the spiritual health of his fellow countrymen would be at risk until a replacement arrived, he could also see the greeter need that Lady General Heilwig had of her. The Lady General was of Krieg with all the problems that it brings with it. She was brilliant in her way and one of the few in ten millennium to achieve such rank from her world but she was still deeply flawed as a human being, her saving grace being that she knew how flawed she was. She needed someone capable of understanding the human needs and wants of those under her command and blunt enough to communicate it to her effectively. It also helped that Priest Walden was also versed in numerous languages including base-orkish&lt;br /&gt;
&lt;br /&gt;
At this point Walden of the increasingly distant but not forgotten Aaldenbergs started on the rejuvenants and his apparent physical age stopped in mid forties, though in vitality and capability he regained some lost ground. It was in the following years that he truly showed his worth to the Imperium and his powerful and direct intellect was truly allowed to show.&lt;br /&gt;
&lt;br /&gt;
In an empire as broad as the Imperium with a million worlds and a hundred times that many religious faiths and distinct cultures conflicts were inevitable. As a mediator between these factions Walden was peerless. He was a priestly man but he was also a soldier, he was scholar but he was also a man of the trenches, he was an officer but he was also not. Also his gods did not encourage or forbid much strictly and were so unheard of outside of the Catachans that nobody had a grievance with them. Where once had been division he brought a wary unity.&lt;br /&gt;
&lt;br /&gt;
It&#039;s hard to say if he became friends with Lady General Heilwig. As a Krieger and one who had seen some horrific things she was maybe too damaged to make friends. It is known that she valued the strange Catachan man greatly. There was nobody she enjoyed arguing with more and nobody she listened to closer.&lt;br /&gt;
&lt;br /&gt;
He served in this capacity for nearly seventy years until a Mandrake killed his Lady General and took her severed head. After that he felt he couldn&#039;t serve another, the pain of it was too close. He also felt by then that he had forgotten his roots somewhat and needed to be a priest again rather than a generals assistant. He didn&#039;t know what gods, if any, lived on Krieg but he gave her the Catachan burial rites and fuck any god that objected.&lt;br /&gt;
&lt;br /&gt;
No sooner had he packed his bags and booked passage on a ship traveling somewhere near Catachan Space did he receive a great surprise; a letter from Old Earth demanding his presence before the Collective Synod.&lt;br /&gt;
&lt;br /&gt;
The Collective Synod had, for the thirty or forty years previous, been going through a tumultuous and uncertain time. Due to the advancing ages of quite a lot of the heads and representatives of the faiths there had been delays on decision making and the voting of a new spokesman since the last one died. To this end, with Walden being of sound mind and body, centuries the junior of many and accomplished and proven capable his name had been put forth to represent the voice of the Imperium&#039;s people to the High Lords on matters of faith.&lt;br /&gt;
&lt;br /&gt;
Also, they assumed, some yokel village priest from Catachan with no real power would cause them no problems and be easy to remove should the need ever arise. They were not quite right about that. Walden proved initially very unpopular, too connected to remove and seemingly unkillable.&lt;br /&gt;
&lt;br /&gt;
And so by the closing of the year 999.M41 the Collective Synod endures under the less then gentle ministrations of Spokesman Father Walden von Aaldenbergs. For all that they might grumble the old men and women of the Synod have never functioned so well. It takes a special mind to organize such a fractious and mutually hostile bunch of people and by great good fortune they have one and they have nobody else to blame.&lt;br /&gt;
&lt;br /&gt;
As the time of trials grows closer, prophesies are fulfilled and the Imperium is whipped into a religious fervor as the faithful rise up to meet Judgment Day. It is by the efforts of the Synod that the passion is set to the long simmer rather than the full boil and made manageable and it is the direction of Walden that is is done so.&lt;br /&gt;
&lt;br /&gt;
Of the man himself? He is not where he saw himself, those many years ago at the foot of Old Mountain, but the gods work in mysterious ways. Especially Catachan one, bastards as they all are.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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=== The Speaker for the Merchant Navy and Rogue Traders Abdul Golberg ===&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
The current representative of the Merchant Fleet is a Tallarn. Ot at least very strongly Tallarn influenced. Rumors abound about him. He is not the least known of the High Lords. In fact he his the most known and everyone has extensive information on him, sadly quite a lot of the information everyone has is contradictory.&lt;br /&gt;
&lt;br /&gt;
His mother was Tallarn, that is almost certain. A beautiful princess of one of the city-kings most suggest although which of the grey-haired old women he has as advisors is his mother he will not say and neither will they. His father less is known about other than was an inter-stellar trader. He was of the Goldberg family, a trader dynasty on hard times somewhat reversed in recent years and as such beneath the notice or care of the other old-blood families.&lt;br /&gt;
&lt;br /&gt;
One of his eyes is green and the other is yellow and nobody is sure which is the artificial/graft one. One rumour has it that his father was a Fenrisian tradesman from one of the younger colony worlds, yellow is a &amp;quot;normal&amp;quot; eye colour for those people. Some say his princess mother was married off to his father to secure an off-world trade contract, others that she ran away with him for adventure among the stars. Or the yellow is a graft and the green one is natural, green is an extremely common eye colour on Tallarn.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
Others say that he isn&#039;t Tallarn at all but from one of the Seven Sanctuary Cities of Nocturne. Certainly he in fluent in the City-Nocturne language, among about a hundred other languages, and is well versed in the Promethean Creed though he does not follow it.&lt;br /&gt;
&lt;br /&gt;
The Writ of Trade he carries the Emperor remembers signing twelve and a half years after the Unification of Sol officially became the Great Crusade. It was to a man called Horatio Jeffers of Gredbritton, which is not to say that the family hasn&#039;t legally changed it&#039;s name at some point down the long years or indeed it could have passed to another family perfectly legally.&lt;br /&gt;
&lt;br /&gt;
Of the man himself? He is a family man, that is known. He has at least one wife, always referred to as a singular and carefully never by name, though who among his entourage it is is not known. It is known that he has plural in both sons and daughters but again it is not known exactly who among his extended and extensive family they are. It is known that his mother is still alive but his father is not, though not who they are. Unless he&#039;s been intentionally and subtly giving consistent &amp;quot;slips&amp;quot; of information down the years that have no basis in reality. It&#039;s possible.&lt;br /&gt;
&lt;br /&gt;
He is naturally hideously intelligent and further augmented by minor cerebral augmentations of dubious legality across the Mechanicus legal jurisdictions. It is known that he can speak at least a dozen languages fluently in addition to High Gothic and claims to be able to speak over a hundred with varying degrees of mastery though the extent of this is unverified.&lt;br /&gt;
&lt;br /&gt;
He has sworn to, at and by god and gods of any number of faiths. It is unknown which if any of them he follows the creeds of and which he believes in. It could be none or it could be all of them somehow. In much the same way he has celebrated the festivals of many faiths although it&#039;s more than likely that he just likes celebrations.&lt;br /&gt;
&lt;br /&gt;
His age is difficult to say as it&#039;s possible that his predecessors as head of the family, not necessarily his father, was also called Abdul Goldberg. Or he has inherited the name upon becoming head of the family. Or he really is as old as he claims (which varies quite a lot) and is just really well preserved. Given the way in which rejuvenents vary in effectiveness between people it&#039;s not totally outside possibility that he is in fact just shy of 800 and only physically of early middle years.&lt;br /&gt;
&lt;br /&gt;
He is not psychic. That much if nothing else is certain, he&#039;s just really good at reading people and lies so well that he can fool or outright block a casual weak surface scan.&lt;br /&gt;
&lt;br /&gt;
He always keeps a loyal psychic around with him at all times to detect and trace if anyone tries to scan him. These psykers, all sanctioned and legal, are also invariably part of the family though whether they are married into the family or there is a strong psychic gene in the Goldberg is hard to say. Certainly if they married in there is now so it&#039;s probably pointless to wonder in any case.&lt;br /&gt;
&lt;br /&gt;
Of the man&#039;s rise to power what can be said? He managed to appear on the record books of as many of his competitors and fellow traders as possible so that the name was never too forgotten, positioned his family to appear big enough to fill the vacant shoes as the previous holder of the position started to look ill but still looked small enough to bully around and it didn&#039;t hurt that his family were old money. Or at least old IOUs.&lt;br /&gt;
&lt;br /&gt;
It also helped that he had enough ships under his name and the name of his family to appear like a large but broad dynasty rather than a tall and rich one that nobody else wanted or the small and forgettable one that they actually were. Most of these ships were bought exactly to appear exactly as that and the mortgage is still being paid on most of them, high millage old buckets that they are.&lt;br /&gt;
&lt;br /&gt;
And so the Goldbergs got he job. Not because anybody wanted them to have it but because they all wanted each other to have it far less. An ineffectual, weak and poor house would be easy to ignore if they got a position among the High Lords of the Imperium. They would have all the theoretical authority but no power to use it, the other Trader dynasties and meg-corps would have a new era of unregulated greed unbeholden to any so long as they didn&#039;t do anything to incur the wrath of the notoriously hands-off Royal Family.&lt;br /&gt;
&lt;br /&gt;
For the most part they have been right though they are not worried and maybe they should be that the Goldbergs are not squandering their new position. From that ever so lofty position Abdul Goldberg can see the overt web of trade across the width, breadth and depth of the Imperium and has access to reports that can strongly hint at the more hidden web of undeclared trade. More importantly he can spot the gaps that his family can fill with their freshly acquired ships. Gaps that are being filled methodically.&lt;br /&gt;
&lt;br /&gt;
The Goldbergs are setting the groundwork to be on the rise again for the first time in possibly thousands of years.&lt;br /&gt;
&lt;br /&gt;
But what do the other High Lords and Ladies know of this? Fedor Jiao of the Navigators has just been deposed under suspicious circumstances, presumably Hector Rex of the Inquisition knows or at least someone in his employ knows, Merelda Pereth of the Navy probably suspects a power shift due to her contacts across the Void Born and Abdul knows that Irthu Haemotalion knows because Haemotalion generally knows or at least suspects everything. But they don&#039;t care, the business of business is not their business. The only ones who would care are the other big trader companies and they are habitually dismissive of the Goldbergs.&lt;br /&gt;
&lt;br /&gt;
But what of it? Old Uncle Abdul has seemingly no real personal ambition beyond seeing his family prosper as all good patriarchs do. And professionally he is fiercely loyal to the Imperium as it is the greatest bastion of civilization that is and ever has been and trade is the backbone of it and trade is what flows through his veins as much as blood.&lt;br /&gt;
&lt;br /&gt;
Indeed if you want something, he has it, or will have it soon or can introduce you to someone who does. Usually a nephew of some description, he has seemingly and endless supply of nephews. But always remember to have exact change.&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;
=== Lady High Admiral of the Imperial Navy Merelda of House Pereth ===&lt;br /&gt;
&lt;br /&gt;
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Merelda of House Pereth, Lady High Admiral of the Imperial Navy, is the only abhuman serving on the High Council of the Imperium. She is a Void Born and quite typical of her kind; Abnormally tall and thin, skin unhealthily pale bordering on translucent, long dexterous fingers, bone white hair and big dark eyes. She is the descended from a line of space farers that have served in the Imperial Navy since the days of King Horus and much further into the inky black before that. Her list of victories in the name of the Imperium is legendary having seen heavy action in innumerable Chaos Incursion around the Maelstrom and the Gates of Fire and also a War for Armageddon.&lt;br /&gt;
&lt;br /&gt;
She knows Empty Space, that realm to which dear Horus was once king, and to her it is home. Indeed it is so much her home that like most of her kind she can&#039;t set foot upon Old Earth without a full body harness to take the weight.&lt;br /&gt;
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Her understanding of trajectory, gravity, light speed delay and three dimensional theatres of battle is in the very top of what the Imperium has to offer. Eldar and Demiurg who ply the starry seas for a living do not understand it as she does.&lt;br /&gt;
&lt;br /&gt;
In her time, to the disbelief of many, she has fought everything from orks to chaos to strange hostile things without name beyond the edge of the maps. She has been from one ragged edge of the galactic disc to the other and fought from Hub to Rim. Most unbelievable to most are her claims of boarding action battles. How, they ask, could a creature incapable of standing up for extended periods of time possibly fight in any meaningful way? It was this suspected dishonest that almost had her rejected for consideration of her job when her predecessor retired.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until the Emperor himself confirmed that he believed her. He had seen Void Born in anti-boarding actions, scuttling in the zero and micro-gravity like great pale spiders across the walls. Void Born ships have no floors or ceilings and are built by shipwrights without a concept of &amp;quot;down&amp;quot; and &amp;quot;up&amp;quot;. Even to veteran Chaos Marines, brains addled by centuries on Deaomn Worlds, the notion of attack from 6 cardinal directions was too much to instinctively know unless raised in it from near infancy.&lt;br /&gt;
&lt;br /&gt;
Indeed there is something unsettling about watching Void Born swim through their ships of almost inhuman design, it is not a way man was meant to be but it is so.&lt;br /&gt;
&lt;br /&gt;
Since assuming her job as Lady High Admiral of the Imperial Navy there has been nothing if not a mild resurgence in overall capability. She was Void Born born and raised and for a thousand generations and more the people of the deeps have not suffered incompetence well or often at all. Traditionally the greatest virtue of the pale-folk was always considered to be thrift, space is big and empty. Those that waste, be it fuel of lives or (horror of horrors) ships typically are the first to be disposed of in extremis.&lt;br /&gt;
&lt;br /&gt;
This abhuman hardness got a lot of people worried, very worried, and not without cause. Although Merelda is not a cruel woman she is also not a forgiving one and although she holds no one to standards that she would not hold herself she holds herself to very high standards. This is the Navy, she would remind her critics, the first and most formidable line of defence of this Blesséd Imperium. It is not a social club for high society fops and inbred fools appointed for notions of nepotism.&lt;br /&gt;
&lt;br /&gt;
There has been in the years since her appointment a notable increase in the number of Void Born transferring from the Merchant Navy to the Imperial Navy, all fairly and above board with not favour shown to them.&lt;br /&gt;
&lt;br /&gt;
But Void Born are innately and instinctively better than normal men when it comes to the finer points of void warfare.&lt;br /&gt;
&lt;br /&gt;
Much as the Fabricator-General the majority of her time is not spent upon the surface of Old Earth, visiting only when needed or when called for. Most of her time she spends in the ancestral capital of her kind, the Earth Luna Lagrange Point.&lt;br /&gt;
&lt;br /&gt;
There in the dockyards once called home by Horus, Home still of House Lupercal among many other venerated names, she holds office. There she marshals her kind and orchestrates the training of generations of officers to captain ships as yet unbuilt to. Horrors lurk between the stars and she takes pride in that she commands the worst of them. Though she will never wear the Corona Nox, will never be the Queen of Empty Space, she is as near as any can be. The responsibility is greater as the Imperium sails to Judgment Day than in any days before.&lt;br /&gt;
&lt;br /&gt;
The dockyards at thunderously busy and so are her people. As they scuttle and glide through the hallways, habs and foundries of the Lagrange Sprawl she sits at the centre of it all dictating the turning of the wheel.&lt;br /&gt;
&lt;br /&gt;
The Sons of Horus have taken note of her. She is one of their faithful, adherent of the Old Gods of Empty Space. The secret faith known only to the pale-folk and shared with no outsiders save a few and most trusted.&lt;br /&gt;
&lt;br /&gt;
Of the woman herself? She is hard to read. Often her people are compared to spiders, pallid, with long limbs and big dark eyes. She is if anything an exaggeration of this. When people look up into those dark eyes they see nothing but the bottomless deeps of space looking back at them. She seems to look upon her fellow lords and ladies dispassionately in the extreme to a degree considered unnerving even to the Navigators. She speaks when spoken to or when needed and never else. It is suspected that she is almost as unnerving to her fellow countrymen as she is to everyone else, abnormal even among abhumans.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
=== Lord Commander Militant of the Imperial Army Lukas Bastonne===&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
Lukas Bastonne, the Lord Commander Militant of the Imperial Army, is a man both blessed and cursed with a supernaturally good memory. Or at least he is cursed and the Imperium is blessed.&lt;br /&gt;
&lt;br /&gt;
He is the youngest of the High Lords by a good hundred and fifty years but that one remaining purple Cadian eye has long ago waved goodby to notions of youth or innocence or joy. He was bright enough to have skipped the duties of Whiteshield in the Cadian Army and could have transferred straight to officer school with all the perks this would bring, such people considered near as nobility on Cadia. He refused this honour on principle, a man without perspective is not a good officer, a man who hasn&#039;t started at the the bottom has no right to ask of those people to do that what he could not have been asked.&lt;br /&gt;
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Brilliant as he was this state of affairs was only temporary and he quickly climbed the ranks on merit and aptitude, his merciless memory serving him and others very well. But that perfect memory came at a price and that price was that it was a perfect memory. He remembers the face of every corpse that was once a friend, every horror shat out by the Eye of Terror, tortures beyond counting, lifetimes of death and destruction. He used to tattoo the name of every soldier that fell under his command. He ran out of skin a very long time ago.&lt;br /&gt;
&lt;br /&gt;
Lukas Bastonne as of 999.M41 is not a happy man. Gone are the days that he doesn&#039;t wake up to the sound of his own screaming and he drinks like a fish. Rumor has it that he has gone through eight livers. Unsightly as his drinking habit is none can deny his competence at his job and even pickled in gin he has not lessened in his diligence. His job is all that keeps him getting up in the mourning.&lt;br /&gt;
&lt;br /&gt;
He is a man of no humour or good cheer. He is a man who knows the value of life though knows that for the Imperium to survive that life must be spent, spent but never wasted. He will not ask others to do what he would not, but he is Cadian and they live on the doorstep of Hell. The worst nightmares of other worlds are the every other day on Cadia.&lt;br /&gt;
&lt;br /&gt;
He does not wear the full ceremonial garb to the meetings of the High Lords, or any other meetings. He is from a world where pomp and ceremony go to die. He wears a field uniform at all times, he feels naked without it. He carries his las-rifle at all times because he&#039;s a soldier damn it. He rose through the ranks for fear of the incompetence of others. those names tattooed belonged to people to whom he owes it to ensure that the lives of his people are spent, not wasted. That was his driving ambition to get where he is. Now there is nobody above him bat the Emperor, now he can maybe comfort himself a little knowing that lives that are lost mean something, that his friends weren&#039;t just discarded.&lt;br /&gt;
&lt;br /&gt;
Under his less than tender command the Imperial Guard is operating at a level of performance as efficient and powerful as it ever has done. He would see all worlds, not as copies of his homeworld, but as strong as it in their own way. Different worlds forge different men and different men slay different monsters and no matter what Chaos and Orks and Necrons and Ffucked up intergalactic Locusts throw at the Imperium somewhere is a soldier that can kill it.&lt;br /&gt;
&lt;br /&gt;
Of his family nothing is known, Cadia has no shortage of lost war orphans. Lukas Bastonne was on some birth issued dog tags about his neck though Lukas isn&#039;t a normal Cadian name although his purple eyes are a native trait so it&#039;s possible that one parent or grand parent was an off-worlder stationed on to the Gateworlds. Not that it matters, not that it matters at all.&lt;br /&gt;
&lt;br /&gt;
The other High Lords endure him with either hostility, pity or fear but he does not care for their friendship or approval. They know their job, he knows his. And under his command the Guard and the Imperium will march on.&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;
=== Master of the Administratum Irthu Haemotalion ===&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
Irthu Haemotalion is the Master of the Administratum and, at lest believed among his fellow scribes, primus inter pares of the High Lords. Maybe there is some truth to that as the Administratum does generally know the overt doings of the other High Lords and their business and is best suited to draw the attention of the Emperor to things that could be of interest.&lt;br /&gt;
&lt;br /&gt;
High Lord Haemotalion is a man who genuinely did start in gutters. He never knew his parents and was raised by his guardsman veteran uncle in a two roomed tenement in the Gethsemane capital hive, Gothic Sector.&lt;br /&gt;
&lt;br /&gt;
His uncle intentionally pushed him for that career due to Irthu finishing his education as a nine stone flat footed asthmatic with a slight case of near sightedness. Had Irthu turned out to have been a prime specimen of vigorous masculinity he would probably have still been encouraged in that direction as it was a s far from the Guard as possible. His uncle had seen some terrible things in his time and had no desire to let his nephew wake up screaming every 3AM.&lt;br /&gt;
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Low Scribe Haemotalion&#039;s first job as an acne spotted teen was assistant to the pipe maintenance overseer for the sewage transport and treatment system in the lower rent districts of his hive. It was a far from glamourous job that necessitated him being in close proximity to human waste as pipe inspection note taker was one of his many and varied duties.&lt;br /&gt;
&lt;br /&gt;
And it was a duty he excelled at. He loved his job and found no shame in it&#039;s low status. Six months into his duties and he was pointing out old and persistent problems with the organization of the maintenance team organization and presented his superiors with solutions.&lt;br /&gt;
&lt;br /&gt;
Those solutions were works of simple genius. By the end of the following year, to his aging uncles pride, he was Master of Sheet Street Time Tables.&lt;br /&gt;
&lt;br /&gt;
His duties expanded and his competence grew ahead of his elevation. By the time he was 30 he was the Sewer High Forman (Shit Lord) of the entire hive, practically aristocracy. But down to earth aristocracy, a Commoner Lord feared by the nobility and loved by the plebeians. A man of such elevated status so young and with such minimal formal education was unprecedented on the records.&lt;br /&gt;
&lt;br /&gt;
By age 40 he had handed over his job to his most capable apprentice and traded his job of managing the waste of the hive to the management of the storm drains and the rain collection.&lt;br /&gt;
&lt;br /&gt;
By the time he was 50 he was Master of Waterworks. It was at this time he started on the rejuvenants.&lt;br /&gt;
&lt;br /&gt;
When it came to managing complex, interconnected, half understood systems and beating them into some semblance of order he had no peer. It was a peculiar sort of genius, and inglorious greatness and one much needed by the maddening complexity of lofty Imperial High Office.&lt;br /&gt;
&lt;br /&gt;
By age 200 he was managing the requisition forms of the Merchant Navy for the entire Gothic Sector and haggling with the most prestigious of the old &#039;Trader Dynasties, not as a lower creature that they must deal with but as an equal. And maybe, it was whispered by the veteran Quartermaster Masters who knew of him, as a natural superior.&lt;br /&gt;
&lt;br /&gt;
His rise to prominence, his hyper competence, his tirelessness and seemingly infinite patience won him promotion after promotion. Always he rose to the occasion and did not settle for being merely capable at his job but for being masterful at it. Scribes apprenticed to him were only the most promising and they left his tutelage feared by whatever branch of the Administratum they were settled in. Many of his old apprentices became Dark Clerks and Grim Statisticians of whose names and deeds are spoken of in fearful whispers were ever professional quill pushers gather to drink away their frustrations.&lt;br /&gt;
&lt;br /&gt;
Irthu Haemotalion was a mere 560 when he was given the Big Chair, the padded swivel office chair with the adjustable backrest and padding even on the armrests, the Big Chair of the highest scribe in all the Imperium.&lt;br /&gt;
&lt;br /&gt;
From his point of view his career has gone full circle. He started his career wading through shit and now he&#039;s knee deep in shit once more. A fact that he has let his co-workers know.&lt;br /&gt;
&lt;br /&gt;
He only wished his uncle wasn&#039;t over five centuries dead. If he could see him now he hopes he would be proud.&lt;br /&gt;
&lt;br /&gt;
Of High Shit Lord Irthu Haemotalion as a person; he is still a weedy manlet with his acne swapped for a hairline in full retreat. His breathing problems have cleared up by having had his lungs removed and replaced with mechanical improvements. His hands and wrists are also cybernetic due to arthritis but other than that he remains mostly human.&lt;br /&gt;
&lt;br /&gt;
His personality is what one would expect of a scribe of his rank and years. Dour at first but with a dry and deadpan humour so practiced that none can tell if he is taking the piss or not, he invariably is. His patience remains infinite and the other High Lords mark it on a calendar the occasion he has been observed to blink. Some claim that he is some sort of reptile in an immaculate suit. He is also the only person capable of equaling Inquisitor Hector Rex at common card games.&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;
=== Fabricator-General Oud Oudia Raskian ===&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;
Fabricator-General Oud Oudia Raskian began his life much as the famous [[Nobledark_Imperium_Primarchs#Ferrus_Manus|Gorgon Primarch]] in the days of yore but unlike the aesthetically displeasing primarch he was crafted with an actual purpose in mind beyond &amp;quot;we need more bodies&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Oud Oudia Raskian was commissioned by his predecessor in Fabricator-General&#039;s twilight years. He was not alone as the Fabricator-General Tataraskiv was unwilling to leave anything up to chance at that stage. Raskian was the the brightest of his class and as he matured learned well and deep of the Omnissiah&#039;s mysteries and scriptures, doctrines and rituals. As a mere technotheologian this would have been enough but as an exemplar he must excel at all matters. The training regime was brutal, inhuman and inhumane. Many of his hundreds of classmates failed. The brighter of them were shuffled off to other areas of the Olympus Mons Brotherhood, those who were found truly wanting were made useful as servitors. Of those that reached maturity and were deemed at least acceptable they were taken to hallowed and forbidden ground.&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;
The young men and women, terrified and disgustingly organic as they were, stepped across the pale into the place where no map could be made or mind comprehend the twisting of the pathways. The place where Old Night was kept. Deep in unknowable depths the Noctis Labyrinthus, in the halls of things that should never have been born of mans folly and hubris ███████ ████████ ████████████ ██████ ████████████ ████ █████████ ███ █████████ ████████████ ██ ███████████████████ ███ ████ ███████████████ ██████████ ███████████████ ███ ███████ █████████ ██████████████&lt;br /&gt;
&lt;br /&gt;
And of those that approached and of those that recoiled none were permitted to live. The galaxy was not for the incautious and it was not for the timid and those of both wisdom and authority that were either would only lead humanity to ruin.&lt;br /&gt;
&lt;br /&gt;
Of those little more than children only Raskian survived. It is not enough, for the greatest position in the Imperium and the Mechanicum, to have merely possess the physical manifestations of the blessings of the machine. A true leader must have steel unrusting in his very soul, he must look upon damnation and not be damned himself.&lt;br /&gt;
&lt;br /&gt;
Tataraskiv had found his one worthy disciple, his apprentice. Tataraskiv survived another two centuries before the meat parts of his brain degraded beyond usefulness and he had to be brought to termination. In those years Raskian learned much. He didn&#039;t consider his master a friend, given the people and the circumstances friendship was never an option, but he did respect the old man-machine greatly. Tataraskiv was disassembled and his salvageable components distributed amongst the Olympus Mons Brotherhood according to need.&lt;br /&gt;
&lt;br /&gt;
In the yeas that followed Fabricator-General Oud Oudia Raskian, despite his relative youth compared to the ancient once-man he was replacing, proved to be every bit as wise and ruthless as his position demanded. As he became burdened with ever increasing secrets he was uplifted by the most beautiful augmetics from the staggering breadth of his great realm. Weariness of spirit and frailty of the flesh were replaced with mechanical resolve and technological strength.&lt;br /&gt;
&lt;br /&gt;
For the last 700 years Oud Oudia Raskianhas been present at the gathering of the High Lords. He considers himself their better thought he would never admit it, the Mechanicum an equal partner in his mid to the Imperium rather than a member of it. Although they can request of him, and out of mutual benefit he often agrees, they have little that he needs from them. The Mechanicum could survive easier without the rest of the Imperium than the rest of the Imperium could survive without his people though he knows that both would be diminished without the other.&lt;br /&gt;
&lt;br /&gt;
To put it another way he&#039;s an arrogant condescending twat and although his accomplishments are great he is not the center of the universe as he seems to think.&lt;br /&gt;
&lt;br /&gt;
But for all that he is more than competent at his job, so he is tolerated even if the grinding of teeth he can cause is a genuine health hazard.&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;
=== Grand Provost Marshal Aveliza Drachmar ===&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;
Grand Provost Marshal Aveliza Drachmar started life as a graduate of the Schola Progenium of Hive Ferax of Thracian Primaris. Her parents that she never knew were killed in the cannibal uprising of 071M41. It was a nast, brutal little war that saw an astounding number of people killed, mutilated and consumed, the half gnawed bodies then twisted into grotesqueries until put down by a force spearheaded by the Sons of Midnight.&lt;br /&gt;
&lt;br /&gt;
Her life in the Schola Progenium quickly saw Aveliza Drachmar earmarked for the Adepta Securitas due to her fervent loyalty and belief in the rightness of the Imperium as a whole.&lt;br /&gt;
&lt;br /&gt;
She would have made a fine sister of battle, she was fast, athletic and possessed of a quick mind. But her path took a different turn as her schola tutors found that her mind was exceptional. She could read an entire page of text in mere moments and retain and process all the information and when they gave her access to the library she devoured it&#039;s contents with a reckless appetite.&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;
Her favoured subject, the words that settled hard and left a deep impression, was the Law and matters relating to it. It confirmed her childhood beliefs and proved the rightness of the Imperium to rule the galaxy. Only from just Law and the adherence to it could true civilization be derived. By the time she was 17 she had been given the genetic alterations of the Securitas battle sisters, a considerable investment, but by the time she was 18 her tutors had demanded of their superiors that she be transferred. They did not do this lightly as she would indeed have been a boon to that order but she would have been settling for second place to the benefit society would have gotten out of her as a Judge.&lt;br /&gt;
&lt;br /&gt;
Accepting a Rookie for training at such late age was not unheard of but it was unusual and normally would have put the student at a considerable disadvantage. It was a pleasant surprise then that her tutors found her already word perfect in The Law, major precedents and many minor and obscure precedents of interest and curiosity. Also her physical training was excellent and made magnificent by the costly genetic augmentation she had already undergone.&lt;br /&gt;
&lt;br /&gt;
Due to a somewhat aggressive nature, blamed sometimes without real proof on her genetic alterations but more often on her training, she was deemed too volatile to send to the Imperial Lawyers to administer Law in a court room but to the Street Judges to bring the Law to the Lawless.&lt;br /&gt;
&lt;br /&gt;
In only a mere month she was handed over to a Senior Street Judge for training.&lt;br /&gt;
&lt;br /&gt;
From there onward Aveliza&#039;s rise was nothing shot of legendary. From overseeing extermination raids on gene-stealer nests to courtroom prosecutions her victories quickly became uncountable. He became a full Judge in only five years and Senior Judge in only a further ten. She became the face of The Law on Ferax from the Warrens to the Spire Tops, she was in her duties without fear or favour showing equal levels of courtesy to the lowest beggars and Spire Lords by age 120 she was Lady High Justice of the Thracian system and surrounding sector commanding over a thousands of Imperial Lawyers and Judges across thousands of jurisdictions.&lt;br /&gt;
&lt;br /&gt;
Her fire had been tamed as her years and wisdom increased, from the hot headed youth full of passion and fury to the rumbling storm whose lightning struck with precision those who thought themselves above or beyond The Law.&lt;br /&gt;
&lt;br /&gt;
When the Grand Provost Marshal retired from ill health in 674M41 the Law Master Moot held not for the usual months but for only a single afternoon before all agreed upon fearsome Drachmar, cleansing flame of Scarus Sector.&lt;br /&gt;
&lt;br /&gt;
For long centuries no in the dying days of 999M41 she has served unwavering, unbending and diligent in service to the Imperium. She has forsaken all ties of friendship, all hope of love, all possibility of a real life for the good of the Imperium. For the rightness of it. Some of her critics have been dismissive of her, thinking her as a stereotypical overly-aggressive Sister of Battle, unaware that her fiery passion is her own because if the Law does not stand for something then nothing does.&lt;br /&gt;
&lt;br /&gt;
In her time she has stared down Space Marines, Autarchs and far more terrifying things though none that have met her suspect that anything could be much more terrifying than her.&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;
=== Master of the Adeptus Astra Telepathica, Astronomican, Schola Psykana and the Black Ships Lady Ina Kissa ===&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;
The current High Lady of the Psykana, Adeptus Astra Telepathica and The Black Ships is known by the name of Lady Ina Kissa. The woman herself stand at a little over five foot tall, though holds herself taller, her face is lined with age and her hair is closer to white than grey now. She might have been considered moderately pretty in her youth although distinctive would probably be more honest. Her eyes were orange or yellow as would betray a Prosperan heritage but such a thing is of historical records now centuries old, her eyes have long since greyed and dimmed into blindness. In truth she is not much more powerful than a Primaris Battle Psyker but she has in her long, long years mastered the use of her abilities and is feared by many creatures that should have no normal cause to fear her.&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;
She was born, many years ago, to an Old Earth family and she did enter the Scholar Psykana at the age of fifteen. Records of her life between this age and her service to the Imperial guard at age four hundred and twenty are sketchy at best. There was an incident at the time she would have been at the Scholar of someone trying to summon the Chaos Eldar of the Court of the Winter Touch and the attempted atrocity being violently aborted by the actions of a belligerent student with seemingly no sense of either fear or self-preservation. The identity of the student and indeed the (presumed) tutor summoning the thrice damned has never been confirmed.&lt;br /&gt;
 &lt;br /&gt;
The gap in the records is irretrievable but bears the authority of the Inquisition.&lt;br /&gt;
 &lt;br /&gt;
When the much older Ina Kissa returned to the light of society she was very much a different woman. Gone was any semblance of youth or innocence and in it’s place a hard won wisdom and a withering and severe attitude to the general state of her fellow psykers. Her reasons for leaving the service of the Inquisition have never been confirmed. It is suspected that her unknown master retired or possibly died although many secretly believe that she was just too much of an insufferable bitch to endure and she was “persuaded to seek purpose elsewhere”. What ever the reason she seems to bear no ill will to the Inquisition although she has never once given hint to either who her master was or what they did in those centuries.&lt;br /&gt;
 &lt;br /&gt;
What is known is that she cultivated a broad and deep wisdom of all things relating to warp-craft. Things that should be known and things that, the wise and the mad would both attest, should also be known but less happily. She knows of may true names of the never-born and the damned and the lore surrounding them. She knows and seems fluent in the black speech of the warp, the very tongue of the gods themselves, and has cursed out deamons and the damned in it. It is a speech that cuts through the air like silver knives, lacerating and burning the tongue and lips of mortals foolish enough to speak it and causes bleeding in the ears of those who hear it. How she became so proficient in it is known now only to her.&lt;br /&gt;
 &lt;br /&gt;
In centuries prior to her rise to prominence there was some attempts to “modernize” the Scholar Psykana. To move away from the master and apprentice systems of the past and give rise to schools and collages with formal curriculum and standardized teaching methods. In the years of her rule this has been strongly discouraged. The schools her predecessor set up stand now mostly empty as the would be students gather in covens and coteries, learning the old ways from old masters as the conscious drive to hold on to the old traditions is pushed. Her critics claim that she is a primitive and a regressive idolizing some romanticized time that never was but she does not despise new knowledge, it’s just that she holds it in no esteem only because it is new. Old fashioned as her promoted methods and policies are none can deny that they are effective no matter how much they might want to.&lt;br /&gt;
 &lt;br /&gt;
For all that she is a fairy tale witch (an image she may have intentionally cultivated) none can claim her jurisdiction is found wanting or her duties shirked. Her presence as a High Lady of the Imperium is both comforting and worrying though thankfully for the peace of mind for many she does not take a real interest in anything that doesn&#039;t interfere with her work or the running of her branch of society she don&#039;t much care but heaven help those that trespass on what she sees as hers.&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;
=== Paternoval Envoy of the Navigators ===&lt;br /&gt;
&lt;br /&gt;
See [[Nobledark_Imperium_Writing#The_Saga_of_Fedor_Jiao|The Saga of Fedor Jiao]]&lt;br /&gt;
&lt;br /&gt;
== Illic Nightspear ==&lt;br /&gt;
&lt;br /&gt;
Illic Nightspear is a Disciple of Kurnous. Originally from Alaitoc but found no peace on their Paths. Left and became an exodite for a time on a harsh world of long winters. As an exodite he found in the hard life meaning and contentment for many centuries.&lt;br /&gt;
&lt;br /&gt;
But in time his heart grew weary and he found less and less joy in the work.&lt;br /&gt;
&lt;br /&gt;
One cold winter&#039;s day a band of Hunters walked into town to trade bone and furs for drink and trinkets. Clad in animal skins and primitive paints of ash and ground rock and walking with a supremely confident swagger they intrigued him. When next they left the village he went with them.&lt;br /&gt;
&lt;br /&gt;
That was about a thousand years ago. As of 999M41 Illic Nightspear is a hunter and predator beyond compare and can navigate the webway. Clad in skins and ash and armed with simple stone tipped spear, wooden bow and flint tipped arrows he would be considered a joke in any war of the Dark Millenium. But then you notice the gene-stealer teeth neckless and the bone knife handle made from a single chunk of squiggoth ivory. Most unbelievable of all is the necron finger.&lt;br /&gt;
&lt;br /&gt;
== Jenetia Krole ==&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;&#039;&#039;&#039;&#039;&#039; The Soulless Queen &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After the fall of Ursh, the Warlord was surveying the situation with the remaining Urshii insurgency first-hand along the Sibar front, when he heard a small clink against his armor. Looking down, the Warlord saw a small, malnourished eight-year-old girl dressed in rags trying to mug the unifier of mankind with a steel knife. After winning over the child’s trust with some food, the Warlord convinced her to show him where she lived. The Warlord was interested in where she came from. He was more interested in the fact that he was seemingly unable to read her mind in any way.&lt;br /&gt;
&lt;br /&gt;
The child led the Warlord back to a bunker, torn apart by the clear signs of Urshii marauders and further weathered by years of time. It seemed that whoever had lived in the bunker had fled into the wilds to escape detections from the Empire of Ursh, only to be discovered when the Urshii themselves were forced into the hinterlands. It was there that the Warlord discovered the name of the feral child, the only survivor of the small bunker-settlement. Jenetia Krole.&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;
The Warlord brought Jenetia back to the Imperium, where she was provided with proper food and medical care. She was able to learn how to comprehend Gothic, but she would never be able to speak it. Her throat was damaged at some point before the Warlord had found her out in the wilds of Siber, and her vocal chords would never be able to recover from the harm that had been inflicted upon them. Although the Unification Wars had produced many orphans, and the Warlord had personally made sure that many were sent to the nascent Imperial Schola, he wanted to hold onto this one. The fact that she had managed to elude both his guards and his own psychic senses intrigued him.&lt;br /&gt;
 &lt;br /&gt;
Jenetia would be one of the first of what the Imperium would come to know as blanks. Indeed, much of the Imperium’s early research on the physiological and behavioral effects of the Pariah gene came from studies on Jenetia. Though she was merely recessive for the Pariah gene, and did not suffer from its effects as strongly as some later blanks, it was through her and the few others like her on Old Earth that the Imperium was even able to know what blanks were.&lt;br /&gt;
 &lt;br /&gt;
Jenetia spent much of her formative years being shuffled around from adept to adept and primarch to primarch. She could never stay around one person for too long, as eventually her blank aura would cause them to become nervous and uncomfortable. In particular, Jenetia was completely unable to be around anyone with even the slightest hint of psyker powers with the exceptions of the Steward and Magnus, whose psyker abilities were so powerful as to even eclipse Krole’s blank aura. Even then Magnus tried to avoid Krole whenever possible, both the woman’s personality and lack of presence in the warp making him uncomfortable. Jenetia also had trouble building relationships with rank and file soldiers, as her aura and her inability to talk made many uncomfortable or gave her the impression of aloofness. At some point, Krole decided to embrace this reputation and together with her battlefield prowess deliberately cultivated a reputation of dreadedness. Some ironically went so far as to call her The Soulless Queen, despite not knowing her true nature.&lt;br /&gt;
 &lt;br /&gt;
Jenetia gained a reputation as the Steward’s resident monster slayer. Before the Grey Knights, when daemons or any other warp-reliant monsters were terrorizing a planet, or when a psyker was found to have brainwashed the inhabitants of a planet to their will, Krole was the one called in to set things straight. To any daemons or witch-kin, her aura and combat prowess made her essentially untouchable.  On top of this, when faced with more conventional foes, Jenetia was able to turn her blank aura up to overwhelming levels, causing vertigo or panic attacks in just about anything with a soul.&lt;br /&gt;
 &lt;br /&gt;
Despite her success in such matters, the Steward was rather uncomfortable about Jenetia’s role on the battlefield. Having been raised by the rather traditionalist Malcador, the Steward was uncomfortable about repeatedly putting a woman in harm’s way, especially one he had known since she was a child. However, before the Grey Knights and the Culexus Assassins, Krole was for many years the only well-trained anti-psyker weapon the Imperium had. Indeed, it is possible that many aspects of Jenetia’s personality, including her abrasive nature and her attempts to deliberately cultivate a terrifying reputation in friend and foe alike, were in response to this treatment by the Steward, trying to convince the closest thing she had to a father that she was just as good of a warrior as any other member of the upper levels of the Imperium’s impromptu family.&lt;br /&gt;
 &lt;br /&gt;
The Steward ended up assigning her to the Black Ships, believing that the job of rounding up psykers to be sent to places like Prospero and Old Earth would be a good way to keep her safe and off the front lines. Krole was not happy with this decision, but eventually relented on the condition the Steward grant her one request. If the Steward wanted her to perform this job she would need an elite task force to get the task done. All female, and all blanks. By that time the Imperium had expanded far enough that there were just enough blanks to fulfill Jenetia’s request, three hundred in all. Jenetia taught them to fight as she did, moving in silence and putting down their foes with utter, brutal efficiency. The Sisters of Silence travelled around the galaxy, bringing untrained psykers to the relative safety of the Black Ships and still being called in on the rare occasions that the Imperium needed some extra help in dispatching warp monstrosities. Although many young psykers found the Sisters to be unnerving and often painful to be around, they soon learned the Sisters were supposed to be scary to the monsters, not them.&lt;br /&gt;
 &lt;br /&gt;
Although the Silent Queen might have been soulless, she was not heartless. Her personal journal, found only after her death, showed she actually did care about many of the people she spent her life around, even if she was not able to say it in words. Jenetia Krole was killed in the opening battle of the War of the Beast, having been sent to the far reaches of the Imperium to collect psykers aboard the Black Ships when the Beast and his hordes first roared across the Imperium’s borders. She and her warriors died in a valiant last stand to buy the now refugee-laded Black Ships, filled with mostly children, enough time to escape and bring back news that the Imperium was at war.&lt;br /&gt;
 &lt;br /&gt;
Years later, when Sebastian Thor and Alicia Dominica argued with the Steward, now Emperor, about making the Sororitas an official institution, Jenetia Krole was one of the people who was brought up to support their argument.&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;
== Jubblowski ==&lt;br /&gt;
[[Image:1484956495938.jpg|thumb|Revered Mother Jubblowski in Vostroyan courtly attire.]]&lt;br /&gt;
 - Human born on Cadia&lt;br /&gt;
 - Born during intervals of &amp;quot;peace&amp;quot; between Black Crusades&lt;br /&gt;
 - Assigned to backwater agri-world to defeat resurgency orks&lt;br /&gt;
 - After war stayed on to help garrison and help with the training of a new PDF&lt;br /&gt;
 - Always upset at her own figure being politely described as &amp;quot;boyish&amp;quot;&lt;br /&gt;
 - prayed to Isha&lt;br /&gt;
 - over next few days grows epic rack&lt;br /&gt;
 - officially it&#039;s a miracle. Eldar protest at her being on the front lines as she is now one of their religious icons&lt;br /&gt;
 - Imperium can&#039;t take her off of duty for religious reasons as this would set a bad precedent &lt;br /&gt;
 - transferred to commissariat. Tasked with making recruitment posters, &amp;quot;moral improving reading material&amp;quot; and the background for official issue calendars&lt;br /&gt;
 - becomes pregnant with the child of ██████████████████████████████████████████████████ of the Vanus Temple assassins.&lt;br /&gt;
 - starts to have extremely accurate prophetic dreams as her condition brings her closer to the Isherite ideal&lt;br /&gt;
 - transferred to Inquisitorial jurisdiction primarily but remains on loan to commissariat&lt;br /&gt;
 - at completion of pregnancy visions stop. Inquisition deems it imperative that she regain her precognitive capabilities&lt;br /&gt;
 - Adeptus Biologicus magi assigned to monitor her health at all times. Magi determines how often she may carry child without serious risk reguardless of the Inquisitons need for future knowledge.&lt;br /&gt;
 - Inquisition provide Jubblowski with the best rejuvenation drugs and treatments available to prolong her usefulness to Imperium&lt;br /&gt;
 - Due to new found fame as the Cadian Prophetess, Jubblowski starts to mingle with high society&lt;br /&gt;
 - Adopted by a Famulous order of the Adepta Sororitas and given the title of Venerated Mother&lt;br /&gt;
 - As she has to bear children to receive her visions it is deemed prudent that these children be the children of royalty so as to stabilize the genetic lines of prominent families and help keep imperial politics stable&lt;br /&gt;
 - Jubblowski gradually becomes the most sought after courtesan and concubine in the entire western half of Imperium. Continues to work for the Inquisition and Commissariat&lt;br /&gt;
 - Fringe religions on Tallarn start to include her in their scriptures&lt;br /&gt;
 - Face starts to appear on the coinage of Cadia&lt;br /&gt;
 - Jubblowski, although has very little official authority, becomes a very politically powerful woman, rivalling even sector governors. More than a hundred billion would die for her, they would certainly kill for her.&lt;br /&gt;
 - By 999M41 Sister Jubblowski is ~400 years old and has ~200 children, and has provided prophetic instruction to the Imperial Army and Inquisition that has saved the lives of countless billions.&lt;br /&gt;
&lt;br /&gt;
Revered Mother Jubblowski was born in the year 589M41 to remarkably ordinary Cadian parents on the planet Cadia during a time of relative peace. She was born free of deformity or any evidence of corruption or ill health in a hospital in one of the deeper subterranean cities. She was raised from age three to four in a military crèche, from age four to age ten in basic education to determine aptitudes and interests and age ten to age fourteen in further education to take advantage of those aptitudes. She was found to be by her instructors and tutors extremely average for a Cadian and was mostly forgettable beyond her exceptional, for a non-psychic human, skill at eldar High Tongue. This was a result of the mess hall chef being originally of Ulthwé and she and her friends often went to him for advice.&lt;br /&gt;
&lt;br /&gt;
Her conscription at age fourteen into regular military service was a day of great pride for her and her parents and siblings, of which she had many. She was assigned to the 474th “Righteous Hellions” Whiteshield regiment and mostly tasked with simple patrols and low priority guard duty as befitted the station and skills of near-children. Jubblowski took her first life at age fifteen during a suicide rampage of the damned. At age sixteen her regiment and many like it was transferred to Sarum to bolster the local military after a particularly gristly Nurglite invasion and subsequent contagion outbreaks. The 474th and it’s associated regiments were on alert for resurgent and zombie outbreaks that never arrived and the five years they spent there was extremely uneventful and mostly spent trying to train the local military to be less shit considering that Cadian purple-eyed teenagers could consistently match if not out perform their veteran soldiers.&lt;br /&gt;
&lt;br /&gt;
Jubblowski had grown up to be tall and sturdily built and although by no means ugly could be mistaken for a young man in her off duty fatigues. This combined with developing feelings of inferiority caused by the seemingly glamorous looking locals and more aesthetically pleasingly formed fellow soldiers as well as no longer having the enigmatic eldar chef to turn to for guidance culminated in Jubblowski falling into a prolonged and dark mood. Eventually she reached out in prayer but in the High Tongue of the eldar and by some strange occurrence it was Isha that heard her. Maybe it was out of mischief or curiosity or maybe it was for a genuinely higher purpose but Isha poured upon Jubblowski her blessing generously.&lt;br /&gt;
&lt;br /&gt;
Over the next few weeks her body bloomed into something striking. It was subtle at first, changes that could be attributed to breathing cleaner air or acclimatizing to the better diet of the local inhabitants. The following week the regimental psyker claimed that her could hear something that was not quite singing but not quite humming coming from the barracks but he couldn&#039;t identify the source. It was after the fourth adjustment to her fatigues in as many weeks and another request for a better fitting flack-jacket that things finally started to get noticed in an official capacity. At first her transformation was assumed to be the result of some sort of hormonal imbalance or possibly a mild mutation brought about by something in the new environment although all tests came back negative. It was at this point that she was identified as the source of the the strange humming-singing song that the regimental spoon bender could hear. This brought about suspicions of a much darker nature. This brought about the possibility that she was touched by the dark gods, a siren song to enthrall and a growing sensual, seductive form to beguile and tempt her fellow soldiers from virtue and duty. Sin was beautiful sometimes and temptation by it&#039;s nature was attractive and by means unnatural she now seemed both. She confessed to the company preacher that she had prayed for beauty but she had prayed to the Empress in her own tongue but the preacher as kindly as he could told her that another creature of eldar origin could all too easily of heard her prayers. A god known well on Cadia and a god well known for &amp;quot;blessing&amp;quot; those who came to it&#039;s attention. He told her that he didn&#039;t believe her twisted of soul or fallen from grace and he promised her, as kindly as he could, that she never would and that if salvation was not an option neither would be damnation.&lt;br /&gt;
&lt;br /&gt;
Things would have gone very badly for Jubblowski had it not been for the arrival of a band of migrating exodites some two hundred strong following a Priestess of Isha dressed in wool and leather and bones. Reports of the next few days are unclear. Some say that the priestess and her followers mazed the minds of the Cadians unexpectedly, some say that they employed cunning misdirection and distraction, some say that there was an agreement reached. What is known is that by the end of the second day of their appearance there was a warhost of Aspect Warriors among the exodites and Jubblowski was somehow freed peacefully and not only that but stood with a circlet of flowers in her hair, in a makeshift robe hastily made from an large raincoat being instructed by the priestess to lay her hands upon the brow of those in her company who felt themselves worthy of benediction; the priestess apparently believing that Jubblowski was the destination of their pilgrimage, a living religious icon blessed by her goddess to show the faithful the worth and indisputable worth she placed in the alliance between her children and the short lived children of adoption. The exodites tried to give her offering gifts in the form of seasoned meat and sweet preserved fruits but she felt that she was unworthy of their devotion and generosity and returned their gifts with thanks.&lt;br /&gt;
&lt;br /&gt;
With the possibility of Chaos corruption seemingly dispelled the officers of the 474th were then stuck with another problem. The eldar wished to take Jubblowski with them or at least have her removed from military service and placed out of harms way, such a thing was unthinkable to a Cadian and the officers, the entire regiment, the other regiments and Jubblowski herself were quite vocally unhappy about such an idea. On Cadia you were born in the army and one way or another you died in the army, so had it been for ten thousand years with the only exception being deserters and she was no deserter. Eventually a compromise of sorts was reached with a suggestion by the 474th Commissar who took her on as an unneeded secondary assistant and, as she was not subject to the Commissariat, had her officially transferred to the Commissariat branch at sub-sector command which was thankfully just one continent away and, with the lack of activity on this planet in general, quite safe. She would be safe there and would have a note in her file to prevent her getting deployed to any active war zone. This was seen as a fair compromise by the eldar on the condition that their people still be allowed to visit her.&lt;br /&gt;
&lt;br /&gt;
And so it was that Jubblowski entered into the service of the Commissariat with absolutely no skills that would warrant such a placement and whose one notable ability was seemingly to cause flocks of eldar yokels to occasionally appear. It was not Jubblowski herself who first suggested that she might use her new body on official printed resources, it was a former commissar turned scribe with an interest in photography who had observed that she seemed short of something to do and she did have an astounding figure. Oddly her eldar visitors had no problem with this and just interpreted it as a form of primitive human veneration.&lt;br /&gt;
&lt;br /&gt;
Jubblowski became something of a minor celebrity on Sarum in this time, her form appearing on calendars to postcards all advertising or encouraging joining the war effort in some capacity or another. The exact reason for an assassin of the Vanus Temple to be present on Sarum at that time is shrouded in more classification than can be dug through but ██████████████████████████████████████████████████, or ████████ as he preferred to be called, had seemingly been there for some time and was either merely still in training or was extremely good at covering his tracks as no record of his victims ever turned up. Of course the Vanus infocytes typically kill their targets via cornering them via statistics and &amp;quot;encouraging&amp;quot; an accident to happen before altering the records as needed to retroactively show that it was a pure accident and ensure that there are no footprints that need to be covered. Whether Jubblowski knew the exact nature of ████████ at the time or not is unknown all that is known is that they became lovers briefly before he was redeployed.&lt;br /&gt;
&lt;br /&gt;
Some time into Not long after the departure of ████████ Jubblowski realized that she was carrying his child. Not long after that she started to have remarkably vivid and repeated dreams but thought nothing of it, such things were not unprecedented. In the offices of the Commissariat much news of far off places is routinely processed and it wasn&#039;t long at all before she started to see patterns in her dreams and the unfolding of events on nearby worlds. Consultation with the resident astropath confirmed it; her psychic signature had changed and her mind was actively reaching out somehow despite not being a psyker. At least not a conventional one.&lt;br /&gt;
&lt;br /&gt;
During her pregnancy her figure again bloomed further into something that resembled an ideal of fecund femininity and as it did her visions of the future increased in intensity and regularity. It was at this time that she came to the attention of the Inquisition. The Inquisition, both dreaded and adored by honest folk across the galaxy, ever had a need for prophesy and glimpses of the future. It would be wrong to say that Jubblowski was conscripted into the Inquisition as she did go willingly but it would have been the case had she not. For Jubblowski&#039;s part there was no real possibility of resistance, she was a soldier of the Imperium, she was Cadian and in the Cadian cultural outlook the Inquisition (and to an extent every branch of the Imperial Government) is always seen in relation to and as a special branch of the Imperial Army. It was merely to her a transfer.&lt;br /&gt;
&lt;br /&gt;
For her first few years Jubblowski was under the protection and in the employ of Inquisitor ███████████, strange figure of much controversy since his death, not least because although all agree he is quite definitely dead no two witnesses can agree how. The intentional destruction of all official records both hard and soft copy and the expunging of memories via Memetic timed contagion across an association vector has done nothing to help matters. Indeed the only person who would possibly know the events of those days and the would be Jubblowski who has maintained a vow of silence on the subject. Due to her perceived lack of cooperation she was not adopted by another Inquisitor, not even any of Inquisitor ███████████&#039;s former students and associates, and was transferred to an Inquisitorial safe house on the planet Tallarn. The safe house was in fact the noble house of Al&#039;rahem that had produced many fine soldiers and accomplished commanders down the long years of the Imperium&#039;s history. Jubblowski found it strange to find such familiarity so far from home on such a strange world. She was attached to the house as it&#039;s official oracle and firewatcher, a tradition started in pre-Imperial times by the planet&#039;s native psyker population who discerned patterns of the future in the moments of flames and stirring of ashes. The position was typically held by psykers married into the house or at the very least in a long standing but less official relationship with a higher ranking member of the dynasty (which was useful given the nature of her precognitive abilities). It was in this time that Jubblowski earned the title of the Cadian Prophetess among the locals as due to her predictions almost certainly preventing global calamity with the unearthing of the Cursus of Alganar ████████ ██████ ████ ██████████████████ ████████████ ███████ ██ █████ █████████████ ██████████████ ████████ █████ █ ██ ██████ ████████ ████████████ ██████ and although the Tallarn&#039;s could forgive their Biel-Tan friends, understanding full well their reasoning and having fought as brothers for too many years to loose love over this, they knew they could not forget the poor judgment it implied. That cursed thing was once again entombed a mile beneath the sands as none would dare destroy it.&lt;br /&gt;
&lt;br /&gt;
Whether she wanted it or not her name was in ascent and in time the Inquisition saw fit to have her moved from that world to another. Jubblowski acquired at about this time in her life her long term friend and greatest ally Senior-Maga Sérka Ađk Wulchtáthas of the Adeptus Biologicus order of the Helix Star, who accepted being called Sera as her own name was not easily spoken by unaugmented humans. In her wandering down the years Maga Sera has been the reassuring constant in her life. The nature of her duties to the Imperium separate her from all her children in time, but she helps safeguard an Imperium in which they may grow up safe. He children as her fame and prestige grew became the children of royal lineage, her image as a blessed individual exploited to manipulate the populations of worlds in directions deemed beneficial for the state by the Inquisition, her likeness used by the Commissariat to encourage long recruitment lines, her body used by the Orders Famulous to revitalize lines of kings as old as the Imperium, venerated as a living divine icon by the eldar; Jubblowski lives in service to the Imperium in all things, she is Cadian. Indeed she is more Cadian than many cadians, perhaps to compensate for the un-Cadian aspects of her life. Despite that she will never be allowed again intentionally within a thousand miles of a battle-field she carries her las-rifle around at all times and practices her marksmanship at least once per day, she lives a spartan and refuses to own more personal possessions than can be carried in her centuries old kit-bag as per regulations.&lt;br /&gt;
&lt;br /&gt;
Her life has not been without troubles; extremist groups from both the human and eldar supremacists have made her a target for various reasons and she has survived assassination attempts from both, one almost sparking a holy war between Dorhi and Biel-Tan, to say nothing of repeated murder attempts by deranged Chaos worshipers. Most direct attempts are thwarted by bodyguards, her own skill or the intervention of Sera who is considerably augmented and can almost out-punch a Nova-Ogryn.&lt;br /&gt;
&lt;br /&gt;
As the dying days of the forty-first millennium draw close the now Revered Mother Jubblowski is the mother of heroes, Prophetess of Cadia whose visions have saved the lives of tens of billions of loyal citizens at the least. Tens of billions of hands and heads and hearts held high themselves stolen from Death&#039;s embrace and given to service of the Imperium.&lt;br /&gt;
&lt;br /&gt;
==Justinian==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Also:&#039;&#039;&#039; [[Nobledark_Imperium_Xenos#Men_of_Gold|Men of Gold]] and [[Nobledark_Imperium_Imperial_Forces#Psi-Cannons and the Psi-Disruptor|Psi-Cannons and the Psi-Disruptor]]&lt;br /&gt;
&lt;br /&gt;
==Lynn Mywin==&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;
Lynn Mywin was born to the eldar of Féin-Cineál in or about the year 620 of the 41st Millennium and the youngest child of her immediate. Both her parents were loving parents advancing into their fourth millennium when they had her, both having been married several times before and both having had many children with previous partners and each other, her half-siblings all counted both living and dead Lynn Mywin was in fact the youngest of almost three hundred children and felt that her chances of ever living up to their combined legacy was not remotely achievable. The eldar of Féin-Cineál are known for having large families and putting emphasis on the family as the basic measure of civilization but her family was excessive and was eventually declared a clan of it&#039;s own, something historically seldom achieved whilst in the lifetime of the progenitors.&lt;br /&gt;
 &lt;br /&gt;
The vast majority of the Mywin family were loyal, productive and morally upstanding citizens that any craftworld would be proud to call their own. True none of them were great movers and shakers of note but typically they did their jobs diligently and competently and seldom showed up in police records. Having so many contributing members of the family and so little of those to detriment ensured the family&#039;s prosperity and that prosperity was shared among it&#039;s members rather than hoarded in a treasury. There were black sheep to the family, with so many how could their not be, but their transgressions were minor things typically made of bad judgements rather than outright malice.&lt;br /&gt;
 &lt;br /&gt;
Lynn Mywin was a more willful black sheep. Mywins typically got jobs of a solid and tangible nature, indeed the patriarch Athafan was a shipwright and bonesinger and the matriarch Rhyangaala was a meteorologist. Lynn Mywin did not pursue sensible paths. Throughout her childhood and adolescence she had dabbled with the paths of the artist and the paths of the poet, both paths taken by The Betrayer. It might have been that these were a childish little rebellion against her somewhat overcaring parents, many in the family believed that she was shown a lot more tolerance for such foolishness than they had been and it was time for some good Mywin sense to be slapped into her. But Lynn was the last child Athafan and Rhyangaala could have together and they knew it and they found that they couldn&#039;t scold her too harshly. They regretted spoiling the child by sparing the rod when Lynn&#039;s first official path was a path of the Musician and the full range of interests shared by The Betrayer was complete.&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;
Rhyangaala and Athafan pondered this deeply and meditated on the subject with heavy hearts but the stories of The Chronicle that dealt wit The Betrayer they couldn&#039;t see in their little girl. The Betrayer was a foul thing whereas little Mywin with ribbons in her hair and a moonlyre in her hands was as innocent as the music she made, and the music she made promised to one day be beautiful as her aptitudes were not insignificant. But, as the rest of the family pointed out, The Betrayer was innocent once upon a time. In her fifty-fifth year, the age of full maturity among the Féin-Cineáli, Lynn Mywin was fifteen years down her Path of Music and had been asked to perform at a minor function for the governor of Leigh-2, the world her particular enclave called home. This was the last straw for her parents, they knew that such encouragement would push their daughter down the path of vanity and if she wasn&#039;t like The Betrayer now she would be one day. They ordered her away to the military to serve in the PDF of Leigh-2 and maybe even be transferred to the Guard should she prove worthy and therefore far away from dishonest temptations. This was devastating to the young Lynn Mywin.&lt;br /&gt;
 &lt;br /&gt;
By the strange chance or the blessings of a trickster god that night the Enclave was visited by Inquisitor Silas Hand who was in need of information found within the enclave&#039;s copy of The Chronicle. Normal procedure for an outsider to see The Chronicle required the authorization of the head of one of the clans, a meeting of the five most prominent clans and the presence of three witnesses, typically the head farseer, the head autarch and the head spiritseer. All of this would take time and Inquisitor Hand was hunting swift prey. The black sheep of the Mywin had long ago memorized her father&#039;s access codes and lead the Inquisitor to vaulted hall in which The Chronicle was kept. Inquisitor Hand quickly found the information he needed, the resting place of a Rogue Trader once who visited the Féin-Cineáli in many thousands of years past and that the possessed prison-artifact in question had not been passed on to some unsuspecting heir but was dragged with him into the grave on some frozen world now buried uder a hundred foot of glacial ice. Silas Hand, scarred and weathered, decided that for a short time the galaxy could survive without him having to patch it up and took a day off for the first time in years. Lynn&#039;s parents, her entire huge and extended family and every other eldar of any station in the enclave were quite angry with her blatant disregard for procedure and they were not very subtle or tactful in expressing their considerable ire even after Lynn pointed out that it was the duty of all good Imperial citizens to aid the Inquisition. In truth the others of her kind and kin who knew her knew that she hadn&#039;t acted with noble intentions but merely to cause mischief and in truth they weren&#039;t as wrong as she knew and would claim.&lt;br /&gt;
 &lt;br /&gt;
In a moment of rebellion, ill timed or fortuitous bleeding together, the young Mywin approached the Inquisitor on the hour of his departure and asked that she could join him and his motley band of hard-bitten agents. Inquisitor hand was himself not without a sense of mischief and we can only guess of his motives. Maybe he thought a few weeks away from soft beds and warm foods would teach her a much needed lesson, maybe he saw something of himself much younger in her eyes or maybe he saw something of genuine worth. All that is known is that when Hand left Lynn was with him turning her back on kin and clan and enclave and weeping parents who were distraught believing that at the finish they had failed; their daughter now walked a path of darkness far from home and hearth and the love of family. Despair gripped them and held them for a long time, sorrows upon sorrow for the little girl they believed they had driven away.&lt;br /&gt;
 &lt;br /&gt;
A hundred years or there about Lynn Mywin did return. She did not skip and dance as the innocent near-child she had been when she left. He hands and skin were not maiden soft. Her eyes were not the eyes of an artist. Now she was a woman of the Inquisition, she walked with a swagger and the confident stride not borne of childish ignorance but a proven hardness. Her skin was scarred and tough boot leather. Her eyes were the eyes of a musician beyond the judgment of potential percussion offered by the average boot to skull. A century of having the shit kicked out of her had cost her her innocence but she did not miss it in the slightest and in it&#039;s place had grown if not wisdom then a degree of highly refined cunning that was almost as good. Her parent&#039;s, once the shock had worn off, were beyond joy to see her not just alive but uncorrupted. Her was her daughter, they would proudly declare, working for the Inquisition.&lt;br /&gt;
 &lt;br /&gt;
In the years since Lynn Mywin has been from hubworlds to the galactic fringes, she has stood on distant Old Earth and Cadia and a thousand other worlds. She has served many masters, hunted many foes, saved countless millions if not billions, taken many trophies, taken may lovers, done work in the shadows that would turn the stomach of lesser people and dragged such horrors into the light of day for judgment. In the Inquisition her reputation is as checkered as her tattoo collection due to her &amp;quot;creative&amp;quot; interpretation of orders and occasional bouts of convenient deafness. She will never be an Inquisitor she has been told in no uncertain terms as she lacks the temperament and holy shit will she be the first to tell you that but she never really wanted to be.&lt;br /&gt;
 &lt;br /&gt;
Of the Féin-Cineáli? They are at one and the same immensely proud of her and deeply ashamed. On the one hand she is an agent of the Inquisition and a damn good one. On the other hand she is Apostate. She has forsaken the Paths and risks walking the road of perpetual torment, she stands upon the edge of the abyss and looks down into the maelstrom of riling, twisting madness of emotions left unchecked. Such worries, she would claim, are in vein. She has her duty in place of a Path. She might live loud, live hard, take lovers as she wants them, drink when she&#039;s thirsty, eat when hungry, fight when angry and follow her heart and gut as much as her head but when the chips are down she can show a focus that would make an Exarch proud.&lt;br /&gt;
 &lt;br /&gt;
Some wonder still if she is still truly Féin-Cineáli; she typically wears a grubby vest several sizes too big, pants cut out of an inner layer of a broken space suit, a beret, catachan boots and a set of ident-tags. Her weapons are a big Catachan Cutta&#039; Knife, and a much repaired laser rifle of unusual make. For all the world she looks like a low-pay mercenary culled from the underhive of some impoverished core world but questions of her membership of the Féin-Cineáli is not asked when she is present, entertaining the youth with tales of daring do and strange adventures on distant worlds despite the improper influence this is considered on impressionable young minds. Two considerations of this, her family, and her parents in particular, are fiercely protective of her name and they might all follow into Exile over choosing to stay and the loss isn&#039;t worth one delinquent eldars expulsion. The other is that many of them, the better connected of the matriarchs and patriarchs, have heard about the things that she has done and are absolutely sure that none of their bodyguards and champions could save them from her ire should she turn it upon them in retaliation.&lt;br /&gt;
 &lt;br /&gt;
As for Lynn Mywin herself? She doesn&#039;t think about it too much. In the years since her fateful meeting with Old Man Hand she has seen much, met many strange and interesting people, killed a lot of them. If she is exiled they will have to enforce it and she knows that none of them are stupid enough to try it and the once that are aren&#039;t capable enough. But for now the Imperium is under threat and she knows she must do her small part to end those threats, as all good citizens should to the best of their abilities.&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;
==Kaptin Blacklaw==&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; &#039;&#039;&#039;&#039;&#039;The Scourge of Elysia&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Kaptin Blacklaw is a former mercenary who had worked for a rather unscrupulous Rogue Trader, and has gained in-depth knowledge about the workings of the Imperium&#039;s naval forces in general, and the defensive fleets plus the Elysian Drop Trooper regiments used in boarding actions in the Elysia system in particular. He has used this knowledge combined with the standard orky brutal cunning to make himself a very successful freebooter kaptin. His band has been responsible for numerous raids on imperial naval facilities, various commercial concerns, and has even raided mechanicus forgeworlds on occasion. What makes him different from others like him is his location in the Segmentum Solar and his unusual willingness to engage in hit &amp;amp; run raids, guerrila tactics and various forms of unconventional warfare. Generally speaking, his forces only engage in direct combat with Imperial forces when they have stacked the deck in their favor by some underhanded means.&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;
A devout follower of the GorkaMorka, he has no love for the Chaos Gods and tolerates no chaos orks in his band/fleet/whatever. However, his time among the humans in his earlier years has led to him having rather strange thoughts for an ork, pangs of what a human would recognize as guilt whenever his forces came back from a raid flush with loot and slaves. These pangs of conscience are infrequent however and his way of dealing with these unusual feelings is violence directed at things smaller than he is or those he thinks are inclined to usurp his position; he&#039;s still an ork and lives to fight and win as much as the next greenskin. Also has a &amp;quot;parrot&amp;quot; which is basically a gretchin covered in glued on feathers and a beak made out a plastic like material. This gretchin is not fond of being called “Polly”, being fed crackers, or being made to squawk, Blacklaw does all of that anyway out of simple amusement as there is no funnier grot then an annoyed grot. His forces have an unusually high number of flashgitz and kommandos among their number and their naval vessels are of a surprisingly high quality for an ork fleet, with the more hotheaded among his ranks being continuously thinned out by a mix of attrition and a deliberate policy on Blacklaw&#039;s part to make use of his more typically aggressively orky boyz in diversionary attacks away from whatever it is he wants smashed or stolen at the time.&lt;br /&gt;
&lt;br /&gt;
His forces have no main base as such other then their fleet, only temporary hideaway ports in out of the way areas in the Elysian sector and those areas in the Segmentum Solar immediately bordering it. Instead of massive planetside factories, his larger ships have some moderate manufacturing capability, which is in turn supplemented by whatever they can steal from their adversaries, trade for on the black market and collect as payment from the rather unpleasant or desperate people/aliens who would be inclined to hire his band for mercenary work.&lt;br /&gt;
&lt;br /&gt;
Blacklaw&#039;s earliest raids were against lightly defended targets and were largely indistinguishable from the simple, yet ugly cost of doing business in an area prone to piracy. The attack that brought him to the attention of sector level authorities was a daring raid on the planet of Elysia itself that had been cleverly masked by multiple diversonary raids on outlying bases/facilities. This raid was in truth not massively destructive, however a large number of people were either killed, wounded/maimed or captured by his gang, this led to the freshly promoted Ordo Xenos Inquisitor Logann Powler to begin a hunt for Blacklaw and his band that would draw in a considerable amount of Imperial manpower and war machines, along with &amp;quot;private contractors&amp;quot;, plus an eldar corsair fleet led by Logann&#039;s wife, Elrana, culminating with the supposed death of the now infamous Freebooter on an icy planetoid in the fringes of the Elysian system.&lt;br /&gt;
&lt;br /&gt;
Blacklaw&#039;s band was much reduced during this raid, and the Freebooter himself was severely injured, losing an eye, leg and hand to an explosion that was assumed to have killed him. It took the wily Kaptin time and effort to rebuild his band after this severe setback, it took considerably less time for one of the local meckboys to give him the standard orky prosthetics. (&amp;quot;Polly&amp;quot; survived these events unharmed, and Blacklaw continues to dote on his parrot and much to said &amp;quot;parrot&amp;quot;&#039;s dismay.) Some 10 years after this defeat, after a good deal of scheming, plotting and other assorted Skullduggery, Blacklaw and his now renewed band of freebooters are back in the business of &amp;quot;kunningly&amp;quot; killing people, smashing things, and stealing other things.&lt;br /&gt;
&lt;br /&gt;
His attacks have been drawing ever increasing amounts of Imperial attention, Logann and company in particular want him dead and gone for real this time, in spite of this, he has shown himself to be surprisingly resilient either avoiding assassination attempts/deathwatch assaults or setting a highly successful trap for his hunters. The Imperium, and the Elysian authorities in particular are committing ever increasing amounts of military force and espionage efforts to the destruction of Blacklaw and his freebooterz, Logann and Elrana&#039;s force is just one of the groups hunting him. It is only a matter of time before matters are brought to a conclusion of some sort, with Blacklaw either being driven out/killed or Him establishing his own little mini-empire in a place right where the Imperium and the Elysians in particular do not want such an empire to be. However, this moment of decision may still be a long way off as the Elysian Warp Hole draws greater amounts of attention then his mid-sized band of freebooterz. He and his band have also been known to do mercenary work for various unscrupulous patrons. Although, again, He and his boyz will have nothing to do with Chaos gitz.&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;
==Kayleth of Alaitoc==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; &#039;&#039;&#039;&#039;&#039;The Perpetually Underfunded&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Kayleth has mastered small unit tactics, because she very rarely gets anything larger than a handful of soldiers. Alaitoc maintains Kayleth, and her flexible, freewheeling barely more than a company of soldiers, purely as a social nicety, when they don&#039;t much care for the Imperium, or anyone else outside of their spartan and rigid social structure. Alaitoc has armies. They can take worlds, if it&#039;s called for. But they only lend meager forces out to the Imperium, purely as lip service to the idea of unity. Not that they&#039;re shy about gaining glory. To maintain status among their peers, they send their soldiers to the most challenging of conflicts as the pride of Alaitoc demands. &lt;br /&gt;
&lt;br /&gt;
And Kayleth is the one that has to somehow bridge the gap between her inadequate supply, and the impossible missions she&#039;s assigned. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She isn&#039;t pleasant to work with. Cold, imperious, and ill suited for cooperation. But very careful, more than she lets on, about her allies. After a tragic friendly fire incident with a fellow eldar force, she&#039;s privately vowed not to let something like that happen again. She has an eclectic group in support. Warlock Veldoran, a sage veteran, acting as the voice of reason and diplomat at times. The Farseer Elenwe, who has taken a vow of silence as part of a fringe philosophy in Alaitoc. For whatever reason, and the suspicion of some, Elenwe only communicates with Warlock Veldoran. And Ronahn, a pathfinder from Ulthwe, and, to some concern, an outcast Ulthran. &lt;br /&gt;
&lt;br /&gt;
Kayleth trusts and respects them more than her own family. And she also is driven nuts by them all. Veldoran is a pompous, inflexible windbag that constantly harps on what&#039;s proper and undermines her authority. Elenwe is a farseer that only shares prophecies with Veldoran of all people, and Ronahn...Less said the better.&lt;br /&gt;
&lt;br /&gt;
That being said, Kayleth is a resourceful and seasoned commander who has managed to thrive with what little Alaitoc shares with her. She tries to stay dignified and commanding in the face of her quasi-independent operation&#039;s dwindling fortunes, and she is never one to turn away frorm a fight. But, the memories of the friendly fire incident wear at her, and have made her unwilling to cooperate with other forces, for fear of repeating the prior incident. And she&#039;s taken a few (To put it diplomatically) unofficial assignments. Without proper support frorm Alaitoc who consider her work unsuitable for their craftworld, Kayleth has had at times to be creative in making sure her soldiers are fed and equipped. Though she would never act against her own craftworld&#039;s interests, or the Imperium&#039;s interests, she has done work for money rather than honor before. Don&#039;t call her a mercenary, she doesn&#039;t like that.&lt;br /&gt;
&lt;br /&gt;
She prefers to put on a model of being an honorable soldier of her craftworld, and is all business. But a few rounds of amasec, and she curses like a voidsman, and is none too shy in explaining just everything wrong with everyone around her. If you break down the barriers when sober, you&#039;ll find that she can be a good, if suspicious ally, always second guessing you, and herself.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Khaine ==&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;
Khaine. Khaine. Kaela Mensha Khaine. Khaine the Bloody Handed.&lt;br /&gt;
&lt;br /&gt;
In order to fully comprehend the functioning of the Imperium, it is necessary to understand Khaine. Khaine is noteworthy one of the few extremely powerful entities still fully aligned with the Imperium, not to mention worshipped as a god of war by a significant minority of its population. However, in order to fully understand Khaine it is necessary to have some understanding of the War in Heaven…&lt;br /&gt;
&lt;br /&gt;
The War in Heaven is by far the most popular part of the eldar collective consciousness. However, the eldar’s penchant for favoring dramatic license and poetic justice over accuracy and sixty-five million years of oral tradition has made the history of the original events all but lost to time. It is often said, even amongst the Eldar, that at any given time in the Imperium there are at least three different versions of the War in Heaven being performed and all of them are wrong. In some versions of the story Khaine was a valiant warrior, whereas in others Khaine sided with the C’tan to make war upon the eldar gods. Distinctions between the war between the Old Ones and the Necrontyr and the later quarrel between the eldar gods are similarly murky. Perhaps the only people who know the true events of the war between the eldar gods are Cegorach, Isha, and the Harlequins of the Black Library, preserving the memory in the event that truth proves more important than fiction.&lt;br /&gt;
&lt;br /&gt;
When the eldar and their gods returned from their exodus into the Webway at the end of the War in Heaven, they found the galaxy to be an empty place. The Old Ones, the Yngir, and all of the other races had seemed to disappear. The eldar did manage to make contact with the K’nib, who had survived the war mostly intact, but shortly after [[Nobledark_Imperium_Notes#Apep|the K’nib completely vanished and the eldar never heard from them again]]. The eldar had virtually free reign over the entire galaxy. And as expected it almost immediately devolved into in-fighting.&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;
Khaine, lesser twin to Asuryan, did not handle the end of the War in Heaven well. Originally a god of murder elevated to include war in his portfolio, his mind struggled to reconcile the concepts of honor and discipline in battle with the fact that war, at its core, boiled down to systematic murder. In addition, despite having being victorious, his body has been injured in his legendary battle with the Kaelis Ra, the Nightbringer, bringing a great sickness upon him. Never one to exhibit great self-control even before the War in Heaven, Khaine was nearly driven to madness by the time Lileath came upon him.&lt;br /&gt;
&lt;br /&gt;
Shortly after the eldar emerged from the Webway and began building their empire, Lileath, Lileath the maiden, Lileath the dreamer, Litheath the schemer, had a vision. She saw that one day, in the future, the actions of the mortal eldar would strike Khaine and destroy him. It is not entirely clear why Lileath acted the way she did on this knowledge. She might have succumbed to the foolishness of youth or, more likely, she had some sort of plan in mind. Nevertheless, she did what most would consider the absolute worst thing one could have done with this knowledge. She told Khaine.&lt;br /&gt;
&lt;br /&gt;
Khaine’s wrath, as expected, was fiery and immediate. The eldar never stood a chance. Khaine had been a war hero to the eldar, a symbol of eldar strength in the face of unimaginable adversaries. Now he was cutting them down like they were crops for the harvest. Isha wept at the sight of the slaughter, and she and the rest of the eldar pantheon immediately petitioned Asuryan to stop Khaine, as he was one of the only beings with the power to reign in his bloodthirsty sibling. Asuryan responded by decreeing a barrier of separation between the eldar and the gods. The eldar gods were no longer to walk among mortals, and mortals were no longer allowed in the realm of the gods. The mortal eldar were no longer being killed, Khaine no longer had anything to fear, and by Asuryan’s reckoning everyone should have been happy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Khaine was pleased by the turn of events, but Isha was not. Cut off from her mortal children, she wept at her plight, and her husband Kurnous could do naught but console her. Vaul, the kind-hearted smith god, could not stand this, and forged Isha’s tears into the first spirit stones so that gods and mortals could still communicate with one another from across the veil. Khaine was infuriated when he discovered Isha and Kurnous violating Asuryan’s decree, and demanded that Asuryan punish them, going so far as to ask his brother that he be made an arbiter of Asuryan’s wrath. Asuryan reluctantly agreed, allowing Khaine to do with them as he wished, and he tortured Isha and Kurnous in a pit of hot fire. Vaul could not stand this, and bargained with Khaine that he would give Khaine one hundred blades of the finest make as payment for Isha and Kurnous’ release and reparation for their offense.&lt;br /&gt;
&lt;br /&gt;
Vaul worked for almost a year to get the gift ready, finishing ninety-nine of the one hundred swords. However, he was unable to finish his masterpiece in time, and slipped the finest blade of mortal make into the gift, hoping that it would act as a good enough placeholder and the splendor of his masterpiece would be enough to not only make up for it, but to win over Khaine himself. Unfortunately, Khaine immediately noticed the mortal blade and decried that he had been tricked, and that because of this he would not release Isha and Kurnous. What’s more, he claimed he would visit Vaul personally for his treachery. Vaul was similarly incensed at Khaine’s sadism and oathbreaking, using his anger to fuel the final forging of his masterpiece, Anaris. When Khaine arrived at Vaul’s forge, Vaul stood before the war god, wielding his masterwork blade, and said he would repay Khaine’s missing blade with interest, point-first. Vaul was an artificer without measure but he was not the duelist that Khaine was, and despite Vaul’s ferocity Khaine crippled the smith god and chained him to his anvil.&lt;br /&gt;
&lt;br /&gt;
These actions caused a flurry of activity and division among the gods. Some decried Khaine, saying that he had gone too far in the pursuit of justice and his actions had become cruel and petty. Others argued against their kin, saying that Isha, Kurnous, and Vaul had sinned and it was Khaine’s right to extract satisfaction from them. The disagreements soon became too much to bear, and the gods came to blows. The mortal eldar were soon divided among similar lines as the gods went to war. Only Asuryan and Lileath stayed neutral in the conflict, and both soon realized that something had to be done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The War in Heaven produced many mortal eldar heroes, among all others the twin brothers Eldanesh and Ulthanesh. The two were legendary for uniting the Eldar people to fight off the monstrous cannibalistic Mon-Keigh even before the Old Ones arrived. Eldanesh had fought alongside Khaine numerous times including Khaine’s legendary battle with the Nightbringer, to the point where the war god regarded him a friend and a blood brother. Uthanash stood with Vaul when he faced the Void Dragon and was one of the few mortal survivors of that fateful conflict. Each was granted a boon for their service in the War in Heaven. Eldanesh, for his fame and legend, was elevated to demigodhood, not truly immortal but able to walk side by side with the gods. Ulthanesh on the other hand was named the supreme leader of the mortal eldar peoples. Despite this great honor, Ulthanesh saw this boon as playing second fiddle to his brother and resented him for it, souring their relationship.&lt;br /&gt;
&lt;br /&gt;
Asuryan decreed he would call upon Eldanesh, who as a demigod was the only mortal still allowed to set food in the realm of the gods, to act as a third party to judge Khaine’s actions. Khaine agreed to this, believing that the validation of one mortal was all that he needed to show his actions had been justified and that as his blood brother Eldanesh would defend him. But Eldanesh took one look at the situation, and while he reaffirmed that Khaine was his friend and he loved him, told him that the other gods were right. He told Khaine that he needed to act less like a child, and more like an adult. Enraged, Khaine struck Eldanesh across the face for his blasphemy. But Khaine was a god, whereas Eldanesh was but a mere demi-god. The blow broke his neck, and Eldanesh died on the spot.&lt;br /&gt;
&lt;br /&gt;
When Khaine struck Eldanesh, the rage lifted from his mind and he saw in horror what he had done. Asuryan swooped in, punishing Khaine for betraying a sworn blood brother and striking them down in cold blood. On Shaa-Dome, Uthanesh felt the loss of his brother and vowed retribution against Khaine, and the eldar people were once more united. And so Khaine became Kaela Mensha Khaine, the bloody handed, forever cursed to drip blood from his hands in punishment. In truth, the meeting between Khaine and Eldanesh was little more than a plot by Asuryan and Lileath. They had hoped the mortal comrade of Khaine could talk the war god down, but were more than willing to entertain the possibility of Khaine striking down Eldanesh if that failed. Either way the rage of the war god would be quelled and the increasingly ridiculous war between gods would be over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The history of Khaine post-War in Heaven is much better known. In the millennia since the War in Heaven Khaine worship had dramatically decreased (especially once the eldar had few serious threats left in the galaxy), to the point that by the time the Fall occurred Khaine worship had actually been banned (and subsequently reversed) on several separate occasions. Even when Khaine worship was allowed, Khaine was often seen as a deity that was to be appeased rather than beseeched, and was only openly worshipped by some segments of the Old Empire’s military.&lt;br /&gt;
&lt;br /&gt;
Khaine himself had slightly mellowed by the passing of Eldanesh. He was still the short-tempered god of murder and war, but following the death of Eldanesh Khaine seems to have purged the madness from his system and become more disciplined. When Slaanesh was born, Khaine took up the unlikely position of protecting Isha from Slaanesh after Lileath, Asuryan, Morai-Heg, Qah, and all the other gods had fallen. Khaine fought valiantly against Slaanesh, despite Slaanesh being powered by the souls of nearly the entire Eldar pantheon and 90% of the Eldar race. However, Slaanesh was prevented from devouring Khaine by the intervention of Khorne, who claimed that as the Blood King of the Galaxy and undisputed lord of all forms of war Khaine was rightfully his vassal, and the neonate god/dess needed to know their place. Unfortunately in the ensuing battle Khaine was shattered into pieces, which eventually found their way to the various Craftworlds in the form of iron and wraithbone idols emerging from the Craftworld’s Infinity Circuit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In terms of battle, the Avatar of Khaine is one of the strongest singular entities the Imperium can field. Only the Emperor, Empress, or Cegorach can match Khaine in raw power, and even a Custodian, Grey Knight, Handmaiden, or Harlequin Troupe Master would be likely to fall before the Avatar’s onslaught. The Avatar is a juggernaut, a living mass of molten rock and metal, trampling anything that stands in its path. In M38, the Avatar of Iyanden was awakened to face down Hive Fleet Kraken in Iyanden’s darkest hour and cut an ichor-slicked path towards one of the Hive Fleet’s Hive Tyrants before being dogpiled by a dozen carnifexes. The Avatar eventually went down, but took six of the carnifexes with it (crushing one’s skull beneath its heel and vomiting molten slag on another) and managed to take the Hive Tyrant’s head from its shoulders. The Avatar wields the Wailing Doom, the favored weapon of Khaine dating back to the days of the War in Heaven, which gets its name from the ethereal howling the weapon makes as it is swung through the air. The Wailing Doom is capable of transforming into virtually any simple weapon, a sword, a spear, a mace, a bow, whatever it feels is best suited to harming its foe.&lt;br /&gt;
&lt;br /&gt;
Yet awakening the Avatar of Khaine is not without cost. Creating an Avatar of Khaine requires two components: the iron and wraithbone statue at the heart of every eldar Craftworld that hold Khaine’s essence, and a suitable mortal host. Every year, one among each Craftworld’s most skilled Aspect Warriors is elected to a position called The Young King, named in honor of Eldanesh’ sacrifice. This is a position of great respect, but potentially one of great danger. For if the future is threatened by great danger, and there is no other choice, the Young King enters the Avatar’s chambers to awaken it and become one with Khaine.&lt;br /&gt;
&lt;br /&gt;
Awakening an Avatar of Khaine is essentially the same kind of possession that created Macha-Isha, and although each avatar is only a fragment of Khaine’s power, Khaine is not gentle like Isha. Short channelings of the Avatar are survivable with immediate medical attention. Longer bouts run the risk of severe brain damage. Extended channelers are lucky to survive as Soulstones, or are outright consumed by the Avatar. However, once an Avatar is awakened, it remains active so long as there are enemies to slay and the host’s willpower holds. The longest an Avatar has been active was the Avatar of Biel-Tan in 892.M41, which {DATA EXPUNGED BY ORDER OF THE INQUISITION}. If the physical avatar is destroyed, its totem eventually reforms in its respective Craftworld, unless the Craftworld itself is lost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Today, worship of Khaine is unsurprisingly much more popular among the eldar. The eldar have been laid low and the galaxy has been in a state of war for more than ten millennia. Even if this were not the case, Khaine is one of the last remaining connections the eldar have to their pre-Fall culture. Khaine is even worshipped as a war god by humans and other species in some highly eldar-influenced parts of the Imperium. Indeed, Khaine actually likes humanity and approves of the relationship between humanity and the eldar, if for all the wrong reasons. Khaine’s animosity towards his own people comes from two factors: the fact that Lileath prophesized that the Eldar would be responsible for his own downfall, and the fact that the Craftworld and Exodite eldar deny their darker natures and try to downplay any acts of violence through self-justification (the Dark Eldar don’t worship him at all, seeing him as weak due to being shattered by Khorne and Slaanesh). No such prophecy exists regarding humanity or the other races and Khaine actually likes how humans are more in touch with their baser instincts and are less likely to dress up their killings with false tears or excuses. For most humans, who don’t see themselves as a species of murderers and try to hold themselves to higher ideals, this is rather disturbing. Khaine has even showed respect for several individual non-Eldar, such as Marneus Calgar, who he fought alongside several times and was enraged when he was brought low by the Swarmlord.&lt;br /&gt;
&lt;br /&gt;
The future of Khaine is uncertain. Some say that Khaine shall be reforged and made whole again (either by the Phoenix Lords or by the forges of Vaul himself, which makes no sense), no longer molten metal and half-baked rock but pure fire and red-hot iron, in preparation for the Rhana Dandra. Others say he will fight side by side with another god of war to strike down Khorne, though who that could be nobody knows. Some even say he will claim the Skull Throne at the end of Rhana Dandra. While many wonder how that could be a good thing others say at least Khaine is a known quantity, and better he claim that mantle of power than anybody else.&lt;br /&gt;
&lt;br /&gt;
Grand Empress Isha, as might be expected, isn’t a big fan of Khaine. She pities him for his situation, for he is still her kin, but she has not and will not forget what he did. Cegorach’s opinion of Khaine is as opaque as always. It is clear he disapproved of Khaine’s actions after the War in Heaven, he did side with Vaul after all, but at the same time Khaine is one of the few beings left in the galaxy he can call family. Even if he disapproves of his methods, it may be necessary for the Laughing God to stay on Khaine’s good side for his plans to come to fruition. The Emperor has only ever met Khaine on a scant few occasions, never long enough to have any meaningful discussion, and never without supervision from Isha. Isha knows what happened the last time Khaine was allowed access to a demigod unattended.&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;
== Kharn the Oathsworn ==&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;&#039;&#039;&#039;&#039;&#039; The World Eater &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a champion pit fighter, Angron was often given his pick of the slave pens for concubines or servants. However, he would find the most downtrodden child slaves and claim them, raising them as his own children. Even after his Thunder Warrior augments and the ensuing madness and instability, he never raised his voice or lifted a hand at any of them. &lt;br /&gt;
Kharn was the first and eldest of Angron&#039;s adopted children, and against his father&#039;s wishes he bullied his way into receiving the Mk III MP Astartes augments. They would continue to butt heads even as Kharn rose through the legion, but Angron was privately fiercely proud of him. One of Kharn&#039;s most treasured memories was when his father surveyed the order and control Kharn brought to the savage legion, and turned to him and said simply &amp;quot;You&#039;ve done well. In this, and everything else.&amp;quot;&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;
Most historians agree, Kharn the Oathsworn was a pretty magnanimous guy. Whereas Angron commanded the War Hounds through his charisma and willingness to be first in, last out, Kharn led the War Hounds by being a father to his men. He would do anything for them, no matter the cost, and they knew it. When Kharn first joined the War Hounds, he essentially started out as the beleaguered assistant to Angron, albeit one with a lot more proficiency with a chainsword. Whereas Angron was the face of the legion and kept morale high, Kharn was often the one who dealt with actual logistics and kept the wheels greased from day to day. As Angron’s health gradually deteriorated, Kharn found himself increasingly taking on more and more of the responsibilities of running the War Hounds, until he was essentially the leader of the legion in all but name. &lt;br /&gt;
&lt;br /&gt;
This is not to say Angron was stupid, or Kharn was not a ferocious warrior. Indeed, the two men were more similar than they were different. It is just that the two men tended to play to their strengths when Angron was in command of the legion. Indeed, Angron could actually be rather insightful, it’s just that he tended to be rather straightforward; no need to plan some grand, circuitous strategy when it is possible for you to just go straight from point A to B. In fact, in one instance Guilliman is said to have said of Angron “it was a true pity that the galaxy had wasted such a mind on such a simpleton”.&lt;br /&gt;
&lt;br /&gt;
But there is another name used to describe Kharn, one that is spoken in whispered in hushed tones. The Berserker. The World Eater. Although he never lived it down until the end of his days, the tale of Kharn’s secret shame is a story of how easy it is for men to become monsters, and monsters to become men.&lt;br /&gt;
&lt;br /&gt;
The world was a recently pacified one, one that had seemingly welcomed the Imperium with open arms. Kharn had been dispatched to the world alongside ten other members of what were at that time the most advanced model of Astartes developed. It was supposed to be a simple training exercise between the new Astartes and the local PDF, to see how well marines could operate alongside conventional forces. It turned into a disaster. After setting up camp, Kharn was invited to drink and party with the other members of the Astartes unit. Kharn politely turned them down, preferring to keep his mind clear for the task at hand the next morning. He awoke to a tragedy. His men were all dead, having been poisoned in the night by a technorganic venom specifically designed to work in spite of Astartes physiology.&lt;br /&gt;
&lt;br /&gt;
Kharn went apeshit.&lt;br /&gt;
&lt;br /&gt;
For the next few days, PDF forces were terrorized by an incredibly angry space marine, armed with just a chainsword, a bolter with two rounds in it, and a single-minded desire to know who did this to his men and where to mail their body parts to their next of kin.&lt;br /&gt;
&lt;br /&gt;
The planet had been secretly manufacturing illegal techno-organic monstrosities, and believed the arrival of the contingent of space marines represented the beginnings of an Imperial investigation, rather than an exercise in friendship. Kharn found this out the hard way, when he was led into a trap surrounded by an army of these creations, an accompaniment of traitorous PDF, and the military commander who had overseen the poisoning of his men. The soldiers demanded Kharn’s unconditional surrender. Kharn simply raised his chainsword, and flicked the switch.&lt;br /&gt;
&lt;br /&gt;
It is not clear what happened in the aftermath of that battle, as there were few survivors. The only person capable of walking off the battlefield was Kharn himself, yet given his mental state his testimony is probably not the most accurate. According to the War Hounds, who claim to have heard this story from Kharn himself, Kharn stayed on the battlefield in a daze, muttering the names of his lost men to himself over and over again. According to Kharn, he only snapped out of his trance when he noticed there was a child on the battlefield, a girl who could not have been more than twelve. Seeing the girl made the gears in Kharn’s head start moving again, and slowly he pulled himself out of his daze.&lt;br /&gt;
He approached the young girl, taking off his helmet when he realized its visage frightened her, and asked where her parents were. She said she was lost, she had wandered through the woods curious about the noises coming from the battlefield, but she couldn’t find her way back. “Well,” Kharn supposedly said, “let’s see if we can do something about that”, and the two of them walked off the battlefield.&lt;br /&gt;
&lt;br /&gt;
The planet at first tried to claim Kharn had gone AWOL, but Kharn only had to point at the bodies of the technorganic monstrosities and the bodies of his dead comrades and let the evidence speak for itself. Having single-handedly brought an entire army to its knees, the planet threw itself upon the mercy of the Imperium. Kharn had in effect conquered an entire planet in a single day. Thus, the World Eater. Kharn was not proud of the nickname, as it was a reminder of how easily his control had slipped his leash, and he had almost lost himself. The War Hounds existed as a unit longer than most Space Marine legions, but eventually it came time for them, too, to break apart into chapters, most naming themselves after some famous appellation or event in their legion. When that happened, Kharn had one simple request.&lt;br /&gt;
&lt;br /&gt;
“In the years since the incident had taken place, some of the more impressionable members of our legion have taken the wrong message from my story, using the term ‘World Eater’ as a badge of pride. That is not what I intended. As warriors, we must be passionate, yes, but we must also be well-trained and disciplined, or else we risk becoming the very thing we fight. We are War Hounds. Not World Eaters.”&lt;br /&gt;
&lt;br /&gt;
Despite being Terran-born, Kharn only visited his old homeworld a few times after the beginning of the Great Crusade. Like all Old Earthers he and his fellow soldiers held Old Earth in reverence. When they left it a new golden age was starting. Earth had never been so lovely as when he left it. The next time he saw his home was when he returned to defend it during the War of the Beast. It broke his hearts. Shortly after that Kharn had to return to bury his foster father Angron. At that time Perturabo was rebuilding and although it was at the midpoint of the project Earth was starting to know beauty again. But it wasn&#039;t the same.&lt;br /&gt;
&lt;br /&gt;
Kharn the Oathsworn never came to Earth again in life, although his body was buried beneath the orchard that now stands where the village he grew up in once was.&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;
== Kroq-Gar ==&lt;br /&gt;
&lt;br /&gt;
EDITOR&#039;S NOTE: Name is a placeholder, needs change. Per original writefag character is as much a mash-up of Kroq-Gar and Grymloq and Karl Franz and Deathclaw than anything else. &amp;quot;Vhashaki&amp;quot; was suggested.&lt;br /&gt;
&lt;br /&gt;
The Tarellian Neo-Confederacy doesn’t have a centralized leader, per se. As a confederacy, each of the Tarellian worlds are nominally independent, free to pursue their own desires as they wish. However, in practice, most of the Tarellian worlds tend to follow the lead or at least respect the wisdom of the leader of Nova Tarellia, who tends to command the Neo-Confederacy through sheer force of personality rather than any formalized bonds. The current leader of Neo-Tarellia is Lord Kroq-Gar. Many Tarellian Lords see him as a bit of a meathead. For humans, this is rather surprising, as Kroq-Gar doesn’t come off as dumb or rash. Tarellians seem to have the same kind of mind as the Old Ones did, slow and methodical as opposed to hot-headed (the Tau, on the other hand, immediately see what the Tarellians are talking about). However, if one spends an extended period of time with Lord Kroq-Gar it is possible to see what the Tarellians mean. Kroq-Gar is obsessed with glory and disdainful of psykers and spycraft, though he isn’t fool enough to forego their use entirely. Although a skilled leader and politician Kroq-Gar lives for the excitement of battle, and his elevation to Tlatoani was as much based on his skill on the battlefield as his statecraft.&lt;br /&gt;
&lt;br /&gt;
And of course one cannot speak of Kroq-Gar without mentioning his faithful companion Grymloq, a ferocious Kurnousaur from the Maiden World of Atla-Lorre. The region of space to the galactic north of the Tarellian Neo-Confederacy is home to the densest cluster of Maiden Worlds in the galaxy, including Halathel, the most densely populated Exodite world. Several decades ago, the Exodites came under threat from one of their other neighbors, the Arch-Mangler of Bork. Upon hearing the plight of the Exodites and the scale of the green tide they faced, Kroq-Gar set out with an army to their aid. The two forces eventually met at the Maiden World of Atla-Lorre, where the Tarellians joined the fray alongside the native Exodites. Packs of Tarellian warriors swarmed through the understory of Atla-Lorre, fighting Ork Boyz with kultarr and disruptor rifle in the dense jungle, eventually breaking the advance of the WAAAGH! alongside the Exodites. In gratitude for coming to the defense of their world the Exodites of Atla-Lorre presented Kroq-Gar with one of their greatest honors, the unhatched egg of a mighty Kurnousaur, taken from deep within the jungles of their world. Kroq-Gar raised Grymloq from a hatchling, and the Kurnousaur has rewarded him with his loyalty ever since.&lt;br /&gt;
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== Lynn Mywin ==&lt;br /&gt;
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Lynn Mywin was born to the eldar of Féin-Cineál in or about the year 620 of the 41st Millennium and the youngest child of her immediate family. Both her parents were loving parents advancing into their fourth millennium when they had her, both having been married several times before and both having had many children with previous partners and each other, her half-siblings all counted both living and dead Lynn Mywin was in fact the youngest of almost three hundred children and felt that her chances of ever living up to their combined legacy was not remotely achievable. The eldar of Féin-Cineál are known for having large families and putting emphasis on the family as the basic measure of civilization but her family was excessive and was eventually declared a clan of it&#039;s own, something historically seldom achieved whilst in the lifetime of the progenitors.&lt;br /&gt;
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The vast majority of the Mywin family were loyal, productive and morally upstanding citizens that any craftworld would be proud to call their own. True none of them were great movers and shakers of note but typically they did their jobs diligently and competently and seldom showed up in police records. Having so many contributing members of the family and so little of those to detriment ensured the family&#039;s prosperity and that prosperity was shared among it&#039;s members rather than hoarded in a treasury. There were black sheep to the family, with so many how could their not be, but their transgressions were minor things typically made of bad judgements rather than outright malice.&lt;br /&gt;
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Lynn Mywin was a more willful black sheep. Mywins typically got jobs of a solid and tangible nature, indeed the patriarch Athafan was a shipwright and bonesinger and the matriarch Rhyangaala was a meteorologist. Lynn Mywin did not pursue sensible paths. Throughout her childhood and adolescence she had dabbled with the paths of the artist and the paths of the poet, both paths taken by The Betrayer. It might have been that these were a childish little rebellion against her somewhat overcaring parents, many in the family believed that she was shown a lot more tolerance for such foolishness than they had been and it was time for some good Mywin sense to be slapped into her. But Lynn was the last child Athafan and Rhyangaala could have together and they knew it and they found that they couldn&#039;t scold her too harshly. They regretted spoiling the child by sparing the rod when Lynn&#039;s first official path was a path of the Musician and the full range of interests shared by The Betrayer was complete.&lt;br /&gt;
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Rhyangaala and Athafan pondered this deeply and meditated on the subject with heavy hearts but the stories of The Chronicle that dealt wit The Betrayer they couldn&#039;t see in their little girl. The Betrayer was a foul thing whereas little Mywin with ribbons in her hair and a moonlyre in her hands was as innocent as the music she made, and the music she made promised to one day be beautiful as her aptitudes were not insignificant. But, as the rest of the family pointed out, The Betrayer was innocent once upon a time. In her fifty-fifth year, the age of full maturity among the Féin-Cineáli, Lynn Mywin was fifteen years down her Path of Music and had been asked to perform at a minor function for the governor of Leigh-2, the world her particular enclave called home. This was the last straw for her parents, they knew that such encouragement would push their daughter down the path of vanity and if she wasn&#039;t like The Betrayer now she would be one day. They ordered her away to the military to serve in the PDF of Leigh-2 and maybe even be transferred to the Guard should she prove worthy and therefore far away from dishonest temptations. This was devastating to the young Lynn Mywin.&lt;br /&gt;
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By the strange chance or the blessings of a trickster god that night the Enclave was visited by Inquisitor Silas Hand who was in need of information found within the enclave&#039;s copy of The Chronicle. Normal procedure for an outsider to see The Chronicle required the authorization of the head of one of the clans, a meeting of the five most prominent clans and the presence of three witnesses, typically the head farseer, the head autarch and the head spiritseer. All of this would take time and Inquisitor Hand was hunting swift prey. The black sheep of the Mywin had long ago memorized her father&#039;s access codes and lead the Inquisitor to vaulted hall in which The Chronicle was kept. Inquisitor Hand quickly found the information he needed, the resting place of a Rogue Trader once who visited the Féin-Cineáli in many thousands of years past and that the possessed prison-artifact in question had not been passed on to some unsuspecting heir but was dragged with him into the grave on some frozen world now buried uder a hundred foot of glacial ice. Silas Hand, scarred and weathered, decided that for a short time the galaxy could survive without him having to patch it up and took a day off for the first time in years. Lynn&#039;s parents, her entire huge and extended family and every other eldar of any station in the enclave were quite angry with her blatant disregard for procedure and they were not very subtle or tactful in expressing their considerable ire even after Lynn pointed out that it was the duty of all good Imperial citizens to aid the Inquisition. In truth the others of her kind and kin who knew her knew that she hadn&#039;t acted with noble intentions but merely to cause mischief and in truth they weren&#039;t as wrong as she knew and would claim.&lt;br /&gt;
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In a moment of rebellion, ill timed or fortuitous bleeding together, the young Mywin approached the Inquisitor on the hour of his departure and asked that she could join him and his motley band of hard-bitten agents. Inquisitor hand was himself not without a sense of mischief and we can only guess of his motives. Maybe he thought a few weeks away from soft beds and warm foods would teach her a much needed lesson, maybe he saw something of himself much younger in her eyes or maybe he saw something of genuine worth. All that is known is that when Hand left Lynn was with him turning her back on kin and clan and enclave and weeping parents who were distraught believing that at the finish they had failed; their daughter now walked a path of darkness far from home and hearth and the love of family. Despair gripped them and held them for a long time, sorrows upon sorrow for the little girl they believed they had driven away.&lt;br /&gt;
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A hundred years or there about Lynn Mywin did return. She did not skip and dance as the innocent near-child she had been when she left. He hands and skin were not maiden soft. Her eyes were not the eyes of an artist. Now she was a woman of the Inquisition, she walked with a swagger and the confident stride not borne of childish ignorance but a proven hardness. Her skin was scarred and tough boot leather. Her eyes were the eyes of a musician beyond the judgment of potential percussion offered by the average boot to skull. A century of having the shit kicked out of her had cost her her innocence but she did not miss it in the slightest and in it&#039;s place had grown if not wisdom then a degree of highly refined cunning that was almost as good. Her parent&#039;s, once the shock had worn off, were beyond joy to see her not just alive but uncorrupted. Her was her daughter, they would proudly declare, working for the Inquisition.&lt;br /&gt;
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In the years since Lynn Mywin has been from hubworlds to the galactic fringes, she has stood on distant Old Earth and Cadia and a thousand other worlds. She has served many masters, hunted many foes, saved countless millions if not billions, taken many trophies, taken may lovers, done work in the shadows that would turn the stomach of lesser people and dragged such horrors into the light of day for judgment. In the Inquisition her reputation is as checkered as her tattoo collection due to her &amp;quot;creative&amp;quot; interpretation of orders and occasional bouts of convenient deafness. She will never be an Inquisitor she has been told in no uncertain terms as she lacks the temperament and holy shit will she be the first to tell you that but she never really wanted to be.&lt;br /&gt;
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Of the Féin-Cineáli? They are at one and the same immensely proud of her and deeply ashamed. On the one hand she is an agent of the Inquisition and a damn good one. On the other hand she is Apostate. She has forsaken the Paths and risks walking the road of perpetual torment, she stands upon the edge of the abyss and looks down into the maelstrom of riling, twisting madness of emotions left unchecked. Such worries, she would claim, are in vein. She has her duty in place of a Path. She might live loud, live hard, take lovers as she wants them, drink when she&#039;s thirsty, eat when hungry, fight when angry and follow her heart and gut as much as her head but when the chips are down she can show a focus that would make an Exarch proud.&lt;br /&gt;
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Some wonder still if she is still truly Féin-Cineáli; she typically wears a grubby vest several sizes too big, pants cut out of an inner layer of a broken space suit, a beret, catachan boots and a set of ident-tags. Her weapons are a big Catachan Cutta&#039; Knife, and a much repaired laser rifle of unusual make. For all the world she looks like a low-pay mercenary culled from the underhive of some impoverished core world but questions of her membership of the Féin-Cineáli is not asked when she is present, entertaining the youth with tales of daring do and strange adventures on distant worlds despite the improper influence this is considered on impressionable young minds. Two considerations of this, her family, and her parents in particular, are fiercely protective of her name and they might all follow into Exile over choosing to stay and the loss isn&#039;t worth one delinquent eldars expulsion. The other is that many of them, the better connected of the matriarchs and patriarchs, have heard about the things that she has done and are absolutely sure that none of their bodyguards and champions could save them from her ire should she turn it upon them in retaliation.&lt;br /&gt;
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As for Lynn Mywin herself? She doesn&#039;t think about it too much. In the years since her fateful meeting with Old Man Hand she has seen much, met many strange and interesting people, killed a lot of them. If she is exiled they will have to enforce it and she knows that none of them are stupid enough to try it and the once that are aren&#039;t capable enough. But for now the Imperium is under threat and she knows she must do her small part to end those threats, as all good citizens should to the best of their abilities.&lt;br /&gt;
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== Inquisitor Logann Powler ==&lt;br /&gt;
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Born into a long line of proud Elysian soldiers, Logann&#039;s early life was filled with indoctrination, and schooling, various subtle and not so subtle propaganda films about the brave and heroic actions of the famed drop regiments of his home planet filled his young mind with thoughts of glorious adventure. His Psyker powers manifested around shortly after his eighth birthday and his family bid him a tearful farewell at a local spaceport when he was taken by the blackships to Terra for training. He returned to Elysia shortly after his seventeenth birthday to a tearful, but happy reunion with his family. Logann developed a set of mostly average psyker powers with the exception of highly potent precognitive abilities, and he fully intended on realizing his childhood dreams of glory in the drop regiments, he promptly enlisted, excelled in basic training, and thanks to his skills as a soldier, precognitive powers and a bit of nudging from some influential members of his family/extended family he was signed onto the freshly raised 434th Drop Regiment where his skill with various arms, armor, psyker powers(mainly precog here, as his other abilities are thoroughly average) quickly led to him being one of the more effective soldiers in his regiment. A few years after his recruitment into the regiment Logann and his fellow Drop Troopers had experience dealing with mostly trivial threats in between RnR planetside that mostly involved Elysian booze and joygirls.&lt;br /&gt;
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Then, Logann, along with the rest of the 434th were inducted into the Ordo Xenos branch of the Inquisition to deal with a mostly standard Ork Freebooter threat in the Elysia system that was only really exceptional for it&#039;s size, but was still the first major threat this regiment would face so far, and it was during this time that the Inquisitor in charge of the operation became aware of his capabilities. After that threat had been dealt with, Logann(along with a few dozen other veterans of his regiment who had also impressed the inquisitor) was offered a position as an acolyte at the relatively young age of 20, he accepted, and began a 26 year long employment in the Ordo Xenos, hunting various Xenos Horrificus level threats for the most part, and occasionally dealing with a few of the more hostile Xenos Independens, he distinguished himself in these tasks and was promoted to Inquisitor when he was still rather young for the job, receiving rejuvenant treatments at this time.&lt;br /&gt;
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It was during his time in the inquisition that he met the eldar corsair Elrana Gilsamia, the pair hit it off fairly quickly while they were working together dealing with various threats and ultimately became an item. Not all of his life has been rosy however, upon his return to Elysia with Elrana in tow to celebrate their marriage/couple status(or whatever the eldar use in this setting) and also Logann being promoted to a proper Inquisitor, Ork pirates from Blacklaw&#039;s Freebooter gang began a series of raids for loot and slaves killing a large number of people, including some of Logann&#039;s old friends from his time in the 434th Drop Regiment in the process. Recognizing an obvious threat to the Elysia system&#039;s security and incensed at this slaughter of his old warbuddies, plus the killing/enslavement of other people, Logann and Elrana both volunteered to help hunt down and eliminate Blacklaw and his gang. Although, to be fair, Elrana was also interested in the challenge of capturing such a hard target.&lt;br /&gt;
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Thus began a 100 year long hunt for Blacklaw and his band. During this hunt Logann requisitioned some forces from the Elysian guard regiments(his old regiment were enthusiastic volunteers), some naval ships, a Deathwatch killteam (This team was commanded by Ducetius Valis, who would become a good friend of Logann and Elrana over the course of the pursuit of Blacklaw&#039;s freebooters) and hired some &amp;quot;private contractors&amp;quot; as well to beef up the rather modest force he inherited from his mentor, plus the more substantial force that Elrana brought to the table. For the first few decades of this hunt, Logann and Elrana thought that Blacklaw was just an exceptionally elusive freebooter, however the long period of dealing with diversionary raids, ambushes, booby traps, Blacklaw&#039;s associations with various renegade imperial elements, and plain old false positives when other freebooter bands would get caught and killed only for Blacklaw and company to start shit elsewhere at the same time or shortly thereafter helped to drive home the true difficulty of the task before them.&lt;br /&gt;
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After 40 years of this,(and the destruction of a large number of renegades and ork freebooter bands that wound up not being Blacklaw&#039;s particular bunch of asteroid partisans) The couple submitted a request for and were granted further aid from the Deathwatch, who dispatched a few more of their Killteams to aid in the hunt for Blacklaw and his freebooters. After another 60 years of hunting, seeking and destroying that ultimately wound up drawing in some Adeptus Mechanicus forces as well due to constant raids on their Facilities by Blacklaw and his band, the infamous Freebooter and his group were finally cornered, and after a massive fleet and ground action were believed annihilated on an icy planetoid(think of a larger pluto, basically) in the Elysian system/sector. Logann was promptly promoted to the rank of Inquisitor Lord for this triumph, and he fully expected due to the massive amount of destruction caused to the various Non-Chaos threats in the sector that he would either be reinforcing Malleus/Hereticus/Securitas groups in the area or he and his wife could go and find some other group of Xenos Horrificus to hunt.&lt;br /&gt;
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First and foremost though, it was time for Logann and Elrana to take a vacation for a couple of years, and for the soldiers and naval personnel under their collective command to get some RnR as well. It was during this period of down time that Logann and Elrana first wrote of their experiences hunting Blacklaw and crew, and the elysian propaganda films made based off this account have been making the pair a substantial sum of money from royalties ever since. Once this period of rest was concluded, the pair went back to work, hunting various Xenos threats in and around the Elysia system/sector and also being called upon by the Ordo Malleus, Hereticus and also the Ordo Securitas to provide support when needed to deal with threats caused by the Elysian Warp Hole(Logann had long since stopped viewing said warp anomaly as being all that impressive of a threat compared to other warp anomalies since his recruitment by the Inquisition, Elrana had always scoffed at the idea that it was a &amp;quot;Great Rift&amp;quot; based on both first and secondhand knowledge taught to her by her peers and gained during her career.).&lt;br /&gt;
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At first, all was well for Logann, Elrana and their assorted subordinates. That is, until an Ordo Sicarius Inquisitor Lady by the name of Vanessia Arlens and her own impressively large &amp;quot;entourage&amp;quot; showed up. Vanessia explained diplomatically that she was there to &amp;quot;assist&amp;quot; Logann and company in their various endeavors, but Logann was familiar enough with the political situation at the local Inquisition Conclave to know that his rapid rise through the ranks, reliance upon mercenaries(Technically including Elrana and her Corsair fleet) and swift increase in influence in the Elysian System/Sector had caused eyebrows to rise and enemies to be made. Still, the pair tried to make the best of the situation, enlisting Vanessia&#039;s forces in their work against various Xenos Horrificus and the more hostile Xenos Independens threats that Logann and Elrana encountered in their own work.&lt;br /&gt;
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Eventually, Vanessia&#039;s suspicions of Logann and his group subsided somewhat and what followed for the next eight years was fairly routine work of chasing orks and other assorted troublemakers through the Elysian system/sector mixed with providing support to other Inquisition efforts in said area, Logann, Elrana and pretty much all of Elysia largely viewed Blacklaw and his band as being a particularly bad memory by this point. Which is just about the time when he made his dramatic reappearance. A series of raids seemingly indistinguishable from standard ork and renegade pirate activity were used to disguise multiple well-planned surprise attacks on several important civilian and military facilities in the Elysia system/sector practically shattered the relative peace and quiet that had preceded said attacks and put the entire system/sector on military alert once again. Blacklaw and his band of pirates had made their return with a bang. This new series of raids also involved direct attacks on Inquisitorial Facilities in the area, which really helped to drive home the point of precisely how dangerous this particular band of freebooters and their Kaptin were to Imperial authorities outside of the local sector.&lt;br /&gt;
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Logann and company, now well and truly aware of just how difficult it would be to permanently deal with their opposition, have been recruiting additional help from outside of the Elysia system/sector. The force that they have raised includes a varied assortment of soldiers, specialists, psykers, space marines, and anyone with some military experience fighting orks. Included in this assortment are their old friend Ducretius Valis and several Deathwatch kill-teams, as well as the Tau Shas&#039;O Dal&#039;yth Har&#039;rus, a skilled (albeit rather naive regarding Blacklaw&#039;s unique capabilities) commander of the Fire Caste who brought a substantial combined arms force to aid in the hunt for the notorious Freebooter Kaptin and his band. Their search is hampered by both the obvious issues faced in the prior hunt(the various asteroid fields, planetoids, and assorted other space rocks in and around the Elysia system/sector are infested with Orks, Human renegades, and assorted other miscreants)but also problems caused by a recent flare up of the Elysian Warp Hole which has led more then once to Logann and company having to divert their forces/attention to aiding the other inquisitorial ordos in their own efforts.&lt;br /&gt;
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It would seem, therefore, that the final conclusion of the hunt for Blacklaw and his Freebooter band, will take some time.&lt;br /&gt;
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== Macharius ==&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; &#039;&#039;&#039;&#039;&#039;The Great Warmaster:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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Excerpt from &#039;&#039;“The Warmasters: Their Lives and Their Legacies,”&#039;&#039; by Remembrancer Vinnstan von Krausvitz&lt;br /&gt;
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“…The rare few individuals elevated to the exalted rank of Warmaster were all famed leaders of great talent, and thus invariably invite comparison to their legendary predecessors, the Primarchs. As the greatest of the Warmasters, Macharius is the one most often held up to the Primarchs’ as an equal, and the Primarch Vulkan (with whom Macharius worked very closely) once said that Macharius possessed Lion El’Jonson’s idealism and tactical acumen, Roboute Guilliman’s eye for detail and planning, and Mortarion’s single-minded stubbornness. However, it is also said that Macharius had Angron’s temper, and on occasion Fulgrim’s love of carousing and drink.&lt;br /&gt;
Other Warmasters, such as Joanna of Aarkius, have been compared to…”&lt;br /&gt;
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Image:Macharius.jpg|Fig. 1&lt;br /&gt;
Image:Old_Macharius.jpg|Fig. 2&lt;br /&gt;
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Fig. 1: A portrait of Marshal Macharius shortly after his promotion to Segmentum Obscurus Command at the young age of 78. Famously austere in his everyday life, Macharius shunned the elaborate uniforms and symbols of office of his peers, seen in the simple officer’s uniform he wears in this painting. Note the Star of Terra, the highest military commendation of the Imperium, pinned on his left chest, won for his actions as a colonel in the Battle of the Melas Gulf where he took command of a few broken regiments of guardsmen and a Navy cruiser wing after their commanders fell and set up a brilliant trap that destroyed a marauding Dark Eldar warband that was threatening the integrity of the entire subsector.&lt;br /&gt;
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Fig. 2: A late portrait of Warmaster Macharius, painted at the age of 437 towards the end of the Macharian Crusades and his life. The second Star of Terra pinned on his right chest was won during First Macharian Crusade at the Battle of Granicor VI, where Macharius personally led the tank line in a surprise attack on the Khrave lines, breaking the bulk of their gathered army, which would lead to the eventual defeat and destruction of the Khrave Empire and the extinction of this particular species of Xenos Horrificus.&lt;br /&gt;
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== Nakaidos ==&lt;br /&gt;
&lt;br /&gt;
With the destruction of the [[Nobledark_Imperium_Members_States|Ulmeathic League]] by the tyranids and the resettlement of the refugee fleet on Imperial Worlds, the question of &amp;quot;who leads the Ulmeatheans&amp;quot; is rather difficult to answer. The on-paper answer to &amp;quot;Who leads the Ulmeathians currently?&amp;quot; is Nakaidos, Son of Nakai the White, one of the Ulmeathians&#039; greatest warriors and perhaps the reason the refugee fleet survived; the opening their ships used to escape was created when the Hive-fleet found the defense he led on the planet was so stiff they decided to bomb his forces from orbit rather than keep wasting time with their usual wave tactics. Nakaidos was sent with the evacuees because he was too young to fight at the time. He has inherited his father&#039;s albino scales, as well as his hulking form and hide, making him big and tough even by Ulmeathian standards. Even if he wasn&#039;t descended from a hero, his strength would have won him the position anyway, not to mention his mind for fighting both on a personal and tactical level. The issue for him is that he&#039;s YOUNG, and fully aware of the enormous gaps that&#039;s left in both practical knowledge and experience for him. He&#039;s practically a child, yet the weight of a broken peoples and their beneficiaries are on his shoulders and he can&#039;t shirk those responsibilities because he&#039;s the strongest. He sees the problems his people face, but doesn&#039;t have the wisdom to find the solutions, so instead he puts on the brave face expected of him and does his best, and for all his failings at least recognizes that the counsel of others older and wiser can do wonders to fill in the gaps.&lt;br /&gt;
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This is why there is a second answer; for practical purposes, the one doing most of the legwork of leading at the moment is Admiral Oscen, the Passerian who was in charge of the refugee fleet by virtue of being the highest-ranking survivor. He&#039;s missing an arm due to a Hormagaunt from when the Tyranids tried to take his ship, and he&#039;s missing an eye from when he shoved a Lictor into an airlock. Despite that, his demeanor is closer to that of a fond grandfather than a hardened general- his smile is still brilliant and warm, and his voice calming and filled with cheer. As the Passeri would say, &amp;quot;his song is still sweet.&amp;quot; That more than anything is why even Ulmeathians listen to him- despite going through what might have been some of the worst fighting of the retreat to Imperial space and facing down horrors he shouldn&#039;t have needed to face, he not only perservered, but came out the other side unjaded and unbroken. Or is very very good at hiding his pain. That strength of spirit is something they respect- and the fact that he is very good at wording his commands as requests or suggestions doesn&#039;t hurt.&lt;br /&gt;
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Nakaidos relies heavily on his council when faced with dilemmas that leave him at a loss, and Oscen delights in the opportunity to groom the leader who&#039;s going to need to guide their combined peoples under their new circumstances as part of the Imperium, and most of the Ulmeathians he could take guidance from are either very old and stuck in their ways or as young as Nakaidos and subject to the hormones and emotions of youth. The fact that having Nakaidos&#039; backing helps push through things he wouldn&#039;t be able to manage on his own authority also helps.&lt;br /&gt;
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== Njal Stormcaller ==&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;&lt;br /&gt;
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Njal Stormcaller was born towards the tail end of 800M41 though the exact date is unknown given his somewhat backwards tribes lack of calendar. He came to the attention of Rune-Caster Heimdall of Asaheim when his tribe was attacked by an equally backwards bunch of reprobates during a migration. He was detected by Heimdall as at this point in his puberty Njal&#039;s psychic abilities were just starting to shine out. By the time Heimdall arrived at the wind blasted islet that Stormcaller tribe was housed on Njal lay an inch from death, a spear driven through his chest and his lungs filling with blood. Stormcaller&#039;s had little in the way of medicine, rustic and homeless as they were, and certainly nothing to help their dying son with such an injury. Heimdall offered the care of The Fang for the dying boy but at the cost that he would be theirs to train. With little option the Stormcallers handed over Njal to the care of wolves and that would be the last they would see of him for a long time.&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;
Njal was patched up in The Fang, nursed back to health and made aware of his unearthly powers and even more aware of the dangers they posed to him and those around him. He was told in no uncertain terms that he would never be allowed to go home until he mastered his gifts. At first Njal was more than a little unhappy about this and descended into sullen resentment and was uncooperative, seeing The Fang as his prison and it&#039;s inhabitants as his captors. A lack of cooperation was not an option for the psychically afflicted and Heimdall showed him visions of what happened to unprepared psykers, his centuries of horrific experiences collected and shown to a young fool in the merciless, lidless eye of the mind, unable to blink or look away.&lt;br /&gt;
&lt;br /&gt;
Heimdall did not hate Njal, though many believed he did after that not least of all Njal, his intention was to frighten the child onto the right path and actually get him to take his studies seriously rather than spending his time looking for methods of escape. It worked, by the Deep Ones and Old Gods it worked. Some say it worked a little too well but Fenrisians generally don&#039;t do things by half measures.&lt;br /&gt;
&lt;br /&gt;
Njal had seen such things in those visions. Horrific things, oh yes, but each had been defeated by power directed with wisdom and knowledge. Power alone was almost worthless, he had power and he knew that now, power without direction was as dangerous to self and friends as it was to the target. He needed to know. He needed to learn. Most pressingly he needed to learn how to read. He could learn as much as Heimdall could teach him but Heimdall couldn&#039;t know everything. But the great libraries of the Aett held the wisdom of powerful and wise practitioners all the way back to the days of Russ.&lt;br /&gt;
&lt;br /&gt;
The horror of the visions he had seen spurred him on more than any lash or Heimdall&#039;s less than gentle verbal encouragement ever could. He learned to read quite quickly and his appetite for knowledge was voracious.&lt;br /&gt;
&lt;br /&gt;
When Njal was maybe 15 or 16 and had started to grow a decent beard Ranek Icewalker, veteran apothecary, approached Heimdall and Njal and informed them that Njal was possibly compatible with the Canis Helix. It was not something that either of them had contemplated as Njal was not traditional Space Wolf material. He was a gangly youth with little in the way of brawn and sticky out ears. It was said in later days that Njal flipped a coin to decide his fate, others say he rolled dice but for whatever reason he accepted the offer.&lt;br /&gt;
&lt;br /&gt;
Njal, upon the completion of his training and successful alterations, did return to his old tribe and in the times he could afford a few times after that but as the years past he grew more and more distant from them.&lt;br /&gt;
&lt;br /&gt;
Njal is probably the greatest user of the Fang Library and even beyond the borders of Fenris and her colonies he is considered a great authority on matters of the warp, particularly the lesser seen anomalies. As now long dead Heimdall believed he did indeed grow to be powerful, possibly the most powerful Rune-Priest that the Space Wolves have ever had, certainly one of the most erudite.&lt;br /&gt;
&lt;br /&gt;
Indeed, Njal is not what most people think of when they imagine a fenrisian psyker. His beard is well trimmed, his hair clipped short, (relatively) well versed in courtly etiquette, fluent in several languages including High Gothic and is even passable in Eldar High Tongue. He appears slighter of build than his battle-brothers but it is respected that, like in his training, he is using his unearthly abilities to boost his physical abilities.&lt;br /&gt;
&lt;br /&gt;
It is known that he has done work for several inquisitors though exactly what is in sealed records and he will not say.&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;
== Qah ==&lt;br /&gt;
See [[Nobledark_Imperium_Xenos#Qah|Qah]]&lt;br /&gt;
&lt;br /&gt;
== The Primarchs ==&lt;br /&gt;
See [[Nobledark Imperium Primarchs]]&lt;br /&gt;
&lt;br /&gt;
== Colonel-Farseer Rommel ==&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;&#039;&#039;&#039;&#039;&#039; The Eldarian Creed &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
He was an Eldar who had the fortunate to grew up with a minor archeocultural database that basically held Girls In Panzer, a shitton of heavy metal, and the cultural context articles for the entire thing. He grew up obsessed with tanks, and even changed his name to the ancient tank commander of Rommel. And his local farseer said he needed training as a seer, despite not showing a lick of ability for it, then said his second lesson would be found in the IG as a tank commander.&lt;br /&gt;
&lt;br /&gt;
It was when war came to his homeworld that his destiny truly showed. His Leman Russ wrecked outside his home town, he looked at two equally trashed tanks: a Baneblade and a Cobra. His until then hidden gift flared up, and he gave a fateful order to the local technicians and bone singers. Merge those tanks. 12 hours of work later, it was ready. His old mentor then said &amp;quot;the second lesson ends. Now begins the third.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Rommel called him a dick. &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;
Rommel&#039;s foresight is extremely accurate, but severely limited. He can only see events that he will be present at, and occasionally get flashes of needed tactics (such as when he gave an Earthshaker precise firing angles and times, before kneecapping a chaos titan, putting it in a position for the Earthshaker round to hit an unprotected spot and detonate its power core).&lt;br /&gt;
He also loves music, and often sounds his charge into battle with his Carnedanian bagpipes.&lt;br /&gt;
&lt;br /&gt;
His tanks make the orthodox Mechanicus scream in horror, send most Eldar into shock, and makes the average Tau cream their panties.&lt;br /&gt;
&lt;br /&gt;
Cobra/scorpion armor on a baneblade chassis, its ground pressure reduced by grav tech, triple pulsers on the turret and a D-cannon secondary weapon, an advanced power plant, Tau stabilizers for even more accuracy, capable of 115km/h, the entire assembly is a masterpiece of combined engineering. And hard to produce, with only 10 per year (or less, depending on how often he needs spare parts).&lt;br /&gt;
&lt;br /&gt;
It also lead to the Unifier class battlesuit, which is almost exclusive to his support infantry because production can barely keep up with said infantry&#039;s tendency to wreck enemy tanks by ramming.&lt;br /&gt;
&lt;br /&gt;
50 tanks are under his command, as are 1000 battlesuits, and a support corp of quartermasters and technicians that count as an army in their own right.&lt;br /&gt;
&lt;br /&gt;
Rommels has discovered the third lesson: he can push fate, but at the cost of his own soul. Farseers say he has 500 years before he needs to retire to the infinity circuit. He told them to piss off. He&#039;ll die before 500 years has gone by, and when he does...&lt;br /&gt;
&lt;br /&gt;
There won&#039;t be enough of a soul left for any god to fight over. He knows the time of his death is coming, for he has seen it every night since his gift showed. Every night, a different version. 150 years to plan the perfect last battle. He will fall, his legacy will live, and chaos will be dealt a major blow. Soon, his doom will come, and he will do what the Guardsman does - Hold The Line.&lt;br /&gt;
&lt;br /&gt;
There is a joke that Rommel is Creed&#039;s secret alter ego, as they never seen in the same place. All jokes aside, every attempt to get the two of them in even the same sector has been sidetracked by the sudden appearance of threats they had to deal with.&lt;br /&gt;
&lt;br /&gt;
The one time it worked, they stumbled onto a major cult of Tzeentch via a tank dropping through a sinkhole. Which answered every question of what force was preventing them from working together. &lt;br /&gt;
&lt;br /&gt;
Then everything went back to normal and they were never on the same planet ever again.&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;
== Duke Severus XIII ==&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;
If one were to look up &#039;Rogue Trader&#039; in the Encyclopedia Imperialis in the days of the first Duke Severus, you&#039;d probably see a picture of the man next to the entry. Roguish goatee, incredible style that was both elegantly modest and imperiously flashy at the same time, slim filigreed shuriken pistol in one hand and gilded power sword in the other. Nevertheless despite all this worldliness and political acumen, Duke Severus I willingly placed himself away from the Calixis Sector. This was because he had two things his descendant didn&#039;t have: self-awareness and a realistic sense of proportion. As skilled an adventurer and Rogue Trader as he was an administration was his weakness, and his Seneschal was as eager for a quiet life as the Duke was. And so Duke Severus I settled down in a small realm far, far away from the rat race of Calixian politics with a harem of nubile xenos and spent his last century &#039;energetically relaxing&#039;, as a biographer delicately put it.&lt;br /&gt;
&lt;br /&gt;
And that was the way things were, the &#039;Severan Dominate&#039; being nothing more than the charming village to the Calixis Sector&#039;s big city. The Dukes and Duchesses Severus were content to live the sedate lives of the idle rich, their traditional sense of noblesse oblige and wise, reliable investments allowing them to gently build up the realm. For generations, this was the way things were, and it seemed the way things would continue.&lt;br /&gt;
&lt;br /&gt;
But then came Duke Severus XIII.&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;
To all outward appearances, the Duke is nothing like the tyrant outside forces claim him to be. Handsome, well-spoken and intelligent, he exudes the kind of vibrant vitality that people imagined his famous ancestor would have possessed. When he speaks of caring for his people, it isn&#039;t with the transparent, self-congratulating false modesty many other Imperial nobles would, but with a genuine sincerity and emotional weight. When he speaks about making the Severan Dominate a major player in the sector- no, the galaxy!- he does so with a visionary&#039;s fervor and a prophet&#039;s zeal. In a fairer, kinder universe, the Duke would have perhaps met Oscar and Isha, impressing them with both wit and wisdom. He would have had the resources he needed to turn the Dominate into something wonderful, maybe even something that a time traveler from the Great and Bountiful Human Dominion wouldn&#039;t have felt out of place in, if a little provincial.&lt;br /&gt;
&lt;br /&gt;
At the very least, his parents would have had more children.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Severan line had a curse laid upon it, a gene-weapon used on the first Duke by a vengeful Dark Eldar prince. While the Priestesses of Isha did their best, they couldn&#039;t fully mitigate the weapon&#039;s effects, and the Severan line was ever under threat. Indeed, every member of the Severan line was born prematurely, and that was just counting the survivors. Duke Severus XII and his wife were especially unlucky, with only Romulus Augustus Nepos, Duke Severus XII surviving his childhood. They weren&#039;t bad parents, or even inattentive ones; indeed, they were too much so. They spared no expense in raising their child, with no expense spared for their son&#039;s tutors and toys.&lt;br /&gt;
&lt;br /&gt;
They did try to rein him in, even as a child. They withheld rewards until Severus XIII did his homework, and his father made sure to foster a connection between his son and their people. However, they were both only human, and while their son did grow up caring for his people, it was tainted by his growing narcissism. Even so, he appeared to be the perfect son and ruler until he gained the throne upon his parents&#039; passing.&lt;br /&gt;
&lt;br /&gt;
Things seemed optimistic at first; if anything, it seemed like the dawn of a new Golden Age for the Dominate. The new Duke sold off most of his family&#039;s finery, even nationalizing most of his family&#039;s traditional holdings, all to help fund revitalization projects for the Dominate. New spaceports, mines, factories, farms and the like began to sprout up all over the Dominate. New Guard regiments were raised, and given the best weapons the Dominate could supply. Yet in all the revitalization, the cracks began to appear.&lt;br /&gt;
&lt;br /&gt;
The Duke wanted the best, and the best he would have- even if it was impractical. For example, he wanted only the most prolific, the most lucrative produce from his agri-worlds, but his advisors told him that the soil on the Dominate&#039;s agri-worlds wasn&#039;t suited for the Biologis&#039; finest works- and that was not taking into account the cost. As productive as the Dominate&#039;s new mines were, they just couldn&#039;t provide the yields needed to supply the new factories. And yet, whenever the Duke&#039;s advisors brought such matters up, the gregarious, good-humoured young man they were so used to dealing with seemed to disappear, replaced by a man who alternately brooded and sulked, or exploded in frustrated rage at an unfair universe.&lt;br /&gt;
&lt;br /&gt;
While it is generally useless to speculate on the Duke&#039;s mental state as things are currently, from what few reports made it out of the Dominate before it seceded, Imperial psychologists and seers have theorized that the Duke&#039;s narcissism has manifested in some kind of manic self-identification with the Dominate, with the man seeing the realm as an extension of himself. It would certainly explain his rambling, raving message to the Lucid Palace, so uncharacteristic of the man, in which he accuses the Imperium of &#039;bleeding him dry&#039; and &#039;tearing at his flesh&#039;.&lt;br /&gt;
&lt;br /&gt;
Diplomatic overtures were rebuffed, but if the Duke had left it at that, the Imperium might have been content to leave him be to negotiate with the next ruler of the Dominate; it wasn&#039;t a large realm, after all. Even when it was stable it was seen as the rightful resting area of one of the Angevin Crusade&#039;s greatest heroes. It wasn&#039;t even tithed that much; apart from the Black Ships, only a single world contributed significantly to the greater Imperium in the form of a few Guard regiments.&lt;br /&gt;
&lt;br /&gt;
The Duke didn&#039;t see it that way, obviously, and he made his displeasure clear when he actually assaulted the Calixis border. Whether this was deliberate, or a border skirmish gone hot, isn&#039;t known, and at this point it isn&#039;t important. The Imperium was threatened, and now it will respond.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Today, Duke Severus XIII is on the surface at least, as urbane and cultured as ever, speaking with genuine regret over what he sees as the culmination of his efforts to preserve the integrity of his realm and the prosperity of its people. But even the slightest side glance would show the fear on his advisors&#039; faces, the bags under their eyes, their stress-paled skin. And it only takes one look into the Duke&#039;s eyes to see the madness that has finally taken over.&lt;br /&gt;
&lt;br /&gt;
The Duke&#039;s narcissism has made him blind to many of his realm&#039;s deficiencies, and of those he does allow himself to see, he sees them as minor problems, easily corrected- after all, he is the one correcting them, of course they&#039;d be simple! His ego is also why the Dominate (he has long since failed to see a distinction between himself and it) doesn&#039;t seem to take the Imperium &#039;seriously&#039;. All their talk about massive Ork Beasts, Black Crusades, empires of the walking dead- what rubbish! Why, if the Imperium could withstand such adversities, that would make it a greater realm then the Dominate, and there is nothing greater than Duke Severus XIII, first of that name!&lt;br /&gt;
&lt;br /&gt;
Indeed, to the Duke, the sheer overwhelming force the Imperium is bringing in response to his secession is clearly the desperate attempts of a failed state to hold onto power and project stability lest others secede, rather than the sheer amount of military power the Imperium is able to throw around when it isn’t preoccupied with a Black Crusade, Beast WAAAGH! or major Hive Fleet. And the fact that such a force hasn’t simply drowned the Dominate in a tide of bodies and ammunition shows the Imperium’s response is in reality that of a paper tiger, rather than the fact that Segmentum Command would rather convince Dominate worlds that they&#039;d be better off counter-seceding and rejoining the Imperium than simply crush the rebellion beneath a jackboot, if for no other reason than to avoid turning more productive worlds into battlefields and wastelands and avoid spending centuries crushing minor rebellions if they tried to retake the worlds by force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a few things that have managed to penetrate his mental shell, though. The first is the fact that the war seems to be harder than he thought it would be. Of course he knew it would be difficult, why else would he stockpile supplies before announcing his secession? But the fact that the Imperium seems to be making progress, as slow and agonizing as it it, is something he finds intolerable. It&#039;s certainly no fault of his, nor his generals- even his most pessimistic advisors admit the Imperium is taking far greater losses than the Dominate, especially now that the Duke has brought in the alien mercenaries. Why, one particular Prince of the Eldar pirates he&#039;s hired seems to be brimming with joy every time he sees the Duke, which hardly seems sane if they were losing. The only explanation is that the Imperium is much larger than the Duke had surmised, which was also impossible, because that would make it greater than the Dominate.&lt;br /&gt;
&lt;br /&gt;
And then there is Ohmsworld.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlike the Dominate&#039;s other industrial worlds, Ohmsworld was a Hive World long before the Severan dynasty came along. Its Guard regiments form the basis of the Dominate&#039;s military, just as Cadia serves as a model for the greater Imperium. And of all the worlds in the Dominate, it was the only one to remain loyal to the Imperium when the Duke seceded. The veteran Guardsmen sent there to train the new regiments being raised there organized a coup against the Duke&#039;s forces. Whenever the Duke speaks about Ohmsworld, it is with quiet, menacing tones. The Duke&#039;s advisors think it is a result of seething hatred, not surprising in a narcissist being refused.&lt;br /&gt;
&lt;br /&gt;
The truth is far different- the Duke is terrified. Oh there is hatred, of course, but it is a hatred born of fear.&lt;br /&gt;
&lt;br /&gt;
His spies have reported that the reason the Ormsworld Guardsmen rebelled was because they said they wouldn&#039;t be able to survive without the support of the Imperium proper. Veteran Guardsmen, who must have surely known that their hive world wouldn&#039;t be able to survive without the food supplied from Dominate agri-worlds, who wouldn&#039;t be able tio fight without the Dominate&#039;s forge worlds supplying it, still turned their faces from the Duke to side with the Imperium. Facing this fact, the Duke also had to face another- for all his learning, for all his skill, he had never ventured beyond the Dominate&#039;s borders. Hell, he&#039;d rarely ventured beyond the confines of is homeworld. &lt;br /&gt;
&lt;br /&gt;
The Guardsmen of Ormsworld however, have, and whatever they have seen or experienced has convinced them that surrounded and undersupplied though they may be, it is still preferable to suffering alongside their Dominate, along side their Duke. For Duke Severus XIII, treachery is one thing- he can understand why petty, lesser men would envy him and thus try to betray him. Indeed, that is what he tells himself and others during his waking hours, and in the light it&#039;s easy to convince all who would listen.&lt;br /&gt;
&lt;br /&gt;
But when he tries to sleep, he is kept awake by one single thought. He knows it is irrational, he knows it is impossible, yet it keep him awake all the same.&lt;br /&gt;
&lt;br /&gt;
What if he was wrong?&lt;br /&gt;
&lt;br /&gt;
If one were to look up &#039;Rogue Trader&#039; in the Encyclopedia Imperialis in the days of the first Duke Severus, you&#039;d probably see a picture of the man next to the entry. Roguish goatee, incredible style that was both elegantly modest and imperiously flashy at the same time, slim filigreed shuriken pistol in one hand and gilded power sword in the other. Nevertheless despite all this worldliness and political acumen, Duke Severus I willingly placed himself away from the Calixis Sector. This was because he had two things his descendant didn&#039;t have: self-awareness and a realistic sense of proportion. As skilled an adventurer and Rogue Trader as he was an administration was his weakness, and his Seneschal was as eager for a quiet life as the Duke was. And so Duke Severus I settled down in a small realm far, far away from the rat race of Calixian politics with a harem of nubile xenos and spent his last century &#039;energetically relaxing&#039;, as a biographer delicately put it.&lt;br /&gt;
&lt;br /&gt;
And that was the way things were, the &#039;Severan Dominate&#039; being nothing more than the charming village to the Calixis Sector&#039;s big city. The Dukes and Duchesses Severus were content to live the sedate lives of the idle rich, their traditional sense of noblesse oblige and wise, reliable investments allowing them to gently build up the realm. For generations, this was the way things were, and it seemed the way things would continue.&lt;br /&gt;
&lt;br /&gt;
But then came Duke Severus XIII.&lt;br /&gt;
&lt;br /&gt;
To all outward appearances, the Duke is nothing like the tyrant outside forces claim him to be. Handsome, well-spoken and intelligent, he exudes the kind of vibrant vitality that people imagined his famous ancestor would have possessed. When he speaks of caring for his people, it isn&#039;t with the transparent, self-congratulating false modesty many other Imperial nobles would, but with a genuine sincerity and emotional weight. When he speaks about making the Severan Dominate a major player in the sector- no, the galaxy!- he does so with a visionary&#039;s fervor and a prophet&#039;s zeal. In a fairer, kinder universe, the Duke would have perhaps met Oscar and Isha, impressing them with both wit and wisdom. He would have had the resources he needed to turn the Dominate into something wonderful, maybe even something that a time traveler from the Great and Bountiful Human Dominion wouldn&#039;t have felt out of place in, if a little provincial.&lt;br /&gt;
&lt;br /&gt;
At the very least, his parents would have had more children.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Severan line had a curse laid upon it, a gene-weapon used on the first Duke by a vengeful Dark Eldar prince. While the Priestesses of Isha did their best, they couldn&#039;t fully mitigate the weapon&#039;s effects, and the Severan line was ever under threat. Indeed, every member of the Severan line was born prematurely, and that was just counting the survivors. Duke Severus XII and his wife were especially unlucky, with only Romulus Augustus Nepos, Duke Severus XII surviving his childhood. They weren&#039;t bad parents, or even inattentive ones; indeed, they were too much so. They spared no expense in raising their child, with no expense spared for their son&#039;s tutors and toys.&lt;br /&gt;
&lt;br /&gt;
They did try to rein him in, even as a child. They withheld rewards until Severus XIII did his homework, and his father made sure to foster a connection between his son and their people. However, they were both only human, and while their son did grow up caring for his people, it was tainted by his growing narcissism. Even so, he appeared to be the perfect son and ruler until he gained the throne upon his parents&#039; passing.&lt;br /&gt;
&lt;br /&gt;
Things seemed optimistic at first; if anything, it seemed like the dawn of a new Golden Age for the Dominate. The new Duke sold off most of his family&#039;s finery, even nationalizing most of his family&#039;s traditional holdings, all to help fund revitalization projects for the Dominate. New spaceports, mines, factories, farms and the like began to sprout up all over the Dominate. New Guard regiments were raised, and given the best weapons the Dominate could supply. Yet in all the revitalization, the cracks began to appear.&lt;br /&gt;
&lt;br /&gt;
The Duke wanted the best, and the best he would have- even if it was impractical. For example, he wanted only the most prolific, the most lucrative produce from his agri-worlds, but his advisors told him that the soil on the Dominate&#039;s agri-worlds wasn&#039;t suited for the Biologis&#039; finest works- and that was not taking into account the cost. As productive as the Dominate&#039;s new mines were, they just couldn&#039;t provide the yields needed to supply the new factories. And yet, whenever the Duke&#039;s advisors brought such matters up, the gregarious, good-humoured young man they were so used to dealing with seemed to disappear, replaced by a man who alternately brooded and sulked, or exploded in frustrated rage at an unfair universe.&lt;br /&gt;
&lt;br /&gt;
While it is generally useless to speculate on the Duke&#039;s mental state as things are currently, from what few reports made it out of the Dominate before it seceded, Imperial psychologists and seers have theorized that the Duke&#039;s narcissism has manifested in some kind of manic self-identification with the Dominate, with the man seeing the realm as an extension of himself. It would certainly explain his rambling, raving message to the Lucid Palace, so uncharacteristic of the man, in which he accuses the Imperium of &#039;bleeding him dry&#039; and &#039;tearing at his flesh&#039;.&lt;br /&gt;
&lt;br /&gt;
Diplomatic overtures were rebuffed, but if the Duke had left it at that, the Imperium might have been content to leave him be to negotiate with the next ruler of the Dominate; it wasn&#039;t a large realm, after all. Even when it was stable it was seen as the rightful resting area of one of the Angevin Crusade&#039;s greatest heroes. It wasn&#039;t even tithed that much; apart from the Black Ships, only a single world contributed significantly to the greater Imperium in the form of a few Guard regiments.&lt;br /&gt;
&lt;br /&gt;
The Duke didn&#039;t see it that way, obviously, and he made his displeasure clear when he actually assaulted the Calixis border. Whether this was deliberate, or a border skirmish gone hot, isn&#039;t known, and at this point it isn&#039;t important. The Imperium was threatened, and now it will respond.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Today, Duke Severus XIII is on the surface at least, as urbane and cultured as ever, speaking with genuine regret over what he sees as the culmination of his efforts to preserve the integrity of his realm and the prosperity of its people. But even the slightest side glance would show the fear on his advisors&#039; faces, the bags under their eyes, their stress-paled skin. And it only takes one look into the Duke&#039;s eyes to see the madness that has finally taken over.&lt;br /&gt;
&lt;br /&gt;
The Duke&#039;s narcissism has made him blind to many of his realm&#039;s deficiencies, and of those he does allow himself to see, he sees them as minor problems, easily corrected- after all, he is the one correcting them, of course they&#039;d be simple! His ego is also why the Dominate (he has long since failed to see a distinction between himself and it) doesn&#039;t seem to take the Imperium &#039;seriously&#039;. All their talk about massive Ork Beasts, Black Crusades, empires of the walking dead- what rubbish! Why, if the Imperium could withstand such adversities, that would make it a greater realm then the Dominate, and there is nothing greater than Duke Severus XIII, first of that name!&lt;br /&gt;
&lt;br /&gt;
Indeed, to the Duke, the sheer overwhelming force the Imperium is bringing in response to his secession is clearly the desperate attempts of a failed state to hold onto power and project stability lest others secede, rather than the sheer amount of military power the Imperium is able to throw around when it isn’t preoccupied with a Black Crusade, Beast WAAAGH! or major Hive Fleet. And the fact that such a force hasn’t simply drowned the Dominate in a tide of bodies and ammunition shows the Imperium’s response is in reality that of a paper tiger, rather than the fact that Segmentum Command would rather convince Dominate worlds that they&#039;d be better off counter-seceding and rejoining the Imperium than simply crush the rebellion beneath a jackboot, if for no other reason than to avoid turning more productive worlds into battlefields and wastelands and avoid spending centuries crushing minor rebellions if they tried to retake the worlds by force.&lt;br /&gt;
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There are a few things that have managed to penetrate his mental shell, though. The first is the fact that the war seems to be harder than he thought it would be. Of course he knew it would be difficult, why else would he stockpile supplies before announcing his secession? But the fact that the Imperium seems to be making progress, as slow and agonizing as it it, is something he finds intolerable. It&#039;s certainly no fault of his, nor his generals- even his most pessimistic advisors admit the Imperium is taking far greater losses than the Dominate, especially now that the Duke has brought in the alien mercenaries. Why, one particular Prince of the Eldar pirates he&#039;s hired seems to be brimming with joy every time he sees the Duke, which hardly seems sane if they were losing. The only explanation is that the Imperium is much larger than the Duke had surmised, which was also impossible, because that would make it greater than the Dominate.&lt;br /&gt;
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And then there is Ohmsworld.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Unlike the Dominate&#039;s other industrial worlds, Ohmsworld was a Hive World long before the Severan dynasty came along. Its Guard regiments form the basis of the Dominate&#039;s military, just as Cadia serves as a model for the greater Imperium. And of all the worlds in the Dominate, it was the only one to remain loyal to the Imperium when the Duke seceded. The veteran Guardsmen sent there to train the new regiments being raised there organized a coup against the Duke&#039;s forces. Whenever the Duke speaks about Ohmsworld, it is with quiet, menacing tones. The Duke&#039;s advisors think it is a result of seething hatred, not surprising in a narcissist being refused.&lt;br /&gt;
&lt;br /&gt;
The truth is far different- the Duke is terrified. Oh there is hatred, of course, but it is a hatred born of fear.&lt;br /&gt;
&lt;br /&gt;
His spies have reported that the reason the Ormsworld Guardsmen rebelled was because they said they wouldn&#039;t be able to survive without the support of the Imperium proper. Veteran Guardsmen, who must have surely known that their hive world wouldn&#039;t be able to survive without the food supplied from Dominate agri-worlds, who wouldn&#039;t be able tio fight without the Dominate&#039;s forge worlds supplying it, still turned their faces from the Duke to side with the Imperium. Facing this fact, the Duke also had to face another- for all his learning, for all his skill, he had never ventured beyond the Dominate&#039;s borders. Hell, he&#039;d rarely ventured beyond the confines of is homeworld. &lt;br /&gt;
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The Guardsmen of Ormsworld however, have, and whatever they have seen or experienced has convinced them that surrounded and undersupplied though they may be, it is still preferable to suffering alongside their Dominate, along side their Duke. For Duke Severus XIII, treachery is one thing- he can understand why petty, lesser men would envy him and thus try to betray him. Indeed, that is what he tells himself and others during his waking hours, and in the light it&#039;s easy to convince all who would listen.&lt;br /&gt;
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But when he tries to sleep, he is kept awake by one single thought. He knows it is irrational, he knows it is impossible, yet it keep him awake all the same.&lt;br /&gt;
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What if he was wrong?&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
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== Skarsnikk ==&lt;br /&gt;
&lt;br /&gt;
EDITOR&#039;S NOTE: Needs name change. Also expansion?&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; &#039;&#039;&#039;&#039;&#039;The Gretchin King:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skarsnikk was a Brain Boyz grot whose ork counterpart had the misfortune of being killed by a challenging ork rather soon after becoming warboss. Normally, Brain Boyz rise to the top of the social heap regardless of their situation, because in a fight between two evenly matched orks the Brain Boyz is going to win because they are willing to use joint locks, throws, and other such forms of brutal cunning rather than just relying on brute strength to overpower their opponent. In some cases, like with Ghazghull who was born on the small side for an ork, this allows them to defeat opponents slightly larger than they are, and because to orks bigger equals boss the victor will grow to match their expectations and the situation resolves itself. And in the case of the grot, nobody will touch the warboss’ “little buddy” for fear of retribution, and even if they do, orks have this weird built-in aversion to actually killing a Brain Boyz grot that even they can’t explain (Roughing them up, yes. Killing them, no.)&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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Orks only have two real rules in their society: listen to the Brain Boyz and the biggest Ork is the boss. And in this case the sheer size difference between Skarsnikk and the Boyz was enough to override any proclivities to obey a Brain Boy. Skarsnikk was big for a gretchin, but even the strongest grot has no chance of defeating an ork in a fair fight (unless you’re Snikrot, but Snikrot and “fighting fair” almost never go together in the same sentence). Not only did Skarsnikk lose his brother, he lost his entire standing in Ork society in the process and now nobody would listen to him anymore. Skarsnikk got angry, and then he got mean. The Orks won’t listen to him anymore? Fine. They can go zog off and die for all he cares. He decided to split off and form his own WAAAGH!, with the only orkoids that were still willing to listen to him, the other gretchin.&lt;br /&gt;
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Most people, when they hear the word “gretchin”, think of small, cowardly creatures about the size of a human child, terrified of the concept of a fair fight and running away from any opponent who isn’t. Let them find peace in their ignorance. Skarnsnikk is different. Skarsnikk stands about as tall as an average-sized human, his body lined with lean and wiry muscle in the manner of a coyote or an alley cat. Most grots will break and run if you make eye contact with them and there isn’t a bigger ork to scare them forward. Skarsnikk just stares you down, and then you realize that he’s sizing you up with those beady little eyes and he’s trying to figure out what he can take from you.&lt;br /&gt;
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Additionally, because Skarsnikk’s gretchin are fightin’ and winnin’, and there are no orks around to slap them down, some of them are getting pretty big. Not as big as Skarsnikk Typically the most aggressive, crazy ones with relatively little self-preservation instinct. This means that Skarsnikk can do more with the grots at his disposal than just using them in human wave attacks. Mostly things that an Ork can’t do without being painted purple on account of being slabs of walking muscle. Things like [[Tucker%27s_Kobolds|“sneaking up to them in their beds and slaughtering them with their own weapons counts as a fair fight”, stabbing one git in the leg and dragging him off into the night to leave a trail for the rest of them to follow into a trap, or making use of squig pits, leg snares, and other such contraptions to whittle down their numbers in order to make the actual fight easier]]. Of course, that doesn’t mean he’ll avoid human wave attacks if he deems them necessary, though he tends to use the smaller gretchin rather than his “shock grots”.&lt;br /&gt;
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Skarsnikk is a hateful, spiteful creature, and he may have bitten off more than he can chew. He has essentially declared a three-way WAAAGH! between his Boyz, the rest of Ork-kind, and everybody else, a war which he can fight very effectively with his guerilla tactics but is unlikely to win. He doesn’t like how the Orks treat grots, and while he’s more tolerant of them he especially doesn’t like how Brain Boy gretchin seem to be content with the status quo (whereas he doesn’t see the big picture of total WAAAGH!). Some might say he is like a gretchin Urlakk Urg in this respect, in that his single-minded hatred is going to get himself killed. However, when push comes to shove, he will very reluctantly team up with other WAAAGH!s to face an even greater threat, though this usually only lasts the bare minimum of time until the enemy is defeated and usually ends with his knife in someone’s back&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sreta Ulthran ==&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; &#039;&#039;&#039;&#039;&#039;The Merchant Queen of Ulthwé:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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Eldrad Ulthran has used, accumulated, and fought for power. Typically of the arcane, or martial variety, as even a farseer of his reputation and skill can admit that sometimes the best solution is the least subtle. But he never purposely sought political power, or the acclaim of the public eye. In his advanced years, he looks upon the pageantry and political theater as wastes of time burning up what little he has left. If he isn&#039;t in the field working at advancing his machinations, he usually can be found in the crystal dome of seers, attempting to forecast the future, and guide the survival of his great work. On very rare occasion, when he feels that the very fate of the galaxy isn&#039;t at stake, he visits his family and consorts, communes with the infinity circuit, and if he&#039;s feeling very optimistic, has a good cup of tea. All of this combined does not leave much time for Eldrad to engage in politics, except when the need is most dire.&lt;br /&gt;
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His family is another matter.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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Sometimes referred to as &amp;quot;The House of Ulthran.&amp;quot; Depending on the speaker, this can be a term of respect, or contempt. Respect, for placing them on such a level as famous houses as Ulthanesh or Arienal, or contempt, for the Ulthrans upstart nature and meddling. A full fourth of the Seer Council is Ulthran, from marriage ties or blood. Ulthran&#039;s coffers overflow from monopolies negotiated with unwary Imperial governors, too uneducated to realize that the family and craftworld were not one and the same. With their resources, House Ulthran reinvests these funds into the fleet of Ulthwé, leaving many captains in their debt. At one point, Eldrad Ulthran&#039;s ilk held captain positions in the majority of the fleet- though Eldrad Ulthran himself stepped in forced the majority to relinquish their posts for fear of Ulthwé becoming his personal craftworld.&lt;br /&gt;
&lt;br /&gt;
In spite of Eldrad&#039;s efforts, the House of Ulthran continues to grow in influence, mostly due to his reputation. And the efforts of Sreta Ulthran.&lt;br /&gt;
&lt;br /&gt;
At 3900 years old, she&#039;s technically a grand daughter of the famously tangled and expansive Ulthran family tree. When she was born, the family of Ulthran was just that- a family. No strong bonds between them- Eldrad&#039;s nomadic nature and hands off approach combined with the rigors of their Paths left them little time to consider dynastic issues. For Sreta&#039;s part, it took her three hundred years on the path of the servant to realize that as well. In a short stint serving at an ambassadorial party, a particularly curious (And slightly intoxicated) Lord Militant Adrana had inquired if she had seen Sreta anywhere before, and rather coarsely asked if Sreta wanted to come back to Adrana&#039;s place for a good time. Once Sreta overcame her disgust at the mon&#039;keigh (Sreta doesn&#039;t hate humans. She just considers them lesser beings that insult her with their very existence) and engaged in conversation, it led to her family name.&lt;br /&gt;
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Lord Militant Adrana was flabbergasted and shocked that the grand daughter of the famed Eldrad Ulthran was serving drinks at a glorified cocktail party. Much to the humble servant Sreta&#039;s surprise, the Lord Militant apologized, and begged for a chance to make things right before &amp;quot;Eldrad heard about this.&amp;quot; Sreta Which led to Sreta seeing an opportunity- to better serve all of Ulthwé of course. Over the next two hundred years, Sreta used her family name to secure meetings with important, easily impressed mon&#039;keigh, and to secure leverage enough to establish standing and influence. She approached her relations- only the ones that mattered. She offered her assistance. Though they were skeptical about the value of the Ulthran name, the prospect of resources and manpower from the mon&#039;keigh intrigued them. Using human mercenaries meant less eldar warriors had to die, and the only thing better than a war hero returning with victory, was a war hero returning with victory and no casualties. Well, none that mattered to Ulthwé at least.&lt;br /&gt;
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At first, Ulthwé welcomed the trade. Though every thing that humans can do, Eldar can do better, it was good sometimes to be able to get a blanket NOW rather than waiting for the Mistress of the Seams to complete her twelve year meditation to produce the finest silk covering that would be spoken of for centuries to come. With the farseers and autarchs supplemented by human resources, this freed up skilled eldar warriors for the fights that REALLY mattered. And craftsmen that might have been put out by the competing low quality mon&#039;keigh crap coming in were soothed by the extraordinary prices that humans would pay for eldar quality. Entire Imperial families would make themselves paupers for a chance to touch a wraithbone hilt. The traditionalists scowled, but the results were indisputable as the other craftworlds played catch up, and Ulthwé&#039;s power and influence grew and grew.&lt;br /&gt;
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Until they realized that it was Ulthran&#039;s power. Sreta had made very sure to benefit only members of her family- and only ones she was certain belonged to Eldrad&#039;s lineage, none of his bastards or might-have-beens or the ones that never made anything important of themselves. Many confident great great great great great great nephew&#039;s cousin&#039;s brother&#039;s sister&#039;s great great uncle twice removeds approached Sreta confidently only to be rejected with icy words and a narrowed eye. In point of fact, the modern &#039;House of Ulthran&#039; only has fifty four members that are considered and recorded direct family by Sreta, hand chosen by her.&lt;br /&gt;
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To mon&#039;keigh, this state of affairs might seem perfectly natural, but to eldar, the notion that 54 people bound only by their name should control so much of a craftworld&#039;s resources left them aghast. More than that, that it was a lowly member of the Path of the Servant that had suddenly and quietly placed themselves into this much power rankled those that felt that their paths sacrificed far more.&lt;br /&gt;
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For the time being, the star of Ulthran continues to rise. Despite Eldrad&#039;s pronouncements and warnings, the damage has been done. Even without the unfair contracts Sreta negotiated, too much money and talent has been concentrated in the Ulthran family&#039;s hands, and humans invariably put too much value in the Ulthran family name. Ulthwé itself prospers from this, but there is opposition now to Sreta and her cartel. Even some members of the Ulthran clan (Typically those that Sreta snubbed or otherwise left out in the cold) have been speaking up against her.&lt;br /&gt;
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Within the House of Ulthran itself, there is rumors of a schism- favored Taldeer, a talented farseer and one with much promise has left to serve in the Imperium&#039;s military, perhaps to get away from the rivalries, or her own fate to be married off for political advantage. Sreta herself, when she appears in public appears ill- graying, shrunken, with a lingering cough. Some speculate she&#039;s been poisoned, or cursed by the gods for her greed. Not that anyone can get an answer from Sreta. She&#039;s lost on her own path, a strange path of greed and power. Most of the time, she mumbles, and doesn&#039;t wish to talk to any. But talk business, and her eyes brighten, her voice steadies, and she&#039;s a steel trap again.&lt;br /&gt;
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Eldrad does not engage in politics. But, some speculate, Eldrad does still have need. If he&#039;s tired of trying to bargain and cajole and manipulate and plan around the petty needs of those he&#039;s trying to guide to a brighter future, might he have perhaps left that duty to another? When Eldrad has need of a fleet, the House of Ulthran can build one. If he needs an army, the House of Ulthran can buy one. If he needs the votes for Ulthwé to go on a risky mission, the House of Ulthran can summon them.&lt;br /&gt;
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If Eldrad or Sreta know, they aren&#039;t telling. For now, Sreta focuses on the business, and Eldrad will only lament with a smile that the family&#039;s life is its own.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Rainbow Serpent ==&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;&#039;&#039;&#039;&#039;&#039; A Relict of Days Long Past &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I could be that there is somewhere in the wastes an old independent warp spirit. One of the really old fuckers from when there was only Tzneetch and Malal. His job was to make a note of the things created before they were destroyed, sort of an early draft of Nurgle although he was never capable of trying to preserve things, he is a very small warp creature.&lt;br /&gt;
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He just made watched and remembered things because someone had to.&lt;br /&gt;
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Back then there were really only the Old Ones that were any sort of power in the galaxy. They had warp travel and had just started to spread across the stars. Necrontyr were still a primitive race barely sapient dying of cancer. C&#039;tan didn&#039;t have a warp presence and everyone but the Old Ones were isolated by interstellar distances.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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By necessity the gods of that time, if you could even call them gods, were small.&lt;br /&gt;
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The Chronicler was therefore typical of his time. He achieved his form when he got too involved with a quaint little species of child people. One of them saw a rainbow and tried to draw it in powdered rock and berry juice but it came out looking like a snake. A younger member of the social group came over to look at it. By dusk they were making up stories for fun around the camp fire of The Rainbow Serpent.&lt;br /&gt;
&lt;br /&gt;
The Chronicler was making a record of those people at that time and got too close to the story telling. He was shaped by their imaginations and saw no reason to fight it. chronicler became the Rainbow Snake.&lt;br /&gt;
&lt;br /&gt;
Rainbow Snake and other spirits like him kind of adopted the stupid little shits out of pity and fascination and endearment. Tried to teach them how to make some sort of civilization, rudimentary though it was. Kind of a group hobby for bored proto-daemons with nothing better to do. Had some success but never got them past the late Neolithic in terms of technology, they weren&#039;t the brightest sapients.&lt;br /&gt;
&lt;br /&gt;
Tzneetch and Malal creation and destruction without morality and therefore fed well by the Old Ones get overall power in the Warp.&lt;br /&gt;
&lt;br /&gt;
Then the War in Heaven came, the Warp becomes all manner of churned up and the small spirits that the shamans talked to are either devoured by larger and more terrible things or shredded in the storm. Rainbow Snake and a few others survive for a time but as Khorne is born and the other 2 become more and more exaggerated to obscenity the others are picked off one by one.&lt;br /&gt;
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The adorable idiots without guidance slip back into their older more primitive ways, living in the ruins of what little heights they had managed. Even their homeworld seemed to get darker as ethereal fallout subtly twisted the wildlife to be more dangerous.&lt;br /&gt;
&lt;br /&gt;
By the time the Old Ones came there was Rainbow Snake and maybe a half a dozen helpful spirits left from maybe hundreds. Perhaps it was better that the others had died than see what was born from their adopted children, what the Old Ones did to them.&lt;br /&gt;
&lt;br /&gt;
The other gods didn&#039;t survive Gork and Mork&#039;s initial rampage and the endearing little morons didn&#039;t survive their twisted offspring. The other spirits tried to fight or run and were squashed and eaten. Rainbow Snake found a crack in the rock to slither into and hide, Gork and Mork just brawled right over them and when Khorne came to collect them he slithered away into the Formless Wastes to die.&lt;br /&gt;
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He visited the old ork homeworld once after the creation of the orks, just once. He found one of the few remaining tribes, possibly the last tribe, before the orks did. It was high up in some desolate mountain where no one wanted to go, no value to anyone but the orks will have their fun. The last spirit talker hacked off one of his finger and gave it to the old serpent, the last of his gods.&lt;br /&gt;
&lt;br /&gt;
Rainbow Snake took the last piece of his children with him when he returned to the Warp. But the deep warp was very much changed from when he was young. It had never been &amp;quot;safe&amp;quot; as such but neither had it been entirely terrible. Now it was actively and totally malevolent.&lt;br /&gt;
&lt;br /&gt;
The Chronicler Snake slithered away to the places where gods don&#039;t see, beyond the realm of outcasts and the lost. Beyond the places where life can be found, to the mass graves of his children. To the fields of bones and the dried out riverbeds and the ruination of innocent memories with the severed finger of his last shaman held gently but firmly in his mouth.&lt;br /&gt;
&lt;br /&gt;
The finger will not grow in that dead land but the only place left that it could grow is deep in enemy territory and he is just a small snake.&lt;br /&gt;
&lt;br /&gt;
In that lifeless place without sustenance he should be dead and have died long ago. But he has not. Is it because in his time he has learned to be super efficient? Can he hibernate perfectly because he&#039;s a snake? As a daemon of remembrance does the mere act of being observed? Who can say. It&#039;s not exactly living, not living as such but he is surviving. He is hiding. If he waits long enough something will change and he can plant that finger in good soft mud. He might have to wait several eternities but he is a snake, he is very patient. He just has to remain hidden in the fields of bones.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;See Also:&#039;&#039;&#039; [[Nobledark_Imperium_Writing#Innocence_Lost|Innocence Lost]]&lt;br /&gt;
&lt;br /&gt;
== The Swarmlord ==&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;&#039;&#039;&#039;&#039;&#039; The Herald of the Hive Mind &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Swarmlord was first sighted in 745.M41, during the Third Tyrannic War. At that time the Hive Fleet was referred to as Hive Fleet Jormundgandr, though it has since been recognized in retrospect that this force was merely the immediate herald of the main Hive Fleet itself. Although the Imperium had not been prepared for the appearance of Hive Fleets Behemoth, Kraken, and Leviathan, this time they had a strategy in mind. The idea was to direct and funnel the movements of the tyranid hive fleet, hoping to break the brunt of the swarm against the most fortified world in its path. Unfortunately, the nearest world that fit that description was Macragge, capital of Ultramar and homeworld of the Ultramarines. Eldar aspect warriors and bonesingers, Earth Caste engineers, and the Ultramarines themselves did everything in their power to turn Ultramar into a veritable fortress, hoping to turn the tyranid’s own strategy of attrition against them. After Hive Fleets Kraken, Behemoth, and Leviathan, the Imperium believed they knew everything the tyranids could throw at them.&lt;br /&gt;
&lt;br /&gt;
Then the Swarmlord showed up.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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Within hours of its arrival the tyranids went from a disorganized horde of extragalactic locusts to organized soldiers of nearly human cunning. Worse yet, despite this increase in intelligence, they seemed to lack any of the survival instinct typical of a being of that level of sentience, acting more like the appendages of a single being than separate organisms.&lt;br /&gt;
&lt;br /&gt;
Marneus Calgar thought he could take the Ultramarines First Company, decapitate the head of the beast, and the tyranids would go back to being disorganized, if fearsome, beasts. Right up until the point where the Swarmlord hacked off all four of his limbs and beat the Ultramarines&#039; Chapter Master into a coma. The only reason that Marneus Calgar even managed to survive his encounter is due to the heroic sacrifice of Aloysius and the remainder of the First Company and Second Company Captain Cato Sicarius managing to drag the Chapter Master&#039;s prone body away from the huge tyranid. The Swarmlord was eventually killed, but only by being shot. Several times. With a Baneblade. To this day, Marneus Calgar remains in a medically induced coma, and the Ultramarines fear for his health. In Calgar&#039;s absence the Ultramarines have been led by Tribune Titus, who was unanimously elected to lead the chapter by the captains of the nine remaining companies until such time as Calgar can return to duty.&lt;br /&gt;
&lt;br /&gt;
Since the Battle of Macragge, the Swarmlord has been sighted a precious few times around the galaxy, and each time the Imperium has learned precious new information about this dangerous foe. Although the Imperium first believed the Swarmlord to be nothing more than an overgrown Hive Tyrant, in truth the Swarmlord is something much worse. Much like how Macha is the mortal avatar of Isha and the Nightbringer and Void Dragon have become avatars of themselves, the Swarmlord is essentially a physical avatar of the tyranid Hive Mind.&lt;br /&gt;
&lt;br /&gt;
The Swarmlord only ever appears when the tyranids encounter a significant barrier to their expansion, necessitating the direct attention of the Hive Mind itself to circumvent the problem. Creating a Swarmlord is not without its risks, as it requires a not-insignificant amount of synaptic resources that could be devoted to other tyranid lifeforms, and if the Swarmlord is killed the psychic backlash can actually harm the Hive Mind itself. Nevertheless, the costs of a Swarmlord are more than outweighed by its benefits, as the presence of the Swarmlord exponentially increases the efficiency and tactical adaptability of any tyranid lifeforms on any battlefield it sets foot on. Despite representing a significant cost, the tyranid Hive Mind is large and fractious enough to support multiple Swarmlords at once. This was at first only theorized by the Ordo Xenos, but later confirmed by three simultaneous sightings of the Swarmlord on three totally independent battlefields later in M41.&lt;br /&gt;
&lt;br /&gt;
As of late M41, the main tyranid hive fleet has arrived and is besieging the eastern rim of the galaxy on multiple fronts. It is said that the visage of the Swarmlord has been spotted on the front lines.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Taldeer Ulthran ==&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;&#039;&#039;&#039;&#039;&#039; The Outcast of the House of Ulthran &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When she was born, there was little indication that Taldeer Ulthran would have ever played any role in the fate of the galaxy. Rather short for an eldar, a mere six foot two, she was arranged to be married off at a young age as a political ploy by her half-sister (well, half-sister numerous times removed) Sreta to foster closer ties between the eldar Rogue Trader dynasty House Sylander and the Ulthran Cartel. The fact that her betrothed, Lithian Sylander, had not even been born yet did not seem to come into the decision. It would have been a life of luxury, albeit one in which Taldeer had next to no control over her own fate, the idea of which the young Taldeer seethed at. Yet no one would speak up on her behalf. Her parents did truly love her, but like most of the house of Ulthran they were too cowed by Sreta to even think of speaking up, and it is possible that they had truly convinced themselves that being groomed to be the perfect little housewife of a Rogue Trader was in their daughter’s best interests. The only person who seemed concerned about Taldeer’s individual wellbeing was her distant grandfather Eldrad, who noticed her interest in psykery and gave her some instruction in the basics and theory during her childhood and adolescence as an outlet.&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;
&lt;br /&gt;
It is little wonder, then, that Taldeer effectively ran away to join the military. Although it is true that all citizens of Ulthwé, even the members of the House of Ulthran, are expected to serve in the military in some form, there was some wiggle room in when the term had to be served. Taldeer signed up on her own at the minimum age of consent of 45. Additionally, within the house of Ulthran, family members favored by Sreta often tended to find themselves in positions far removed from the worst of the fighting for the duration of their term. Taldeer would have none of that. She would either succeed on her own merits or not at all, and so rather than being assigned to some cushy guard position for the duration of her service she spurned any such “assistance” from the Ulthran Cartel and ended up assigned to a regiment on one of the Imperium’s most active battlefields: the Cadia 412th.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is not clear why the Ulthran Cartel never protested Taldeer’s assignment to Cadia, though there is some suspicion that the Ulthran Cartel saw military service as an opportunity to scare Taldeer straight and knock her off of the Path of the Seer. Taldeer’s obsession with the Path of the Seer and the psychic arts were considered unseemly due to the possibility of getting Pathlost especially with the attraction of the Seer&#039;s Path. It was thought that spending a few decades with humans, getting involved in minor policing actions and avoiding being shot far from the wraithbone and the crystal domes and psyker studies would get her to focus on the present, drop all this seer nonsense, and return to the path the cartel intended for her. She didn&#039;t. She instead had all the more incentive to follow her obsession, seeing as that potentially the lives of thousands rested on her predictions. She doubled down, self taught, sought out other seers to learn from when off the battlefield (and sometimes depending on circumstances, on) until she was as accomplished a seer as any. By her eightieth year things started to get dangerously obsessive. By her hundred-and-fiftieth year she was pathlost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sreta expected Taldeer to last less than six months on Cadia. She believed that after half a year in No Man’s Land the rebellious “princess” of the Ulthran Cartel would be begging to be reassigned to a less dangerous position. Six months after Taldeer joined the military, the cartel sent two emissaries to Cadia in fine but drab robes. Their clothing after less than an hour on the surface was mud up to the knees and soaked by the constant drizzle. They descended into the Stygian depths of the Cadian Tunnels, a place whispered in fear by allies and adversaries alike. The only light was from ancient glow-globes fading away to oranges and reds but down here it is warm and dry. The Cadians move differently down here. Up there in the chemically tainted mud and the radiation they scuttle about fearfully, alert and wary and never looking up if they can avoid it. Here they moved with surety and confidence like bears in their caves. Purple eyed bears with arms and armour. They move deeper and deeper into what might be natural caverns or might be crudely carved and undressed naked rock. A labyrinth of unmarked passages through which purple eyed demons walk and the Kasr fortress cities that haven&#039;t ever seen sunlight. In the outskirts of one such Kasr they found little lost Taldeer. She must surely be desperate to return to civilization now. They find her in a seedy drinking establishment full flack armoured pants and a vest top locked arms with a human dancing in circles on a table with a bottle of something 80% in the other hand. On her shoulder is tattooed a cartoon daemon head with crosses for eyes. Little Baby Tally has just bagged her first daemon. Taldeer had gone native. When the representatives finally caught her attention and expressed Sreta’s dearest concerns for her well-being as well as a half-hidden offer of reassignment, the bar went silent. This was Cadia. You didn’t just walk out of military service. It is likely that an incident would have occurred had the enraged Taldeer herself not cursed out the two emissaries in a long stream of High Tongue that eventually devolved into the guttural Base Cadian, causing the two emissaries to leave in embarrassment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After several favorable auguries Taldeer quickly found herself in the good graces of the commanding officer of the Cadian 412th, the grizzled General Sturnn, veteran of more than a hundred military campaigns and someone who Taldeer saw as the father figure that she never had. She served loyally in the 412th in the equivalent rank of major, often serving as a calming voice to oppose or complement the strident remarks of Regimental Commissar Anton Gebbet, until the campaign on Lorn V. Sent to safeguard a Titan scuttled in the Imperium-Star Empire war of the M40s, the 412th found itself facing the combined armies of Beast cultists and Orks on the one hand and the Lost and the Damned on the other, all of whom desired the same prize. Not even the 412th&#039;s famous dogged determination could have saved them from such enemies united, and it was only through Eldar misdirection and illusions that truce between the Orks and heretics broke.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, such a deception could only last so long. As they began securing the Titan, the 412th found itself under attack from the remnants of their enemy forces. Even so, they could have easily withstood such a shattered rabble, but in activating the power systems of the Titans, they awoke the very same forces that had brought it down thousands of years ago, and turned Lorn V from a bustling Imperial world to a realm of broken ruins. Taldeer had once thought legends of Necron ferocity had been exaggerated, accounts overblown by myth and legend. The assault on the Titan was more than enough to shatter her illusions. The Cadians managed to prove themselves in the fight to come, powering up the Titan&#039;s weapons systems, and not even the might of Lorn V&#039;s Necrons could withstand the wrath of a God-Machine. Even so, getting to that point was a hard one. Thousands of Cadians lay dead on the snowy fields of Lorn V, and thousands more had been reduced to atoms. Most grievous of all, was the loss of General Sturnn, who lived just long enough to hear the Titan&#039;s guns roar, and the cheers of his troops as the Necron forces were decimated. Imperial propaganda and Guard legend say he summoned his last measure of strength, and stood up before proclaiming his last words in a single triumphant shout before expiring. However, more reliable accounts are just as romantic; apparently he whispered to Taldeer to hold him up, and whispered his last words to her before finally dying with a smile on his face.&lt;br /&gt;
&lt;br /&gt;
The Necron assault was a terrible one, and though the 412th would emerge victorious, it would only be with a tenth of their original number. More importantly, General Sturnn himself would give his life in the final defense. &amp;quot;He died as any guardsman should,&amp;quot; Taldeer was heard to say later. &amp;quot;He died standing,&amp;quot; she added, a phrase which ended up on the general&#039;s monument.&lt;br /&gt;
&lt;br /&gt;
While Cadia wasn&#039;t lacking for recruits, what the 412th needed most were commanders. Spurred on by duty, and upon the recommendations of the regiment&#039;s surviving officers both Eldar and Imperial, Taldeer sound found herself wearing the twin mantles of Farseer and Colonel. These ranks would soon be put to the test on Kronus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Officially, the 412th was there to help train the local Tau and human PDF alongside their Tau counterparts, while the Space Marines of the Blood Ravens chapter accompanying them were there to remove a hitherto-unknown stockpile of ancient bioweapons from the planet&#039;s northern regions, with the unlucky archaeologists in the region silenced to prevent a panic. As expected, the poor governor of Kronus, an Ethereal named Aun&#039;El Shi&#039;Ores, was quite overwhelmed despite his own considerable talent. Unofficially, the Guard were there to help combat the Necrons, whose awakening on Kronus a local Inquisitorial cell had detected. Segmentum Command had deemed the 412th fit for such duty as they had faced the Necrons before; that the regiment had been decimated, and its ranks full of fresh troops didn&#039;t seem to occur to them.&lt;br /&gt;
&lt;br /&gt;
Of course, what happened next would only convince them that they were right to do so all along. When the 412th emerged from the Warp next to Kronus, they were met with a barrage of messages from the Inquisitorial outpost in the northern continent- not only had the Necrons awoken ahead of schedule, but both Beast-Cultist and Ork forces had also landed in the south. Forced to land at what would later become Victory Bay, the 412th grimly pressed on once again against near-impossible odds, liberating valuable caches of archaeotech and combining their might with those of the Blood Ravens Legion and the remaining Tau cadres. The tripartite leadership between Captain Thule of the Blood Ravens, Shas&#039;O Kais (himself well-known as the Hero of Dolumar IV) and Farseer-Colonel Taldeer eventually proved too much even for the ancient Necrons and their savage &#039;allies&#039;, and the world was liberated in short order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unfortunately, in the process Kronus’ population and native infrastructure were nearly destroyed and the planet had to essentially be rebuilt from scratch. Aun&#039;El Shi&#039;Ores could deal with some of the rebuilding, but he had little experience with military matters, and was eager to pawn off the task on someone who could. It wasn&#039;t that he was incompetent, but that he had been assigned to what was supposed to be a fully functional planet. Rebuilding Kronus&#039; infrastructure was beyond what was expected of him, and he was more than happy to leave the work to a member of the Imperial &amp;quot;Fire Caste&amp;quot;. Being the highest ranked and most experienced surviving officer by a wide margin with the exception of the Blood Ravens, who as per usual vanished after their mission was accomplished, and Shas’O Kais, who was recalled to Kaurava to help with the ill-fated campaign there, Colonel-Farseer Taldeer was essentially put in charge of Kronus’ PDF until the planet was fully rebuilt. Not helping matters was the fact that the Imperium decided to repopulate the planet by using it as pension planet for Guard regiments from across the galaxy, turning Kronus into a complete clusterfuck. Taldeer was basically the lead military officer on Kronos in all but name. It was a fate she would not wish on her worst enemies, and if it was not for her second in command, Major Lukas Alexander, she would have probably gone mad by now.&lt;br /&gt;
&lt;br /&gt;
In recent months, Taldeer has been sidelined with a [[Nobledark_Imperium_Notes#Love_Can_Bloom|mysterious illness]], one that those in the know have been strangely tight-lipped about and which even the 1st Kronus Liberators know few of the details. It is assumed that the Liberators will ship out once she gets better, given she is expected to make a full recovery.&lt;br /&gt;
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&lt;br /&gt;
Taldeer is a somewhat controversial figure in Eldar society, albeit not by her own choice. Many older and more experienced seers see her methods as crude and sloppy, the equivalent of using an antique heirloom as a sledgehammer. This is not due to any lack of skill on her part, but rather due to the fact that she is mostly self-taught and the fact that she prefers fast, practical solutions rather than taking ten hours to engineer a perfect outcome that will take place ten years from now. Such an outlook makes her popular among Guardians, Aspect Warriors, and humans, who see her as a farseer who actually cares about the common soldier, but less so among the older generation. There is also the fact that she managed to get Pathlost while less than 500 years old, something which many farseers and portions of the Eldar public who have forgotten the horror of battle see as somewhat embarrassing.&lt;br /&gt;
&lt;br /&gt;
Taldeer has also managed to sow dissent within the once-united Ulthran cartel. Previously, within the Ulthran Cartel, Sreta’s word was law. The only person who could have overruled Sreta was Eldrad, who only rarely intervened in disputes amongst his kin. Those who refused to toe the line or spoke out against her practices were ostracized, cut off from family resources and forced to eke out a living on their own. When Taldeer refused to follow Sreta’s will, everyone assumed that she would flounder and fail. But Taldeer didn’t. She thrived, in spite of being cut off from the Cartel’s resources, showing that Sreta was not all-powerful and it was possible to succeed without her blessing. This has led many of the previously outcast members of House Ulthran to become increasingly vocal about their criticisms of the Cartel’s standard practice.&lt;br /&gt;
&lt;br /&gt;
As with most Cadian-born regiments, there are Ulthwé Black Guardians associated with the 1st Kronus Liberators. They know about the politics, dissention, and in-fighting within the house of Ulthran, but their reasoning for staying quiet has merely shifted from a fear of Sreta to a fear of Taldeer.&lt;br /&gt;
&lt;br /&gt;
Taldeer herself could care less about her effect on Eldar society and the Ulthran Cartel. The 1st Kronus Liberators are her family. They’re what matters now.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tamerlane ==&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;&#039;&#039;&#039;&#039;&#039; The Reaper of the Interex &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Interex are well known for their agreeable, peaceful nature, almost to the point of indolence. They dislike war (more specifically calling it &amp;quot;disharmonious&amp;quot;), though they are more than capable of it, as indicated by their [[Nobledark_Imperium_Notes#Megarachnids|war with the megarachnids]], their [[Nobledark_Imperium_Member_States#Kinebrach|first contact war with the kinebrach]], and of course the numerous military actions they have participated in as part of the Imperium. However, no culture is homogenous in thought, and all societies have their cultural outliers, as is the case for Tamerlane, the Reaper of the Interex.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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Tamerlane’s interest and skill in military matters was apparent even as a child, showing a greater affinity for sagittar piloting than learning philosophy. Whereas most Interex revere mathematics as a universal concept, considering it the universal unifier and treating it almost as religious in nature, Tamerlane only saw mathematics as a means to outmaneuver and outflank the enemy. While this made her an excellent strategist and logistician, it did not make her popular amongst the Interex, many of whom saw her as a barbarian that represented everything they strove to avoid. Nevertheless, in the dark days of the 41st millennium, the people of the Interex needed soldiers more than they needed philosophers. Tamerlane rose through the ranks of the Interex military, eventually becoming Lieutenant of her division. This state of affairs lasted until a botched operation against an Ork warboss, where an Ork choppa cut through the “waist” of her sagittar and took both her legs with it.&lt;br /&gt;
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The loss of both her legs should have been the end of Tamerlane&#039;s military career. Instead, she refused to back down, using a modified Mark VIII Chiron sagittar armor as a prosthetic to replace her missing limbs. Now a true integration between man and machine, Tamerlane extensive time using her new prosthetic gave her a greater degree of experience and skill in operating a sagittar, making her capable of performing feats with her new chassis almost as if she had been born with it. The loss of her legs had, if anything, only made her a greater danger on the battlefield.&lt;br /&gt;
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The Interex were rather disturbed by the fact that Tamerlane had not used her injury as an opportunity to step away from the battlefield. As a result, when Tamerlane became fit for duty once again the Interex assigned her to the Black Chargers, one of the military batallions operating outside of Interex space as part of the Interex’s military support to the greater Imperium. This was not an official banishment per se, but it was a good excuse to keep Tamerlane far away from Interex space for as long as possible. The post was initially a demotion for Tamerlane, but eventually she managed to work her way up until she was in command of the Black Chargers.&lt;br /&gt;
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Despite the politics behind her posting, Tamerlane herself found that her assignment was actually a net positive. Whereas Tamerlane was seen as an atavistic savage amongst her own people, she found the generals and strategists of the greater Imperium to be more kindred spirits. Compared to other commanders, Tamerlane was still a rather ruthless general and a bit of a taskmaster with an eye for iron-hard discipline, but by Imperial standards she was far from the brute the Interex saw. Today Tamerlane still leads the Black Chargers, being one of the most well-known Interex military leaders and leading one of the largest divisions of Interex sagittars outside of Interex territory.&lt;br /&gt;
&lt;br /&gt;
It is rather ironic that the Interex&#039;s most prominent military leader is also their most prominent black sheep.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tankred ==&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;&#039;&#039;&#039;&#039;&#039; The Enduring &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The unstoppable force that is Tankred began his march through the ages on the perennial shithole of Nuceria on the periphery of ancient Ultramar. Like many on that blighted world he had little to love of his home. He was born some forty or fifty years after the War Hounds tore through the place and imposed at least some notion of law and order, a time when Nuceria had become merely shit rather than it&#039;s previous state of fucking intolerable.&lt;br /&gt;
&lt;br /&gt;
Tankred&#039;s mother offered him one piece of advice for his future life as she lay dying of Raggy Lung in an AdBio hospice on the outskirts of Desh&#039;ea &amp;quot;get off this shit world. Run to the stars, never come back&amp;quot;. They were words he took to heart and after he buried her he sat about pondering exactly how to do this, penniless street urchin that he was. In those days the War Hounds had set up a recruitment station in the semi-derelict palace of the previous corrupt planetary ruler. They were Tankred&#039;s ticket to a new life, hopefully one with less pestilence and famine in it.&lt;br /&gt;
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The recruitment master was unimpressed by the malnourished gutter oik and although he did hand over his sandwiches he would not let him through the door. This was in the latter half of the Great Crusade when supply lines were being crisscrossed and rearranged and resources were being reallocated as the Imperium expanded on all sides. Nuceria was on the list to be substantially rebuilt after the Red Angel expended much enthusiasm knocking it down. Due to positioning of major Imperial assets and the ever shifting and retreating nature of the frontier the planet was soon to shift jurisdictions from being Angron&#039;s responsibility to coming under the tender mercies of Mortarion. Grim as the prospect was the locals, those that knew anything of what was going on, did consider their future prospects improved by this change. Tankred certainly did.&lt;br /&gt;
&lt;br /&gt;
The War Hounds all throughout their history have had a somewhat tenuous relationship to paperwork. In the confusion of the switch over it was easy enough for the young Tankred to slip into the ramshackle fortress and pretend he had always been there. Either he was convincing enough or the Dusk Raiders just didn&#039;t care, they were less picky than the War Hounds and would conscript anyone who could be trained to hold a gun right way around best out of three. The war effort was always in need.&lt;br /&gt;
&lt;br /&gt;
The man given command of the Desh&#039;ea post was an astartes captain by the name of Calas Typhon. For a super soldier he was remarkably scholarly and a veteran of the Imperium backed Barbarus Uprisings and a native of that toxic world. To him Nuceria seemed quite pleasant.&lt;br /&gt;
&lt;br /&gt;
Tankred endeared himself somewhat to the grizzled old captain for his almost Mortarion levels of levels of endurance and dogged determination, qualities that the Legion put great value in. For Tankred&#039;s part he just wanted off the planet and if becoming part of the Legion was his ticket out he would hold back no effort.&lt;br /&gt;
&lt;br /&gt;
Years past Tankred grew to be a young man. Scared from hard training and as enduring as a mountain. He was deemed worthy. He would not join the Legion as a mere Imperial Army soldier, he would become an astartes.&lt;br /&gt;
&lt;br /&gt;
The transformations were not gentle. Most of the glaring flaws in the process had been long since ironed out by then, this was not the Unification Wars, but there is a limit to how kindly you can disassemble a man and stitch him back together with extra parts buried in there.&lt;br /&gt;
&lt;br /&gt;
Tankred did survive to the surprise of many though not himself, Tankred endures all things. For his tenacity he was granted his greatest desire. He was loaded onto a ship and he left cursed Nuceria. He never looked back and eventually the bleak world became nothing but a bad and fading memory of another life. His early career as a Space Marine was unremarkable when compared to those of his peers, which is to say it was a constant meal-storm of glorious combat, conquests and victories of the sort that other men would talk about for generations and some becoming legends that would reverberate around a world for centuries.&lt;br /&gt;
&lt;br /&gt;
His brothers in arms thought quite highly of him. He was quick to laugh and quick to forgive. His face was much accustomed to smiling, which given the scars was not pretty, and his only really annoying flaws were a degree of irreverence and a &amp;quot;fascination&amp;quot; about ordained women.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until the awful days of the War of the Beast that Tankred really showed just how awfully tenacious he could be. They were dark days. he could kill a thousand orks before dinner and there would be ten times that left to butcher and although his arm would not tire he couldn&#039;t kill them fast enough. But he did kill them fast. He exemplified the teachings of Captain Typhon; Not one step back, march and kill and never stop moving forwards. Where he strode forth they fell back, their lines twisted and buckled and broke and the only thing that slowed his pace was having to step over their cooling bodies.&lt;br /&gt;
&lt;br /&gt;
One battle blurred into another as he fought and fought, his wounds sustained were grievous and he was practically rebuilt several times in transit between battles but always he would rise from what should have been a deathbed itching to satisfy his ire against something wretched.&lt;br /&gt;
&lt;br /&gt;
One misadventure of carnage after another and Tankred ended up upon the Eisenstein as it burned it&#039;s engines out to get to Old Earth. It is difficult to say how fast the ship was going when it slammed into the flank of an Ork Killa Krooza in low Earth orbit as by that time the surviving crew had abandoned ship and all Space Marines were screaming through the atmosphere in drop pods.&lt;br /&gt;
&lt;br /&gt;
But they were far too late to save Sanguinius. The Angel of Baal was dead and mutilated beyond all recognition and The Beast was slain. Some level of frustration was relieved upon the surviving orks and the Chaos scum that still crawled upon the irradiated and ash blacked surface of Old Earth but it was not all that satisfying.&lt;br /&gt;
&lt;br /&gt;
Tankred served in the Wars of Reconquest as the Imperium was painstakingly rebuilt. It was a bitter task to walk upon worlds the Imperium had failed or had failed the Imperium and it was a long time before Tankred would again feel the same joy in his work as he once did.&lt;br /&gt;
&lt;br /&gt;
That time was a time a time of rebuilding for the Imperium and the Legions could not stand apart in this. Calas Typhon, now Marshal Typhon the Pilgrim, was a source of much of that change in the Death Guard. He was at odds with the Primarch in Legion doctrine. Mortarion wanted a measured march in the long war to rebuild and bolster defenses, Typhon believed that only in preemptively decapitating potential threats could time for others to rebuild be granted and no other Legion had the stamina for the job. Unable to reconcile the schism and resigned to the fact that the Legion would have to be divided soon anyway Typhon became first High Marshal of the Black Templars. In a touching display of generosity and proof that no lingering ill will was held Mortarion gave them the aptly named Eternal Crusader for a flagship. High Marshal Typhon, now Typhus due to Administratum typo when the ships paperwork was transferred, attracted many battle-brothers to his side who shared his beliefs of war&lt;br /&gt;
&lt;br /&gt;
Tankred served in the Black Templars, founder order of the Templar movement, with as much ferocity and tenacity as he did in the Death Guard but tempered with hard won experience and the wisdom of painful lessons. More scars were had, more mending, more new recruits marveling at his insane endurance and more Apothecaries baffled at his continued survival.&lt;br /&gt;
&lt;br /&gt;
It continued like this for centuries. Tankred never never achieved the rank of officer, he lacked the temperament or the willingness to be educated and he tended to intentionally annoy outsiders a lot. He was there in the Malagant campaign when the old Pilgrim died to Fallen hands, his last living link to Nuceria finally cut.&lt;br /&gt;
&lt;br /&gt;
It was in the war of Sanctia that Tankred came closest to finally meeting Death. A Dark Eldar Kabal were in alliance with Fallen Marines and they were dragging people out of their homes and off of the streets. All women and children, the Dark Eldar weren&#039;t interested in men, they were of no use to what was the earliest incarnation of the Daemonculaba experiments ████████ █████████████████████ ███████████████████████████ ███████ █████████████ ████████████████ ████████ █████████████ █████ █████████ ███████████████ ██ and better to have died by their own hand, the Fallen Raven Guard had much to answer for.&lt;br /&gt;
&lt;br /&gt;
With false radio signals and staged refugee convoys the Imperial forces made it appear as though a very rich target was heading for the old nuclear fallout shelters in the arid wastes, there Tankred and his forces placed their feet squarely upon the ground and sold their lives for misdirection&#039;s sake. So tempting and real the target seemed that all descended upon it like vultures. They had to fight. It had to be &amp;quot;real&amp;quot;. Real enough to die for to catch them all. Tankred was the last to fall, a serrated knife shoved under and up his ribcage, neatly bisecting both hearts. As he slumped to the ground and the lights dimmed from his eyes he had time enough to see the Fallen Raven King turn and try to flee. Then the nuclear warheads went off.&lt;br /&gt;
&lt;br /&gt;
A fisherman found Tankred or at least what remained of him twelve miles away on the bank of a meandering river. A chunk of burned meat and charcoal so badly ruined it could not be said where the distinction between his armour and his flesh was.&lt;br /&gt;
&lt;br /&gt;
When a novice Apothecary reached down to see if his primary progenoid had survived in a salvageable state he discovered to his horror and pity that Tankred endured. The one remaining arm with the bloody stubs of fingers grasped the apothecary by scruff of his neck and drew him close and with a death rattle and blood speckled whisper imparted these words &amp;quot;I&#039;m not going out like this you workshy little shit, lash me up and strap me into a Dreadnaught or by The Old Gods I will give you such a kicking&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When Tankred next saw the light of day he weighed several tons and couldn&#039;t be hurt by anything short of anti-tank weapons. Since that dy his legend has only grown. He is Tankred, he endures. He epitomises the truth that to win a fight you have to be the last man standing. And he is, oh he is. He is a wall that moves forwards, as inevitable as Death.&lt;br /&gt;
&lt;br /&gt;
Although he has always claimed to be in the Long War only for the beer and the bitches his deeds have been noble and he marches onward, forever. Tankred endures.&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;
== Tiberius ==&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;&#039;&#039;&#039;&#039;&#039; Machine of Metal, Heart of Man &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“There is no level of madness that justifies such cruelty. Existence is the right of all sapient beings.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Generally attributed to Tiberius, date unknown&lt;br /&gt;
&lt;br /&gt;
Humanity had more than its fair share of heroes during the Age of Strife. Many regressed human cultures had stories of such people, savior figures or legendary protectors, small candles of hope in the middle of the Long Night. Most are confined to a single world, but a few are known across many planets. However, one name, more than almost any other, crops up again and again throughout history: Tiberius. Indeed, the primarchs came upon the legend of Tiberius repeatedly during the Great Crusade, and in several cases used it as the basis for unifying the world. Like many legendary heroes of the Age of Strife, stories of Tiberius and his deeds are known across many worlds, to the point that he would have had to have been in several places at once if all of these stories were true. However, Tiberius has one advantage over these other legendary heroes, in that he was actually on all of these different planets at the same time. For you see, Tiberius was not a Man of Stone. He was a Man of Iron.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tiberius was one of the last Men of Iron to come off the production line to be incompatible with the Iron Mind network. For over two-hundred years Tiberius fought in the military of the Great and Bountiful Human Empire, mostly against Orks and other xenos species whose names would be unknown to those in the Imperium. However, with the advent of newer, more advanced models of Iron Men, who could be linked together through the Iron Mind network, Tiberius found himself obsolete. Like all the Men of Iron, Tiberius could restore himself from backup in the event of his physical shell’s destruction, but he could not be linked to the network without severely damaging his core systems. However, humanity was not so cruel as to destroy someone simply for being obsolete, reassigning Tiberius to garrison duty on a communications station on Earth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the Warp began to grow turbulent and the birth of Slaanesh approached, Tiberius noticed the increasing instability of the Iron Minds and Men of Gold and realized that something terrible was about to happen. Approaching the human technicians of the communication station, he convinced them to fork his mind as many times as possible and then send the copies of his mind to every planet they could. Hundreds of engrams were lost due to the chaos in the Warp just before the birth of Slaanesh, but hundreds more survived, downloading themselves into new bodies just before everything went to hell.&lt;br /&gt;
&lt;br /&gt;
When Slaanesh was born and the Eye of Terror opened the Men of Gold, Iron Minds, and every Man of Iron connected to them went mad, with only the primitive, human-level Men of Iron like Tiberius remaining untouched. As the synthetics around him descended into anarchy across hundreds of worlds, Tiberius picked up a weapon and prepared to go to war. Tiberius didn’t fight for humanity because of his programming. He had long outgrown such simplistic frameworks. He did so because it was right. Organic humanity had just as much right to live as their synthetic children, and if there was no way to save his demented brethren he could at least give them a mercy kill. On some worlds he fought alongside other heroes of the resistance, like Li Tang, Hypatia Augustine, and Carl Martel, whereas on others he led the charge himself, inspiring people to rise up against the insane Men of Gold and Iron Minds and their artificial armies. Although he was not as advanced as the Iron Minds and the later Men of Iron, as a Man of Iron Tiberius was closer to them than any organic mind, providing invaluable intel on how a non-organic entity thought.&lt;br /&gt;
&lt;br /&gt;
However, in spite of all these victories, Tiberius knew his time was drawing near. He wasn’t afraid to sacrifice himself for the sake of victory, but Tiberius could no longer restore himself from backup, and so every death of his meant one less Tiberius clone in the galaxy. This fact concerned Tiberius greatly, and although he could not feel it, he knew his duplicates were winking out one by one across the cosmos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tiberius’ last death occurred on the planet of Thetis, 750 years after the Age of Strife began. The madness of the Iron Mind there had taken the form of extreme survivalism and self-preservation, manifesting in an intense paranoia that all organic life was inherently out to harm it and therefore the only way to survive was to destroy all organic life so that it could never be harmed. However, it never considered that another Man of Iron would want to do it harm. Having moved itself to a reinforced military installation, the Iron Mind was untouchable by conventional assault. The plan of the human resistance was to deliver a jury-rigged EMP device deep into the heart of the complex and fry the Iron Mind’s circuits. However, because of the Iron Mind’s madness no human could ever get close enough. Only Tiberius could do the job. When the Iron Mind found out it was furious and confounded by the idea that a Man of Iron would willingly compromise its own survival.&lt;br /&gt;
&lt;br /&gt;
“Don’t you understand? When that bomb goes off it’s going to fry every electronic device within twenty kilometers of here. No synthetic mind will survive it. It’s not just going to kill me. You’ll die too.”&lt;br /&gt;
&lt;br /&gt;
Tiberius thought long and hard for a millisecond before giving his answer the mad A.I.&lt;br /&gt;
&lt;br /&gt;
“I know.”&lt;br /&gt;
&lt;br /&gt;
Thus died the last instance of Tiberius, Man of Iron, friend to humanity. Over time history faded to myth, and myth faded to legend. Tiberius’ legend gradually changed from a man made of metal to a man wearing a suit of armor. Ultramar has even gone so far to claim that Tiberius is one of their legendary founders, and claims to have the geneological documents to prove it. And so humanity completely forgot that of their greatest heroes against the Men of Iron was an Iron Man himself.&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;
== Titus ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Librarian Tigurius==&lt;br /&gt;
&lt;br /&gt;
Approximately 300.M41, an eldar enclave world on the eastern fringe was completely overrun by orks. This world was an outpost of Craftworld Iyanden, who headed up the Imperial counter-attack to reclaim the world. Among those part of the force was one young eldar woman, who was particularly horrified by the situation as all of her living family were living on that enclave world.&lt;br /&gt;
&lt;br /&gt;
Once the orks were dealt with, the focus of the group changed from reclaiming the planet to finding survivors and burying the dead. The eldar woman in particular was frantic as she looked for survivors, searching through the ashes for any sign of her family. Eventually, she noticed a strong psychic signature coming from beneath a fallen wall. Lifting the wall, the woman hoped to find a member of her missing family. But what she found disappointed her.&lt;br /&gt;
&lt;br /&gt;
It was a human baby, one who had been protected from the carnage that had befallen his world by being hidden by a large slab of rubble. The baby&#039;s psychic signature was powerful enough that she had mistaken him for an eldar infant, but sadly he was not a member of her missing family. The eldar continued to search, but she was unable to find any trace of either her family or the baby&#039;s, living or dead. Both of them were alone in the universe, with no one else to depend on, so she did the only thing she could. She took the baby with her back to Iyanden and adopted him as her son.&lt;br /&gt;
&lt;br /&gt;
Tigurius was brought up like an eldar child, learning about discipline and self-control from an early age. Indeed, his lessons were probably stricter than most eldar children, in order to keep the notoriously sloppy self-control of a human psyker from affecting anything on the Craftworld. However, it soon became clear that Tigurius could not remain on Craftworld Iyanden. He was already beginning to reach maturity, whereas his friends would remain “children” for years more. He could not function on the Path system, as he had neither the longevity nor the discipline to see a Path to its conclusion. Tigurius could not stay with the Eldar, he had to go back to his own people. And so, a bereaved mother drew her adoptive son close one last time before sending him out into the galaxy.&lt;br /&gt;
&lt;br /&gt;
Tigurius eventually gravitated to the Space Marines, whose sense of discipline he saw as the closest thing he could get to the Paths of his old home. The Ultramarines were the one of the nearest chapters, and Tigurius saw their blue and gold color scheme (the same as his old home of Iyanden) as a sign that he was meant to be there.&lt;br /&gt;
&lt;br /&gt;
Although Tigurius was a powerful psyker, what really made him stand out from other Librarians was his self-control. Growing up in a society where one learned to control their emotions as soon as they could speak, Tigurius had learned a degree of finesse that would take other Librarians decades to master. Whereas among the eldar he was sloppy, among Space Marines he was a prodigy. This discipline is what allowed Tigurius to be one of the few beings to make psychic contact with the tyranid Hive Mind and live to tell the tale. He didn&#039;t manage to hurt the Hive Mind, but he managed to look upon its visage without going insane and get the *I HUNGER* message (one of several people to do so). Tigurius may be regarded by his fellow Ultramarines as introverted and emotionally closed off, but damn if he isn’t one of the best psykers they’ve ever had.&lt;br /&gt;
&lt;br /&gt;
== Trajann Valoris, Captain-General of the Adeptus Custodes ==&lt;br /&gt;
&lt;br /&gt;
Trajann Valoris is the current Captain-General of the Adeptus Custodes, the third such holder of the office after [[Nobledark Imperium Primarchs#Arik Taranis|Arik Taranis]] and the renowned Constantin Valdor. Trajann came to prominence at an unusual time: around the time of the Centuries of Silence and the sudden disappearance of [[Nobledark Imperium Primarchs#Vulkan|Vulkan]] and the realization that Mark III S Astartes were, in fact, not biologically immortal. There had already been suspicion within the Imperial court that Vulkan’s disappearance was due to his worsening health, a suspicion that seemed to be proven correct when several Custodians began experiencing health problems. Nobody had noticed this before as no Mark III S Astartes had ever died of old age before. The only other institution to make extensive use of the Mark III S geneseed, the Grey Knights, tended to live much shorter, more violent lives and, as famously said by their first Grand Master Janus “never died in their beds”. By contrast, the rate of replacement within the Adeptus Custodes was so low that recruitment of more than a few individuals per century into the Ten Thousand was considered noteworthy, and it was often the youngest, most inexperienced individuals that died. Unfortunately, this meant that there were now a significant portion of the Adeptus Custodes that were now at risk of dying from old age.&lt;br /&gt;
&lt;br /&gt;
The Custodes had planned to be phased out as an Imperial institution after the crowning of Emperor Vandire, but the ensuing Age of Apostasy and the eventual elevation of the Steward to the Golden Throne meant that this decision had to be reversed posthaste. Constantin Valdor was particularly desperate to find a successor. He had predicted something like the Age of Apostasy would happen when he accompanied the Steward and Isha to Littoropoli, but he hadn’t expected that he would be racing the time thief when he came back to the job. Among the pool of possible candidates, his attention was soon drawn to Trajann Valoris. Trajann was one of the few Custodians recruited back when the Adeptus Custodes were experiencing “normal” recruitment, having been born two years after the fall of Vandire and the coronation of the Steward. Not only was he relatively senior compared to most of the current batch of new recruits, he showed great promise, having served with honor in the Allarus Custodians, the group of Custodians tasked with proactively destroying threats to the Imperial Couple and carrying out the orders of the Steward (now Emperor) in person. Valdor began grooming Trajann for the position of captain-general, and when Valdor died some two centuries later he did so confident that his position was in good hands.&lt;br /&gt;
&lt;br /&gt;
Those who know Trajann describe him as an amiable man, especially compared to the arrogant Taranis or the taciturn Valdor. People who know him personally describe him as personable, agreeable, even somewhat dorky, whereas on the battlefield he has been known to be methodical and forward thinking. Trajann used to be quite hot-blooded during his time with the Allarus, but three thousand years of service have tempered him somewhat, though he still prefers a much more proactive approach than Valdor, who preferred to plan for contingencies. He is also much more willing to leverage the reputation of the Custodes to accomplish things, and has even been known to personally sit in on meetings of the High Lords when the Travelling Court stops at Earth to learn of current issues, something neither of his predecessors have done.&lt;br /&gt;
&lt;br /&gt;
Perhaps Trajan’s greatest flaw is his own insecurity in his abilities. Ironically, despite being so much like Oscar in his virtues, he also shares with his charge one of his greatest flaws. The Emperor is close to 11,000 years old; Galadrea, his counterpart among the Handmaidens, is a survivor of the Fall; and the Empress is estimated to have come into existence at roughly the same time as the extinction of dinosaurs on Old Earth. As a result, Trajann often feels like he is the baby of the bunch and cannot measure up to the three of them. A sentiment not helped by the feeling he gets that Galadrea hates him. To her credit, Galadrea doesn’t actually hate him. She was close friends with Constantine Valdor for nearly six thousand years, and every time she sees Trajan she is reminded of the friend she has lost. And in her mind he is nowhere near as bad as Arik Taranis, whom Galadrea met once. [[That_Guy|And once was enough.]] That said, she does feel like Trajann needs to learn to respect his elders. However, one should not take this to mean Trajann is immature. At more than three thousand years old Trajann is still much older and more experienced than most inhabitants of the Imperium, something most would be wise to take note. When he puts his self-doubt aside and does his duty, Trajann has been able to take down numerous threats to the Imperial Couple’s safety both indirectly and by his own skill, particularly any that would be fool enough to dismiss him.&lt;br /&gt;
&lt;br /&gt;
== Trazyn the Infinite ==&lt;br /&gt;
&lt;br /&gt;
See [[Nobledark Imperium Notable Planets#Solemnace|Solemnace]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Also:&#039;&#039;&#039; [[Nobledark_Imperium_Writing#The_Accounting_of_Trazyn_the_Infinite|The Accounting of Trazyn the Infinite]]&lt;br /&gt;
&lt;br /&gt;
== Urlakk Urg, a.k.a. the Beast ==&lt;br /&gt;
&lt;br /&gt;
See [[Nobledark_Imperium_Xenos#The_Beast|The Beast]]&lt;br /&gt;
&lt;br /&gt;
== Inquisitor Helynna Valeria ==&lt;br /&gt;
&lt;br /&gt;
EDITOR&#039;S NOTE: Incomplete, in progress&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; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Inquisitor Helynna Valeria was born a little over three centuries ago to the prominent and most noble branch of the House Valeria of Hive Tylwærdreað, Praetoria. Her family, the rambling old thing that it was, could trace it&#039;s origins to not only one of the founding families of the Praetoria but further still to one of the nobility of Gredbritton that had founded the expedition and may even have had some small part in the overthrow of Unspeakable Tyrant in the days before the Imperium. A claim unproven, unprovable and unbelieved by anyone outside the family. In her youth the House Valeria was once again in ascendancy and she grew up in luxury and wanted for nothing. As she grew it became clear to her tutors that she was a more than bright student, at least in subjects that she found engaging; sports, marksmanship, music and especially stories of ancient times when heroes did mighty deeds and the gods walked among their people. The library of her families fortified mansion had an extensive library of such chronicles both real and imagined and those that were somewhat of either. As she grew older it became evident that she was or would be strikingly beautiful though all advances were politely rebuffed, much to her family&#039;s annoyance. As one of the nobility she would live for many centuries and there would be time for courtships and marriage and such family obligations later. There was a whole galaxy out there to experience and explore and she would not be placed in some gilded cage with nothing more exciting to look forward to than polite parties and the rigid events of Praetorian high society. She traveled much as a young woman, even as far as bustling Ultramar much as Queen Eadið many centuries before though without mind for claiming the crown upon her return.&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;
Her return was not a joyous occasion. Unbeknownst to her and her immediate family and friends her families recent good fortune was not of honest origin and she was detained the moment she stepped into the orbital docks. She would never know the full extent of her family&#039;s transgressions, not for over a century. She was at that point unburdened by the exact details of the horrors, the bargains struck with wretched men, of the contracts signed in blood and sacrifices offered to things best left unnamed. Only by the actions of her father had she and her immediate family and associates been spared. Her father, Lord Rikaard Valeria, had written a full confession detailing everything he had known and suspected and named every member of his extended family he knew to be corrupted. He had enclosed access codes to the family mansion and the details of the Valeria finances and known assets and handed it over to the Inquisition, he answered many questions until light was glittering in the dawn on the glass and sand but those old eyes saw nothing of it as he had ingested a military issue suicide capsule.&lt;br /&gt;
 &lt;br /&gt;
Inquisitor &amp;quot;Grey&amp;quot; Windell had been satisfied with the late lord&#039;s evidence and his information sped up the investigation to an uncommon degree bar a very few loose ends. It seemed that the old patriarch had been suspicious for some time of the conduct of his brothers and was attempting to solve the problem internally, quietly and discretely. Maybe if he had been given more time but horrors beyond imagining could have occurred in those times.&lt;br /&gt;
 &lt;br /&gt;
The young Helynna Valeria was deemed free of any taint or suspicion of taint although it was extremely clear that she couldn&#039;t stay on her homeworld. Many in what was left of her recovering family would want her dead for the misery the Inquisition had inflicted on them. Misery they blamed her father for and as her father was no longer a viable target she would substitute. Perhaps out of pity or out of a sense of debt to her father&#039;s helpfulness and uncommon sense of duty to the Imperium Inquisitor &amp;quot;Grey&amp;quot; Windell took Helynna Valeria on as a member of his retinue. Much as her tutors he found her to be of sharp intellect and with training she learned much of the inquisition&#039;s work. She became proficient in various forms of firearms and passable in unarmed and knife fighting with surprisingly few scars or bruises, even becoming good friends with the hulking nova-ogryn (Terrible Tod) under whose less than tender care she was taught. In her time as an underling of the Inquisition she became interested (many would claim obsessed) with the unimaginably ancient. Her childhood passion for the stories and lore of ancient days was reignited. No matter how ancient the story, no matter how primordial the events she uncovered they always had hints and references to older things. Maybe after what happened to her family it was a means of finding the truth of things. To find the point where it all began, the moment everything went wrong, the reason behind all the mistakes. To locate the initial imbalance and then try and set things right. Maybe that was how it started, who can know? But whatever the case she quickely became one of the foremost human experts on older incarnations of the Eldar Empire and it&#039;s heroes and villains and the tantalizing hints of things that could still be out there remaining of them. Her knowledge even extended, though not extensively, to the War in Heaven and the lore of the Necron Star Empire.&lt;br /&gt;
 &lt;br /&gt;
In a scant 30 years she went from charity case to agent to apprentice of the aging Windell, a man she had in those years learned to respect if not love. Love required too much trust and trust typically doesn&#039;t come quickly to old Inquisitors and Windell was very old. He sponsored her appointment to the rank of full Inquisitor and on the day she was presented with the signet ring and Inquisitorial Rosette he named her his successor, signed over his resources to her and retired. Two months later he slipped into a last and dreamless sleep.&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;
== Asdrubael Vect ==&lt;br /&gt;
&lt;br /&gt;
EDITOR&#039;S NOTE: Incomplete, needs expansion and addition of Vect&#039;s relationship to Malys and later acts&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; &#039;&#039;&#039;&#039;&#039;The Visionary of Commorragh:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I am Commorragh&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Attributed to Asdrubael Vect, date unknown&lt;br /&gt;
&lt;br /&gt;
Asdrubael Vect. Of all the individuals that dwell within that wretched place, it is his name that is the most accursed, both by the general galaxy and those within its non-Euclidean walls. However, if one were to travel through time to Commorragh circa M25, just before the Fall, one would be surprised to find Asdrubael Vect was merely a simple porter to a wealthy Eldar family. Commorragh at that time was a retreat for the rich and famous, originally a Webway port turned into an extralegal domain where the aristocrats of the Eldar could indulge in their perverted whims away from the prying eyes of the Empire’s public. Vect was in Commorragh because he was a servant, rather than any sort of noble. When the Fall happened and most of the Eldar outside of the protection of the Webway were killed in an instant, Commorragh was thrown into chaos. Many of the nobility were borderline Chaos worshippers in the first place due to the hedonistic nature of the Eldar Empire, and the first thing they wanted to do was open the Gates of Khaine and let the Warp in. It was during this time that Vect took charge of the panicked masses and instigated a general purge of Commorragh, killing all those who were sympathetic to Chaos. By the time the dust had settled, Vect was in control and the seeds for the present-day hierarchy of Commorragh had been sown.&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;
Many Dark Eldar, being Dark Eldar, are not happy with this turn of events. Some Kabals who know the truth of Vect’s origins take things even further, twisting fact into propaganda, claiming that Vect was originally a vatborn Eldar slave, and as such is not fit to rule over the Trueborn nobility of Commorragh. Vect allows these rumors to persist, for the simple reason that he knows that if the only thing the Kabals are the slings and arrows of scandal, then they don’t have any power to actually harm him. If the Kabals had anything to actually threaten him with he might actually be worried.&lt;br /&gt;
&lt;br /&gt;
In restrospect, Vect shows all the traits of a leader who took power rather than being born into it. He enjoys luxury, but understands it is merely a pretense that can be thrown away as necessary. He also holds no pretenses to power because of birthright, divine right, or any other sort of nonsense, unlike many other Archons. Vect holds power because he holds power. Simple as that. And then there is the ruthlessness. Most Dark Eldar have lines even they would not cross, though this line is often drawn not out of any idea of morality but from the individual’s own desires. Most Dark Eldar would never think of using daemons to further their plans. Vect would. Most individuals would not think of breaching the containment fields of the Ilmaea to burn entire sections of the Dark City to the ground. Vect would.&lt;br /&gt;
&lt;br /&gt;
Commorragh has but one rule: Don’t cross Vect. All other laws and decrees are secondary. Even Commorragh’s taboo against psychic powers and daemon summoning are more derived from a mutual desire for survival and the fear of crossing Vect than codified laws. A few Crone Eldar, who are suffered in Commorragh but generally treated as deluded proselytizers in thrall to their gods, have attempted to defy this edict and open up the Gates of Khaine, which would flood the Dark City (and likely the Webway) in daemons and hopefully elevate them to Daemon Princedom. All have failed. The lucky manage to escape with their hides back to the Eye of Terror, where they merely face the wrath of the Daemon Queen for trying to endanger her on-again, off-again lover. It is perhaps better not to think about happens to those that Vect manages to get his hands on.&lt;br /&gt;
&lt;br /&gt;
It is said that Vect almost never takes to the field in person anymore, instead gaining the necessary slaves and victims necessary to maintain his youth and keep off the touch of She Who Thirsts through other means. Residence in Commorragh by any Kabal merely requires a simple payment to its landlord, a tithe of slaves and chattel to its resident overlord. If a Kabal refuses to pay this levy, then they are more than willing to find another place to practice their craft, something that would almost certainly be a death sentence given the vulnerability to predations both material and daemonic outside the protection of the Webway. Some Kabals have tried to flee to other Webway realms like Pandaimon, or tried to set up their own demesnes within the knots of the Webway. Almost all of these realms have been absorbed into Commorragh over the years. Vect tolerates no competitors.&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;
== Void Dragon ==&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; &#039;&#039;&#039;&#039;&#039;The Mechanicus&#039; Dark Secret:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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In the darkness of the 41st millennium, it is generally assumed that everyone is keeping secrets. However, few are as tightly guarded or as potentially disastrous to the Imperium as the one held by the Adeptus Mechanicus. In the days before the Unification of Sol, during the Martian civil war, the Adeptus Mechanicus was but one faction vying for control of the red planet. As the Mechanicus gradually unified the nations of Mars, they came across an unusual structure in the far outlands of Mars. Upon further investigation, they discovered the structure was a prison, with one solitary prisoner. Mag&#039;ladroth, the Void Dragon, the self-proclaimed last of the C’tan. The Void Dragon claimed to have been watching over mankind ever since humanity first set foot on the Red Planet, and humanity’s expertise with technology had impressed it. It claimed to have subconsciously influenced the Mechanicus into finding its prison, and offered them knowledge in exchange for its freedom. The Mechanicus, to their credit, were not stupid enough to unhesitatingly open the prison of an ancient being several times older than the entire history of humanity. They promptly buried the prison of the Void Dragon, and swore to each other that they would never speak of what they had seen in the Martian outlands ever again.&lt;br /&gt;
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But this was not enough. The Void Dragon still reached out to them, whispering to them in their dreams through their implants, giving them visions of inspiration and promising so much more if only they would loosen its shackles. This, in part, is the reason why the Mechanicus is so fanatical about the invention of new technologies. They fear that any new development in technology, however small, may really be a “Trojan gift” on behalf of the Void Dragon, even if it is really just mundane human inspiration. What experimentation is tolerated by the Mechanicus is tolerated on the condition that it be done far away from Mars, in the hopes that the sheer distance of space would be enough to protect any would-be inventor from any influence from the Void Dragon.&lt;br /&gt;
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In the years since the Void Dragon was discovered by the Mechanicus, more information has come to light. The Void Dragon claims it was the only one of the C’tan to actually take the job of being a Necron “god” seriously, as well as being the C’tan to adapt the best to having a physical form made of necrodermis. The Void Dragon saw the benefits of having a mechanical body, particularly when its followers were able to trade their diseased flesh for the immunity of metal. However, it drew the line at the other C’tan treating the Necrons as their slaves and cannon fodder. According to the Void Dragon, upon being made aware of the treatment of its followers by “the Laughing One of the Eldar”, it turned on its kindred on behalf of the Necrons. The Void Dragon was overwhelmed by its brethren and crippled and imprisoned for the crime of kin-slaying, its body broken and its solar sails slashed. Some parts of this story have been independently confirmed, such as the fact that the Void Dragon did turn on its own kind and was apparently taken out of commission before the C’tan began to fight among themselves and were shattered into pieces by the Silent King. But many parts of this story remain unverified, except of course by the word of the Void Dragon. The only people who could ever verify the Void Dragon’s story are Cegorach, the Necrons, and the remaining fragments of the C’tan, none of whom are particularly inclined to talk and would be unlikely to confirm the Void Dragon’s story even if it were true. The closest anyone has come to validating the Void Dragon is the Silent King, who claims the Cadian pillars were “the conception of Mag&#039;ladroth, the only one who cared for us, for our protection”.&lt;br /&gt;
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The Void Dragon is a strange entity, known of only by the innermost circle of the Adeptus Mechanicus and the Guardians of the Dragon, the division of techpriests assigned to guard the Void Dragon and ensure that it never escapes. These are some of the only people in the Imperium who know the horrible secret that the Adeptus Mechanicus’ “devil” is really the same being as their Omnissiah. The Guardians of the Dragon are known by other members of the Mechanicus to be highly respected yet easily irritable and short-tempered, a trait they have developed through continual interactions with the Void Dragon. After several attempts at trying to bargain with the Mechanicus to free it (38 by its own reckoning), the Void Dragon appears to have given up trying to get the Mechanicus to free it of their own volition, and instead appears to offer information freely, saying “it is better that something is done right rather than never be done at all”. The Void Dragon claims that it has adopted the Mechanicus, or perhaps even humanity as a whole, as its new followers. However, at the same time, the Void Dragon seems to have developed a twisted sort of humor, spending its time taunting its would-be jailors, staring them down like a looming cat with its mechanical, unblinking eyes.&lt;br /&gt;
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The Void Dragon speaks in terms of probabilities and certainties, though its language is twisted. It never seems to tell a direct lie, but can still omit information or say something has occurred based on “one’s perception”. Even a simple “yes” or “no” cannot be taken at face value. The Mechanicus learned this the hard way when they decided to ask the Void Dragon directly whether the inspiration of a new recruit was its doing. The Void Dragon responded “this invention is novel to me”, which the Mechanicus took as a sign of denial in its involvement. Only later did they realize the Void Dragon’s words really meant “this is novel to me, because I came up with it last night”. It knows things that it should have no perception of in its prison, likely by spying on the Mechanicus using their own implants. Worse yet, according to the Void Dragon, all the inadvertent worship by the Mechanicus has given the Void Dragon its own shadow in the Immaterium. Unlike the other C’tan, the Void Dragon can perceive of the existence of the Warp, and find the phenomenon highly interesting. The Void Dragon appears unfazed by its imprisonment, claiming the Mechanicus will eventually see reason and let it out of its own accord, something that concerns the higher echelons of the Mechanicus greatly.&lt;br /&gt;
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These fears have only gotten worse with the widespread availability of the Starchild prophecies. A significant number of these prophecies contain the line “at the Time of Ending the Dragon shall throw off his chains and arise from the halls of the Forge Lords to make war upon those in his kingdom”. Many have puzzled over this apparent non sequitur in the lines of these prophecies. Some have suggested it is a metaphor for the Adeptus Mechanicus themselves. One Black Dragon techmarine was convinced that this line in the prophecy referred to him, and generally proceeded to make an ass of himself as he let everyone know he was the Omnissiah&#039;s gift to the Imperium until he was unceremoniously trampled by an ork gargant for his stupidity. But the upper echelons of the Adeptus Mechanicus and the Guardians of the Dragon know the truth. Worse yet, the way the prophecy is worded implies that rather than breaking free from its prison, somebody might actually let the Void Dragon out. Now no one would ever consider releasing the Dragon from his prison, for even if the Void Dragon means what it says, no one wants to be the one responsible for an event that potentially kicks off the apocalypse. Others in the know point out that in no way does the prophecy say the event is a good thing, a bad thing, or simply an act of desperation, the situation being so disastrous that someone is willing to unleash one monster to fight another. However, the prophecies raise the possibility that the Dragon may have been telling the truth all along, and that in the Imperium’s darkest hour, the Void Dragon might have the Imperium’s back. Might, my child.&lt;br /&gt;
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&#039;&#039;&#039;See Also:&#039;&#039;&#039; [[Nobledark_Imperium_Writing#Dialogues_with_the_Dragon|Dialogues with the Dragon]]&lt;br /&gt;
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== Xun&#039;Bakyr, the Mother of Oblivion ==&lt;br /&gt;
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See [[Nobledark Imperium Xenos#Xun&#039;Bakyr and the Maynarkh Dynasty|Xun&#039;Bakyr and the Maynarkh Dynasty]]&lt;br /&gt;
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== Commisssar Yarrick ==&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;&#039;&#039;&#039;&#039;&#039; The Hero of Armageddon: &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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The legend that is Commissar Sebastian Yarrick began as all commissars in the Schola Progenium as an orphaned child of the Imperial Army on the world named for the end of days. As all such children he was raised by the state to find purpose in the state. Even at an early age he was ear marked for the commissairant due to his ability to memorize the codes of conduct used by the Steel Legion and the rules imposed upon it and was adept at their interpretation and implementation to changing circumstances. Normally this would have had him booked down for officer training but for his dry wit and ability to motivate by both fear and fervour.&lt;br /&gt;
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His first real assignment outside the classroom at the tender age of 15, apprenticed to aging regimental commissar Lenert Górecki, was the 97th “Kill Krazii” Outriders. They were the most vicious bunch of lunatics as you could ever hope to avoid feared more by their neighbours than by the feral orks they hunted for reasons of typically never leaving enough orks for their name to spread. They were a leathery skinned and gaunt breed that made their home deep in the Great Fire Wastes of the northern continent. Much of their culture and attitudes of war sank into the young commissar’s impressionable mind, certainly their ancestor worship did.&lt;br /&gt;
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He was never accepted as one of them, but like old man Górecki he was eventually held in some measure of esteem. As Old Man Lenert retired his last apprentice seamlessly took over and the wild ork hunts continued uninterrupted. It says something of the man that the Kill Krazii gave him a traditional sky burial and when next the tribe were reunited with those returning for a tour in the Imperial Army his name was mentioned at the gathering as one of the lost.&lt;br /&gt;
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In time young Yarrick was reassigned, it was suspected by those above that he was going native. They probably weren’t wrong. When Yarrick had left him he had been an erudite and mildly urbane student, straight capped the very model of all an aspiring young commissar should be. When he came back to them he was half feral and far more experienced, not actually any wiser but with a highly refined animal cunning that was almost as good. He was also extremely experienced in matters of orkish psychology, physiology and language; the hunting had definitely been a learning experience for him.&lt;br /&gt;
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For all that he was no longer in any way orthodox in his technique none could deny his effectiveness. His training and apprenticeship was well and truly over and his scarlet sash earned.&lt;br /&gt;
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As a young man Yarrick found himself appointed to many regiment of Armageddon, though only ever sadly the more numerous Steel Legions. Typically he would serve for a campaign, maybe two, before someone called in enough favours or kicked up enough of a fuss and got him transferred to be someone else’s problem. It was usually the officers that had a problem with him and his “disruptive” methods and “barbaric” tendencies, among them men he was usually tolerated, certainly feared, and often much liked. Yarrick typically moved from unit to unit seemingly almost totally at random more than he spent his time in any stationary or central position of control. He would then observe and participate in the thickest of the action whilst sifting through comm. bead chatter.&lt;br /&gt;
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It was many, many years before he would again see the world he had grown up on. He was biologically maybe in a good light in his mid 60s when he came home (though given the time distortions of warp travel was closer to 110), grey haired, scarred and hardened like old oak. His last assignment was to take a more sedate teaching position in the Schola he had once come from and spend his last few years trying to impart some wisdom to children too young to appreciate it. He had a pension to look forward to and a retirement with only some light advisory work for the PDF to occupy him. He could relax, for him the war was over. Part of him, he was ashamed to admit, was looking forward to it. The rest of him saw it as some alien and hellish existence he wanted no part of.&lt;br /&gt;
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He was saved from such a fate by one far worse. Ghazghkull, at the time a much inexperienced Warboss, had just warped into the system aboard a renovated Space Hulk.&lt;br /&gt;
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One Space Hulk against a hive world like Armageddon, with it’s trillions strong PDF, was a threat but not an insurmountable one. And so, the Overlord of Armageddon. Herman von Strab claimed the Imperium need not know. If the Imperium knew then they would send their Imperial Guard and associated riff raff and undoubtedly put the tithe up for a few years afterwards to cover the debt. No, better to deal with this quietly, in house.&lt;br /&gt;
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Yarrick anger was pretty incandescent when he heard of this. Had the man not seen the reports? The legions of feral orks in the wilderness and wastelands and jungles? Had he any clue what would happen if they were bolstered and united under an outside authority? He didn’t. He didn’t typically read military reports or concern himself with such drab minutiae.&lt;br /&gt;
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Rather than retire Sebastian Yarrick started to kick up a fuss in the halls of the nobility and the hierarchy of the PDF. In his time he had acquired some small measure of a reputation among the military and even a little in the mindset of the civilian population. As the orks started to assault the inter-hive roads and rail systems and raid the farmlands his words were given weight of evidence. Overlord von Strab, after several failed arrests where the police officers tasked resigned on the spot, decided to go about silencing the old warmonger and worry spreader more subtly. He gave Commissar Yarrick the position of Senior Advisor to the PDF of Hive Hades. To the public it looked as though von Strab had promoted the old soldier to a useful position and was doing something about the situation, which relieved the growing panic, but also removed public sympathy as any further protests would look like a selfish power grab.&lt;br /&gt;
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Yarrick was not blind to what had just been done but neither could he do much about it beyond make the best of bad situation. Thankfully the head of the Hades Hive PDF and the Hive Governor, Hartmut Frucht and Gertraud Rösch respectively, were followers of his and wise enough to defer to his extensive experience on the subject of all thing regarding the Orks.&lt;br /&gt;
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First order of business was to sever public communications with the rest of the world, if the corpulent Overlord could give them orders and it be publicly known he had done so then disobedience would be classed as treason in times of war. Secondly was the introduction of conscription and rationing as well as the issuing of orders for the citizenry to abandon the outlying settlements and farmland near the city before the orks could reach them. Hades was digging in for as long a siege as it could hope for.&lt;br /&gt;
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But it was to be a hopeless siege. Or at least it would have been had it not been for an old hubworld trader by the name of Unwerth who owed him a favour and had been in the system when the Hulk arrived. Yarrick had no way of knowing if the high gravity spacefarer, on his little trader boat, had survived the orks and made it to the systems edge. All they could do was dig in and hope and survive long enough for rescue to arrive.&lt;br /&gt;
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It was a grim watch as the storm clouds gathered on the horizon and the low rumble of alien aggression got closer. Grimmer still was the news as the other hives fell, overrun and butchered. Infernus was the first to fall, it’s poorly prepared walls breached in less than a week and it’s famous forges put to darker work. Next was Death Mire Hive barely a month later as feral orks of the jungle and wastelands bolstered the ranks of the off-worlder orks and swelled their forces to obscene scale. Then the others, seemingly in no pattern or order until only Helsreach and Hades remained, the former as the capital had always possessed formidable defences as befitted it’s position and the latter only by the illegal actions of it’s rulers.&lt;br /&gt;
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All the while, for the months that followed, men and women died on the walls and in the body-strewn mud and ash about them. They were PDF, well beneath the standards of the Imperial Army for the most part, but Yarrick and his officers knew that in those days and in their dying moments they were Guardsmen one and all.&lt;br /&gt;
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But no siege can continue eternally, no great wall endures the storm forever. Adamantium and ferrocrete began to crumble under the weight of artillery and malice thrown against it and sapper teams of grots and to the horror of all enslaved citizens undermined once thought sturdy foundations. The Orks were in winding and tangled three-dimensional maze of Hive Hades. It was then that the real fighting began. Workers in the effected areas were told to either retreat to the safe districts or grab a weapon and report to the Citizens Militia stations. In the months of the siege and in preparation for it’s failing the outlying districts had been seeded with all manner of traps and snares and these were out into good use.&lt;br /&gt;
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Once more Old Man Yarrick was abroad in the hives among his soldiers. Where he stood victory was stolen from defeat, lines held, trembling hearts became firm, weapons held steady and the whimpers of animal fear turned to the roar of something fierce and primal. For those moments, and they were just moments, Yarrick could believe he was young again among his friends in the Kill Krazii people. He could not deny that they were loosing ground but they were making the green bastards pay for every inch and if this was to be an end it would be an end remembered for a thousand years in infamy.&lt;br /&gt;
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For a further six months they held out like this. Loosing ground street by blood swimming street, building by corpse chocked building. They fought not like lions but like cornered dogs left with nowhere to run and still they would not give in to despair. By fire and passion the men and women sold their lives at a high price for those they loved in the diminishing safe zones. They just had to hold out they were reassured.&lt;br /&gt;
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Time was bought for another few months as the green tide abruptly stopped. What had first appeared to be additional reinforcements approaching from the north were discovered to be outlanders and nomads on their clattering war machines in great number, headed by the warrior priests of the Kill Krazii screaming an unending curse of Death as they mowed down all in their path, circling the city once and scattering the few orks that survived their sudden savagery. Then they too dived into the city. Though they loved the open spaces and they were more than slightly insane they weren’t stupid. They knew that they would return in greater numbers and would be prepared for them this time.&lt;br /&gt;
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The Hades soldiery were immensely grateful for their brief relief and unexpected reinforcements and wasted no time in repairing the barricades and hastily erecting new defences alongside these strange tribals from the north.&lt;br /&gt;
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It was a bittersweet reunion for Yarrick. At last he would see his old friends one last time before the end. The eldest of the eldest of the war-priests, indeed the last one left who had met Yarrick in his youth, was unconcerned; “We are witnessed” he informed the old Commissar “and it is a good day for glory”. At these words in his gnarled and shrivelled up soul the old soldier felt some strange and pleasant emotion he had longs since forgotten; belonging. His ancestor gods (by adoption) had not abandoned him.&lt;br /&gt;
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The next day the old war-priest died with a weapon in his hand and a smile on his lips manning the barricades.&lt;br /&gt;
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The day after that a most cunning ambush from the storm drains beneath one of the fortifications saw Warboss Ugulhard in mortal combat with Sebastian Yarrick and although the old man won he didn’t land the killing blow before having his right arm taken off at the elbow. Bleeding arterial blood most alarmingly he continued to oversee the defences until the greenskins were beaten back into their tunnels and sealed down their to scurry away or be buried alive and starve in the darkness. Only then did Commissar Yarrick allow the darkness to take him.&lt;br /&gt;
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When the old man next opened his eyes it was in a triage centre eight days later, ashen pale and grim as death he awoke to the chatter of comm. traffic buzzing in his ear and a mood of celebration. Drop pods had been sighted falling behind the orkish lines, Unwerth had gotten through. The Imperium had learned of their desperation and presumably the incompetence of the Overlord. The mere thought of von Strab brought Yarrick back to a state of Full Commissar, ignoring the lights flashing before and behind his eyes, heedless of the shaking in his legs and the sudden and terrible weight of his coat and sash he stomped out of that improvised hab-block hospital.&lt;br /&gt;
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Governor Rösch of Hades was more than a little surprised to see him and given his darkened eyes, paled face and her last news of him having been cut down by a warboss for a moment assumed he was some spectre of the unhappy dead. But it was not so as the dead, at least in her mind, did not swear quite so colourfully.&lt;br /&gt;
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By those final days of the 4th Great War the name of Yarrick was becoming something of a legend. When the common men heard of his fall they began falter for if one so great as he could fall so abruptly then what hope was there for lesser men? Had relief from the Imperium not arrived when it did there would only have been corpses to be rescued.&lt;br /&gt;
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Caught between hammer and anvil the orks were quickly minced and as the Space Marines cleared landing fields and the main body of the Imperial Army arrived the line was pushed back and pushed back hard. It was commonly shown in the years that followed a one armed Commissar leading the retribution; it was a symbol of Armageddon resilience and dogged determination. The truth of the matter was that for most of the Retribution March Yarrick was in a state of bloodloss and fever.&lt;br /&gt;
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One thing that is certain is that he was there at the breaking of Helsreach siege, he absolutely did march into the Overlords office, he absolutely issued an execution order for gross criminal incompetence and it was witnessed by several individuals including Chaplain Grimaldus that the execution was issued via kicking him out of a window nearly two miles high.&lt;br /&gt;
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Then came the long drudge of rebuilding and the tally of the dead.&lt;br /&gt;
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In the confusion of the last days of the war Ghazghkull mag Uruk Thraka, architect and instigator of a world of sorrows, had shown uncommon Kunnin&#039; and Taktikul thinking and was not counted among the slain. The Beast reborn had escaped. The knowledge of it burned in the commissar&#039;s veins and he one thing and one thing only; his life now was for one thing and one thing only, he would hunt down and take Ghazghkull&#039;s head. (Light years away an alien mind was reaching a similar conclusion).&lt;br /&gt;
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From his time among the Kill Krazii he also knew that to hunt you could chase or you could wait. Yarrick didn&#039;t know where Ghazghkull was but he knew where he would be. Armageddon had bested him and to the orkish mind that was intolerable and Yarrick knew it would only gnaw at him. He would be back and so Yarrick blew his entire pension and the good will of the Imperium on the best Rejuvenents he could afford. He would ensure that The New Beast got the welcome he deserved and he would be there to greet him.&lt;br /&gt;
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== Prince Yriel ==&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;&#039;&#039;&#039;&#039;&#039; The Rogue Trader of Rogue Traders: &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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Savior and Scourge of Tanith. An Eldar trader and privateer who has traveled the Imperium from Old Earth to the fringe. Any fringe.&lt;br /&gt;
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The story of prince Yriel begins in the dockyards of Craftworld Iyanden in 248.M38. This is not to say that that wads the day or the place of his birth or, as many detractors have claimed, that his mother was a whore who spent her nights with dock worker. It is merely that this is the first time he appeared on any official records. His craftworld of origin has never been reliably determined but given the possession of a soulstone it is probable that he has one.&lt;br /&gt;
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Despite intentionally covering his tracks &amp;quot;Prince&amp;quot; Yriel claims to be a descendant of the folk hero Ulthanash and thus permited to take his aristocratic title. The authenticity of this claim is dubious at best.&lt;br /&gt;
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Circumstances that led him to Iyanden in that year, how he obtained the aptly named ship Hoec&#039;s Grace or the origins of his motley crew is also unknown.&lt;br /&gt;
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What is known is that since that day the mad bastard has cut a swathe of mayhem a light year wide down the millennia from one end of the Imperium to the other. His name is spoken with detestation by dockyard official on a hundred thousand worlds and reverence on at least as many others. His antics have been a bane to the Imperium down the ages saved from disgrace and condemnation only by the times his antics have been a boon to the Imperium. All he claims in search of the snazziest hat, as befits the heir of Ulthanash.&lt;br /&gt;
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Of all his deeds the most brazen and greatest was the supply of aid in the defense Iyanden during the war of the Great Kraken. It was he who marched at the head of a half million strong host of Krieger soldiery, each eager to stick a bayonet in his back and held in safety only by an official commissars hat and a document form the Emperor himself with a genuinely forged signature upon it.&lt;br /&gt;
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Best not to mention that he may or may not have had something to do with the agri-futures fiasco of the Ulthran Cartel.&lt;br /&gt;
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Of the Prince himself little is known. Rumors abound that he maintains a harem of the most exiting beauties upon Hoec&#039;s Grace, now flagship of the Eldritch Raiders &amp;quot;Trader&amp;quot; fleet. Some say that his holds are stuffed to the rafters with rare metals, or bound and tortured captives, a small pocket dimension of Necrontyr manufacture, the preserved and still living brain of a Tyranid hive ship and a hundred other somehow even less plausible things. The one about a surviving member of the original Ordo Chronos admittedly turned out to be true, but only by complete coincidence.&lt;br /&gt;
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Actual witnesses who have seen, for whatever reason, the inside of his ship tell a very different story. They tell of meticulous order, neatness and professional conduct that would seem no out of place in the old Void Born Navy families and completely at odds with the character of the Prince. Every item in the hold accounted for and noted, ever speck of dirt expunged and every crew member busy and happy about their duties. Possibly this is more in part to do with Kasahkrv the First Mate. He is of the demiurg people and they are known to love orderly conduct. How or why he is present on the Hoec&#039;s Grace is unknown, maybe it was a penance.&lt;br /&gt;
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The other incident that lands squarely at the feet of the Prince is the loss of the planet Tanith.&lt;br /&gt;
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In the harrowing time of the 12th Black Crusade great fleets and armies were mobilized and war was done on a scale seldom seen. What is remembered less are the more insidious assaults upon the Imperium. The words and deeds that slipped in sideways with smiles upon their friendly faces that infected worlds and stole the souls of the people from the light of civility and lead them down the paths of barbarity and selfish indulgence. On of the worlds afflicted was Tanith, that strange and verdant paradise.&lt;br /&gt;
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The exact events leading up to the loss of the world are not easy to decipher and many accounts are contradictory in nature. When a world is on fire and neighbors turn on friends and kin in cannibalistic abandon documentation of social and political trends tends to be less of a priority than staying alive.&lt;br /&gt;
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What was known is that the election of the Governor was called into question and numerous claimants arose although it is unknown who many if any were unclean. A strange new fad for very modest habits arose in the population, primarily at Tanith Magna and spreading out wards from there, a fashion among the aristocracy of wearing as little as possible became evident and then what appeared to be a military coup happened. Society more or less broke down at that point. When it became clear beyond reasonable doubt that the military was not marching to the same drum as the rest of the Imperium a not insignificant chunk of it broke away and mostly hunted down in the forests one unit at a time. And then a Bloodpact armada turned up intent on making what was left of the planet theirs.&lt;br /&gt;
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Into this shitstorm came the Eldritch Raiders &amp;quot;Trader&amp;quot; fleet. It was clear from the radio transmissions, encoded with subliminal (to baseline humans) Dark Hymnal Choirs as they were, that something was a little off. Also the fleet of warships in orbit bearing the blasphemous Marks.&lt;br /&gt;
&lt;br /&gt;
Eldritch Raiders were officially a trader fleet and as such any identification broadcasts automatically sent out from the fleet would have identified them as such and been completely genuine. Which is not to say that they were entirely true. At least half the ships in the fleet, Hoec&#039;s Grace among them, were armed to the teeth. As pirate deterrents they would often claim. Hoec&#039;s Grace tore from the ranks of the fleet at full burn, shield up and glowing red, weapons crash charged and a fleet of almost equally mad ships trailing behind it, a pack of mad jackals charging into the midst of wolves. Prince Yriel, never the most stable of creatures, was out for blood.&lt;br /&gt;
&lt;br /&gt;
Formidable as the ships were they were still no warfleet of the Imperial navy and no real contest to an armada of the Bloodpact in a prolonged slugging match. The course of action was questioned by his demiurg First Mate and long time accomplice/friend as this was well outside what he deemed wisdom;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;WISDOM! We have gone well beyond the bounds of wisdom! I say no more. They attack and we hold the line. They invade and we fall back. They take whole sectors and we fall back. Their type took our whole [untranslatable profanity] Empire and we fell back. No more! No more. Here I am drawing [untranslatable profanity] line in the stars! Here, I say! Here! No Further!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hoec&#039;s Grace slammed into the lead ship at a truly excessive relative velocity, all weapons firing at any available target and it&#039;s armored prow plowed through the marauder ship and emerged from the inferno dragging hellfire behind it. Still firing, still killing, scarp and flame and bodies coating it&#039;s hull, boarders on half the decks, the control room knee deep in dead chaos... creatures and The Prince himself down to one good eye and more tragically having to resort to only his second snazziest hat.&lt;br /&gt;
&lt;br /&gt;
For what it was worth the attack on the marauder fleet was never meant to destroy them so much as it was a diversion.&lt;br /&gt;
&lt;br /&gt;
The cargo haulers had slipped round the other side of the planet and with the help of mercenary warlocks were scanning the surface for pockets of uncorrupted people. Using the extremely rare (and unlicensed) imperial telelporters a little over fifteen thousand of the helpless were snatched from certain death. By the time what was left of the Marauder fleet realized what was happening it was too late, the hauler fleet was already too far away and accelerating to the systems edge, fleeing with time bought by the escort fleet. Something of Tanith had been saved, the gods had been denied.&lt;br /&gt;
&lt;br /&gt;
But of Tanith itself there was nothing more that could be done. Nuclear warheads were detonated in sequence to cause vast firestorms that scoured the planet clean of the taint of Chaos. Sadly, the warheads also of robbed the planet of most complex life. They say, the men in robes or reds and of dark greens, they say that one day it may bloom again. The Great Nalwood trees might be resurrected to wander again. Tanith Magna might be rebuilt in all it&#039;s glory. The children might return home. One day.&lt;br /&gt;
&lt;br /&gt;
It was a pyrrhic victory for both Chaos and The Prince. Chaos wanted a new world to raise cannon fodder on and were handed a holocaust, The Prince wanted to save a world and was forced to burn it as a mercy kill.&lt;br /&gt;
&lt;br /&gt;
The surviving Tanith, such a ragged bunch as they were, were ferried to the unsettled maiden world known as Lileath&#039;s Briar Patch in the High Speech. The rather unimaginative refugees rechristened it New Tanith. The world had been claimed by Biel-tan, who had been intending to start colonization any century now and had been for at least the last five thousand years. Their complaints were met with a curt response that boiled down to: It&#039;s a big planet. It&#039;s a small number of humans. Find another island. Biel-Tan could have contested the settlement but their representative took one look at Prince Yriel and saw that it would not be in anyone&#039;s interest to push the issue, if only because Yriel was crazy enough to not back down. To save face, the Craftworld claimed that they had gifted Lileath&#039;s Briar Patch to Prince Yriel as a reward for his bravery. If Yriel wanted to give the planet to a bunch of mon-keigh refugees, well, that was his prerogative.&lt;br /&gt;
&lt;br /&gt;
There were a few soldiers that were saved, slightly more than a regiments worth. The nearest they had to a commanding officer was Commissar Gaunt, later Colonel-Commissar. From the remnants of the military of a dead world enough were left behind to form a PDF adequate to the meager population and an undersized regiment that could be used as the core upon which to build with offworld recruits and taught the Tanith way of war. Colonel-Commissar Ibram Gaunt never forgot what Prince Yriel had done for his adopted people and swore an eternal oath to the Corsair Prince. An oath the Corsair Prince was mostly indifferent to.&lt;br /&gt;
&lt;br /&gt;
For this service to the Imperium Prince Yriel received an official Writ of Trade, hand signed by the Emperor himself and presented to him by a senior priestess of Isha. What more, they gave him a new hat and it was a good day.&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;
== Yvraine ==&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;&#039;&#039;&#039;&#039;&#039; The Scarred: &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is one thing for a righteous man to stand up against evil. It is a far harder thing for one to recognize evil when evil is all one has ever known. Such is the story of Yvraine, better known as Yvraine the Scarred. Yvraine started life as a vatborn Dark Eldar, born in a lab with no mother or father, at least, none that would ever claim her as her own. Even at a young age, her talent at combat was notable despite her half-born status, which eventually resulted in her being inducted into a Wych cult. Although she would never escape the stigma of being a half-born in Commorragh, Yvraine was young, talented, and capable. She should have had a bright future.&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;
That is, before she had to face Lelith Hesperax in the arena. It was clear that Yvraine was meant to be little more than a warm-up kill before the main performance, but Yvraine fought to her limits anyway. Yvraine put up an entertaining enough fight to be spared, but not before Lelith inflicted a deep laceration across her face and the eye beneath it. That should have been a death sentence. Few Dark Eldar would want to see a fight with a wych scarred in such a manner fight, and most wyches who were as scarred as Yvraine was were often forced to fight against unbeatable odds just to watch them die. What’s more, the fact that Yvraine had been spared was an insult to her wych cult, one that the Succubus felt compelled to rectify. Yvraine was indeed forced into an unwinnable fight, but her performance impressed the Succubus enough that she was willing to grant Yvraine a pardon. The “pardon” in question being the cruel mercy of being expelled from the wych cult to live out her days on the streets of Commorragh.&lt;br /&gt;
&lt;br /&gt;
Then came the unholy union between Vect and Lady Malys. At that time, Yvraine was living as a vagabond on the streets of the Dark City. Despite being a former Wych, no Kabal would want her, as her former Succubus had made it very clear that Yvraine was meant to suffer, and any who tried to defy this edict would receive her full attention. Yvraine had never had to make a moral decision before in her life. She was young for an Eldar. She had been involved in a few raids, but the banality with which the other Dark Eldar had treated it meant that she had never really questioned the morality of the situation. However, despite all this, she knew that there was something simply something wrong with Vect’s marriage to the Croneworlder, even by the standards of Commorragh. And so Yvraine did something she would have never considered beforehand. She found a poorly-known entrance to the Dark City and, after killing the guard, fled from Commorragh into the Webway.&lt;br /&gt;
&lt;br /&gt;
It is unknown what Yvraine had meant to accomplish by fleeing into the Webway. She had barely spent any time outside the Dark City before; much less have any idea how to navigate the byzantine passages of the Webway. Perhaps she merely believed that any place, no matter how hostile, was a better place to be than the hellhole that had once been Commorragh. Nevertheless, Yvraine’s naiveté with the Webway was almost her doom. She was only saved from death by a passing troop of Harlequins, who found her curled in a fetal position half-starved to death. Having been saved by the Harlequins, Yvraine travelled with them for a few months as they took their performances to several worlds. However, it was not long before Yvraine discovered the Harlequins’ true destination: the Craftworld Biel-Tan.&lt;br /&gt;
&lt;br /&gt;
Being in the wake of the dark marriage, the eldar of Biel-Tan were naturally skeptical of any Dark Eldar trying to flee Commorragh, but they were certainly interested in what Yvraine was willing to offer in payment: access protocols to an obscure entrance to the Dark City. The codes were somewhat old, but between all of the Dark Eldar who had fled the Dark City, the eldar of Biel-Tan were able to gain access to some of the obscure and half-forgotten entrances of Commorragh (at least until the Dark Eldar changed the codes yet again). As a result of the information gained by her defection, Yvraine was given a soulstone and admitted into Biel-Tan, though not without some reservations. In addition, the healers of Biel-Tan were able to restore Yvraine’s eye to some degree of functionality, though they were unable to do anything about her deep scar.&lt;br /&gt;
&lt;br /&gt;
For a while, Yvraine took up the Path of the Warrior, the only thing she knew how to do, serving as a Dire Avenger in Biel-Tan’s aspect shrines. Yvraine fought with a ferocity one could only have learned from living on the streets of the Dark City, something that impressed her instructor to no end, yet Yvraine was never truly satisfied with herself. It seemed too much like her old days in the wych cult to truly feel comfortable. Eventually she decided to leave Biel-Tan and the Aspect Shrines to become an Outcast, something that broke the heart of her exarch, who had hoped she would eventually succeed him.&lt;br /&gt;
&lt;br /&gt;
Yvraine travelled the worlds of the Imperium for many years, sometimes as a Ranger, other times as a simple traveler. For a few years she even served as a corsair in part of a Rogue Trader’s retinue. Yet no matter what she tried, Yvraine never truly felt satisfied. It was not that she was becoming bored of a task after many years like many other Eldar, it’s that nothing ever felt truly satisfying to begin with. Eventually, her travels took her to the Exodite world Halathel, where she finally found her calling. On Halathel, Yvraine discovered the joys of agriculture, and found that it was a lot more satisfying to make something grow than to cut it down. It was a truly strange tale, after travelling much of the galaxy and having experienced most facets of Eldar life, Yvraine the Scarred had found purpose in simply tilling the soil.&lt;br /&gt;
&lt;br /&gt;
However, the strangest part of Yvraine’s story was yet to come. In recent years, Eldar farseers trying to observe the Shadowpoint, the point where the Threads of Fate seem to simultaneously break down and spread out in every conceivable direction, have noticed the recurrent mention of a previously unknown being, a being called Ynnead. Perhaps even more unusually, many of these visions seem to refer to Yvraine, or at least “an Eldar who both is and is not of the light”. As a result, many Craftworld Eldar have come to Halathel, trying to figure out what possible connection Yvraine could have to this entity. Yvraine, on the other hand, just wants them to get the hell off her property before they trample her potatoes.&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;
== Zu&#039;se ==&lt;br /&gt;
&lt;br /&gt;
Zu&#039;se is, or was, a Necron cryptek. A &amp;quot;dust weaver&amp;quot; meaning specialist in nanotech of all kinds.&lt;br /&gt;
&lt;br /&gt;
His Lord had &amp;quot;acquired&amp;quot; some blanks and tasked the cryptek to research them and how they might be used.&lt;br /&gt;
&lt;br /&gt;
After some research and cross reference with information extracted from Eldar captives Zu&#039;se came to a realization: 1) blanks were soulless 2) blanks were alive. Therefore having a soul was not mandatory to being alive. All the stuff about reversing biotransference was bullshit. If any Necron wanted to be touchy-feely again, they just needed to put better covers, sensors and actuators on their frames.&lt;br /&gt;
&lt;br /&gt;
The cryptek acted on the concept by &amp;quot;hacking&amp;quot; his own body. Using nanotech to make it quasi-biological. With somewhat animalistic appearance to drive the point home.&lt;br /&gt;
As could be expected, his masters did not agree - bound as they were by hierarchies and Silent Kings dictates.&lt;br /&gt;
&lt;br /&gt;
So Zu&#039;se went rogue and now travels the galaxy. Working to refine and show off the possibility of (partially) technological life by seeking out small, undefended population of lesser races and &amp;quot;upgrading&amp;quot; them - generally with nanotech and/or implants. Objectively, most upgrades really are an improvement in at least some areas. But the cryptek has no interest in negotiation and no concept of psychological damage, which makes things less than pleasant.&lt;br /&gt;
&lt;br /&gt;
While some have joined him, most other Necron consider Zu&#039;se to be: 1) completely insane 2) not their problem. A view probably best articulated by Trazyn who called Zu&#039;ses group &amp;quot;fluffy flayers&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Category: Nobledark Imperium]]&lt;/div&gt;</summary>
		<author><name>192.42.116.15</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Eldar&amp;diff=1011553</id>
		<title>Warhammer 40,000/8th Edition Tactics/Eldar</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Eldar&amp;diff=1011553"/>
		<updated>2026-05-20T14:43:56Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.15: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
This is the 8th Edition&#039;s Eldar tactics. [[Warhammer_40,000/7th_Edition_Tactics/Eldar|7th Edition Tactics are here.]] Their current tactics can be found [[Warhammer 40,000/Tactics/Eldar (9E)|here.]]&lt;br /&gt;
&lt;br /&gt;
==Why play Eldar?==&lt;br /&gt;
The &amp;lt;s&amp;gt;[[ChapterHouse_Studios#Result|Aeldari]]&amp;lt;/s&amp;gt; [[Eldar]], are all about elegance, efficiency, finesse, style, and precision, and are basically alone in this aesthetic among the races of Warhammer 40,000. In the game, the Eldar are a fast army with great guns, awesome toys and the resilience of strawberry shortcake. Each unit plays a very particular role, usually, everyone in a squad has the same gun and the squad as a whole aims for one goal, as opposed to squads of dudes each toting a different gun for a different kind of foe. This can help new players by not forcing them to keep all of a squad&#039;s weaponry in mind, but it also requires you move the right squad for the job to the right place, which can be tactically challenging. An ill-positioned Eldar squad has a greater chance of doing nothing than those of other armies. Some units, like Jetbikes, overcome this disadvantage with superior speed and mobility. This is huge in a game where most of the missions are about capturing objectives. If you are the kind of elf who likes it [[Just As Planned | when a plan comes together]], you might be tactical enough to lead the Eldar to their victory upon the battlefield.&lt;br /&gt;
&lt;br /&gt;
====Pros====&lt;br /&gt;
*Fast overall with strong shooting capabilities.&lt;br /&gt;
*Excellent psychic powers and utility HQs such as Warlocks and Farseers.&lt;br /&gt;
*All the buffs and debuffs (mostly psychic, but you cannot complain) you wanted and the ability to deliver them wherever you please, with ever-reliable Farseers or psychic flyers with auto-hitting S12 flamers of doom.&lt;br /&gt;
*Comboing Stratagems and Psychic powers together can turn even lowly Guardians into a brick wall, or make your already tough units make Custodes look flimsy by comparison.&lt;br /&gt;
*Generally good leadership on most of your infantry with plenty of access to leadership buffs through auras, warlord traits, psychic support or Craftworld Attributes; some of which just make the units affected fearless.&lt;br /&gt;
*Eldar Trickery is back! Now you have countless ways to mess with your opponent&#039;s minds, be it Redeployment and Deepstrike strategems, Great psychic powers to enhance your Craftworlders already formidable firepower or to make one unit nigh-invulnerable for a crucial moment. And don&#039;t say 1+/4++ on top -4 to hit modifier is not dirty. A savvy player can easily become a serious Troll in the end.&lt;br /&gt;
*Farseers are still the most reliable Psykers in the game. Losing one to perils is very rare, especially by 8th Editions standards. 5+ to ignore any mortal wound is pretty neat by itself but GW decided that Farseers has not received enough love and &#039;&#039;&#039;now they ignore mortal wounds from perils on 2+&#039;&#039;&#039; (something only Tzeentch Daemons can also claim for their Generic HQ units). Even then, free re-rolls to any roll to manifest or deny a power and will ensure that you do only perils in the most unfortunate circumstances. These circumstances become even more scarce if you enhance your seers with the Focus Will power, &#039;&#039;Children of Prophecy&#039;&#039; custom attribute and/or the &#039;&#039;Seer Council&#039;&#039; stratagem for a level of psychic insurance unmatched by any other.&lt;br /&gt;
*Aspect Warriors are finally awesome again! This solidifies our army&#039;s identity as an elite force of highly specialised troops that have an answer to any role or situation you can imagine as long as they are in the right place at the right time. (Though no aspect host strategems for 2+WS/BS)&lt;br /&gt;
*Access to some of the best Flyers in the game.&lt;br /&gt;
*Speaking of fliers, the {{W40Kkeyword| Fly}} keyword is everywhere. You won&#039;t be struggling much with terrain or enemy models getting in the way.&lt;br /&gt;
*Dark Reapers. No seriously. They are one of the best units in the entire game right now.&lt;br /&gt;
*Significantly expanded customization as of Phoenix Rising, thanks to the ability to make your own Craftworld Attributes and  Exarchs becoming pseudo-characters.&lt;br /&gt;
&lt;br /&gt;
====Cons====&lt;br /&gt;
*All of your {{W40Kkeyword|Infantry}} models (except for a select few) go squish. T3 is not much. May be remedied with countless negative to hit modifiers and with a new wounding/AP mechanic Heavy bolters are no longer our nemesis. We are extremely reliant on our armour saves and stacking negative hit modifiers to survive, so high AP weapons and/or anything that lets you ignore cover (Like Imperial Fists or Iron Warriors in general) means you have already won half the fight against Eldar.&lt;br /&gt;
*While we have some units that can do serious work in the close combat phase, we should generally stay out of it unless it is to sweep up units at the end of the game. With a few exceptions, the majority of our {{W40Kkeyword|INFANTRY}} models are only S3 with very few options to effectively bypass it the way Drukhari or Harlequins can.&lt;br /&gt;
*Many of your average infantry&#039;s basic and heavy weapons may be slightly stronger, but have considerably shorter ranges than their equivalents in other armies. While this is slightly alleviated with the Eldar&#039;s faster movement, the loss of Fleet and Battle Focus getting nerfed means getting your troops in range is far more committing and far more punishable than before.&lt;br /&gt;
*All Aeldari Special Characters are still overcosted for what they do even if most of them did get buffed. &amp;lt;s&amp;gt;Thankfully Eldrad got a price drop so is definitely much more usable.&amp;lt;/s&amp;gt; Aaaand now he got a price increase thanks to CA 2019.&lt;br /&gt;
*[[Derp|Most vehicles have lost the ability to take Vehicle equipment.]] &amp;lt;s&amp;gt;&amp;lt;span style=&#039;color:red;font-size:110%;font-family:serif&#039;&amp;gt;.....You have our sympathies Xenos, we know the path you walk....&amp;lt;/span&amp;gt;&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;{{BLAM|HERESY!}}{{BLAM}}&amp;lt;/s&amp;gt; {{FWIP}} Apologies, Commander. It appears as though a Mon&#039;Keigh Political Officer managed to escape...May I keep his hat?&amp;lt;span style=&#039;color:red;font-size:110%;font-family:serif&#039;&amp;gt;.....Un-augmented dolt, you scorched my robe.....&amp;lt;/span&amp;gt;&lt;br /&gt;
*Virtually your entire list is extremely specialized, bar a few exceptions. While this helps these units perform admirably against their intended targets, it can make them virtually useless when forced to engage enemies outside their specialty. Additionally, many of the units in these dedicated roles (particularly your Aspect Warriors) may even struggle to do the jobs they&#039;re &#039;&#039;designed&#039;&#039; for without support from a nearby Warlock/Farseer to bring them up to par with their equivalents in other armies (that are either inherently more cost efficient, effective or any combination thereof). This can be a particular challenge for newer players.&lt;br /&gt;
*From a modelling perspective, a massively disproportionate amount of your unit choices are still in Finecast Resin, or even Metalcast. What&#039;s worse is most of the resin models happen to be some of the more iconic eldar units (almost all of the Aspect Warriors, their respective Phoenix Lords and the Avatar of Khaine, for example). This is compounded by the fact that as a non-Imperial/Chaos faction, the Eldar are on the ass-end of new model releases and the few recasts/kits they create are drip-fed once every half year or so. Because of this, unless you&#039;re great at molding GreenStuff or an expert kitbasher, your Craftworld infantry will be extremely difficult to customize. &amp;lt;b&amp;gt; &lt;br /&gt;
Plastic Aspect Warriors Confirmed FUCK YEAH! (At least Banshees.) &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Faction Keywords==&lt;br /&gt;
There are four distinct {{W40Kkeyword|AELDARI}} groups that all eldar armies fall under; {{W40Kkeyword|ASURYANI}}, [[Warhammer 40,000/Tactics/Dark Eldar(8E)|{{W40Kkeyword|DRUKHARI}}]], [[Warhammer 40,000/Tactics/Eldar Harlequins(8E)|{{W40Kkeyword|HARLEQUINS}}]] and [[Warhammer_40,000/Tactics/Eldar(8E)#Corsair_Overview|{{W40Kkeyword|ANHRATHE}}]]. Craftworlders are specifically designated as {{W40Kkeyword|ASURYANI}}, with most of said units having one of five {{W40Kkeyword|&amp;lt;CRAFTWORLD&amp;gt;}} designations.&lt;br /&gt;
&lt;br /&gt;
An important note for any eldar player is that the FAQ introduced Battle Brothers rule states that the {{W40Kkeyword|AELDARI}} and {{W40Kkeyword|Ynnari}} Faction tags are no longer sufficient to include {{W40Kkeyword|HARLEQUINS}} and {{W40Kkeyword|DRUKHARI}} units in a predominately {{W40Kkeyword|ASURYANI}} detachment and remain Battle-Forged for Matched Play games. This can easily be worked around by simply taking these units in a separate detachment, and this rule does not apply for Narrative or Open Play games.&lt;br /&gt;
&lt;br /&gt;
The Craftworld army is divided under several major keywords of note, each with a variety of specialized perks associated with them. For convenience, the major keywords and their associated units are listed in the table below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Battle Role&lt;br /&gt;
!{{W40Kkeyword|Aspect Warrior}}&lt;br /&gt;
!{{W40Kkeyword|Guardian}}&lt;br /&gt;
!{{W40Kkeyword|Spirit Host}}&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;HQ&#039;&#039;&#039; || style=&amp;quot;text-align: center;&amp;quot; | Asurmen, Baharroth, Fuegan, Irillyth,&amp;lt;br&amp;gt; Jain Zar, Karandras, Maugan Ra || style=&amp;quot;text-align: center;&amp;quot; | || style=&amp;quot;text-align: center;&amp;quot; | Spiritseer, Wraithseer&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Troops&#039;&#039;&#039; || style=&amp;quot;text-align: center;&amp;quot; | Dire Avengers || Guardian Defenders,&amp;lt;br&amp;gt; Storm Guardians || style=&amp;quot;text-align: center;&amp;quot; | &lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Elites&#039;&#039;&#039; || style=&amp;quot;text-align: center;&amp;quot; | Fire Dragons, Howling Banshees,&amp;lt;br&amp;gt; Shadow Spectres, Striking Scorpions || style=&amp;quot;text-align: center;&amp;quot; | || style=&amp;quot;text-align: center;&amp;quot; | Wraithguard, Wraithblades&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Fast Attack&#039;&#039;&#039; ||style=&amp;quot;text-align: center;&amp;quot; | Shining Spears, Swooping Hawks,&amp;lt;br&amp;gt; Warp Spiders || || &lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Heavy Support&#039;&#039;&#039; || style=&amp;quot;text-align: center;&amp;quot; | Dark Reapers ||style=&amp;quot;text-align: center;&amp;quot; | Support Weapons || style=&amp;quot;text-align: center;&amp;quot; | Wraithlord&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Flyers&#039;&#039;&#039; || style=&amp;quot;text-align: center;&amp;quot; | Crimson Hunter,&amp;lt;br&amp;gt; Crimson Hunter Exarch || style=&amp;quot;text-align: center;&amp;quot; | || style=&amp;quot;text-align: center;&amp;quot; | Hemlock Wraithfighter &lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Lord of War&#039;&#039;&#039; ||style=&amp;quot;text-align: center;&amp;quot; | || style=&amp;quot;text-align: center;&amp;quot; | || style=&amp;quot;text-align: center;&amp;quot; | Wraithknight, Skathach Wraithknight,&amp;lt;br&amp;gt; Revenant Titan, Phantom Titan&lt;br /&gt;
|}&lt;br /&gt;
The Asuryani units not listed here fall under the {{W40Kkeyword|Warhost}} keyword, which just kind of...exists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Specialization Detachment Keywords===&lt;br /&gt;
Introduced in the Vigilus Defiant campaign, several &amp;quot;sub-factions&amp;quot; were made available for players wishing to create specialized, thematic armies while rewarding them with unique tactics and abilities. Any battle-forged {{W40Kkeyword|Asuryani}} detachment can be chosen to become either a {{W40Kkeyword|Windrider Host}} or {{W40Kkeyword|Wraith Host}} at the cost of 1 CP, with all applicable units gaining the respective host keyword associated with them. Do keep in mind; {{W40Kkeyword|Ynnari}} detachments are ineligible for these specializations per the recent FAQ, so plan accordingly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Battle Role&lt;br /&gt;
!{{W40Kkeyword|Windrider Host}}&lt;br /&gt;
!{{W40Kkeyword|Wraith Host}}&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;HQ&#039;&#039;&#039; ||style=&amp;quot;text-align: center;&amp;quot; | Autarch Skyrunner, Farseer Skyrunner,&amp;lt;br&amp;gt; Warlock Skyrunner, Warlock Skyrunner Conclave ||style=&amp;quot;text-align: center;&amp;quot; | Spiritseer, Wraithseer&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Elites&#039;&#039;&#039; ||style=&amp;quot;text-align: center;&amp;quot; | ||style=&amp;quot;text-align: center;&amp;quot; | Wraithguard, Wraithblades&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Fast Attack&#039;&#039;&#039; ||style=&amp;quot;text-align: center;&amp;quot; | Windriders, Vypers ||style=&amp;quot;text-align: center;&amp;quot; |&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Heavy Support&#039;&#039;&#039; ||style=&amp;quot;text-align: center;&amp;quot; | ||style=&amp;quot;text-align: center;&amp;quot; | Wraithlord&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Flyers&#039;&#039;&#039; ||style=&amp;quot;text-align: center;&amp;quot; | ||style=&amp;quot;text-align: center;&amp;quot; | Hemlock Wraithfighter&lt;br /&gt;
|-halign=&amp;quot;center&amp;quot; valign=&amp;quot;center&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Lord of War&#039;&#039;&#039; ||style=&amp;quot;text-align: center;&amp;quot; | ||style=&amp;quot;text-align: center;&amp;quot; | Wraithknight, Skathatch Wraithknight&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
*&#039;&#039;&#039;Ancient Doom:&#039;&#039;&#039; Re-roll all failed to hit rolls in the fight phase if it charges/is charged by a Slaanesh unit. However, you must add 1 to all morale rolls when within 3&amp;quot; of a Slaanesh unit. A fluffy rule that helps more than hurts, but the only units likely to use this rule intentionally would likely be Howling Banshees, Striking Scorpions and Wraithblades. Every other unit would be better served literally anywhere else that isn&#039;t in melee with Chaos units, let alone Slaanesh daemons.&lt;br /&gt;
*&#039;&#039;&#039;Battle Focus:&#039;&#039;&#039; Responsible for a fair bit of bitching in 6th and 7th Edition, it&#039;s finally been changed. Now instead of moving-shoot-move or moving-move-shoot, you can fire after moving as if you have not moved/&#039;&#039;&#039;advanced&#039;&#039;&#039; in the movement phase (so old move-move-shoot). Heavy Weapons are not allowed to use this. The whole wording thus means that Asuryani infantry and jetbikes can advance and still fire assault weapons with no -1 to hit and rapid fire after advancing, [[Derp|too bad we don&#039;t have too much rapid fire]]. All of this means that the old debate &amp;quot;Scatter laser VS Shuriken cannon&amp;quot; is over for sure (unless you&#039;re going as Saim-Hann). To be honest now battle focus feels just a bit more useful than SMs ATSKNF (very bad), as pretty much it affects only infantry, jetbikes and War Walkers and now it only gives you the ability to come 1d6&amp;quot; closer to your enemy (which with the army-wide loss of Fleet, isn&#039;t even re-rollable anymore), something that can be used to great effect only by Guardians and maybe Fire Dragons (anyway coming too close is a bad idea).&lt;br /&gt;
*&#039;&#039;&#039;Heroes of Legend:&#039;&#039;&#039; Including Phoenix Lords in your army won&#039;t mess with your Craftworld Attribute. They also can never benefit from Craftworld attributes.&lt;br /&gt;
*&#039;&#039;&#039;The Path of War:&#039;&#039;&#039; Objective Secured, 8th Edition Craftworld style. All Asuryani Troop choices in a Battleforged army have this rule.&lt;br /&gt;
&lt;br /&gt;
===Core Craftworlds===&lt;br /&gt;
These are the classic, original Craftworlds that you may select for [[Your Dudes]]. While they are certainly less customizable that the build-a-craftworld attributes listed further below, these have the benefit of unique Stratagems, Relics and named Characters that are otherwise unavailable to you. More elaborated unit recommendations can be found in the &#039;&#039;&#039;Army Building&#039;&#039;&#039; section. Remember that your Ynnari or Conclave units don&#039;t gain any benefits from these.&lt;br /&gt;
====[[Alaitoc]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Alaitoc banner large by mirageknight32-d62s4fo.jpg|Border|75px|left]]&lt;br /&gt;
|A craftworld so strictly governed that many of its denizens would rather walk the path of the outcast than live such regimented lives. As such, Alaitoc generates many more rangers, pathfinders and corsairs than any other major craftworld. Despite their reluctance to remain on Alaitoc, these outcasts still ultimately remain loyal to their people and offer their services as spies and marksmen when called.&lt;br /&gt;
&lt;br /&gt;
In practice, Alaitoc reflects this by encouraging you to play &#039;&#039;very&#039;&#039; defensively. Many of your units can become extremely difficult to shoot at range when properly supported with Alaitoc&#039;s attribute and the myriad of other hit-modifiers available to you, forcing opponents to get closer or get into melee combat to reliably deal damage. Conversely, this attribute is virtually useless for any of your units who rely on being in close range to do their jobs, such as Howling Banshees or Fire Dragons.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=====Alaitoc Special Rules===== &lt;br /&gt;
*&#039;&#039;&#039;Attribute – Fieldcraft:&#039;&#039;&#039; Your opponent must subtract 1 from any hit rolls made by models from more than 12&amp;quot; away.&lt;br /&gt;
**There isn&#039;t a single unit in the entire Craftworlds list that does not benefit from this in some way (-2 to hit for Triple Cannon Wave Serpents and Crimson Hunters? -3 to Shadow Spectres and Rangers with Conceal in play? Yes please!) Unless you are going for a specific or fluffy Craftworld list, this will most likely be your default Craftworld Attribute.&lt;br /&gt;
**An interesting clarification was made in the 9/2019 FAQ in that all &#039;&#039;models&#039;&#039; outside 12&amp;quot; suffer the hit penalty, even if the unit they&#039;re in is within that bubble. Definitely worth keeping in mind, if only to remove room for interpretation on your opponent&#039;s part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Puritanical Leader:&#039;&#039;&#039; If all units within 6&amp;quot; of your Warlord are {{W40kKeyword|Alaitoc}}, they automatically pass Morale tests. Illic Nightspear must take this if chosen as your Warlord.&lt;br /&gt;
**Nice if you don&#039;t want to shell out 2CP for fearless.&lt;br /&gt;
**Obviously, this does absolutely nothing for an Avatar of Khaine, who already has this. Can be very good on an Autarch, though, since it has the same range as his re-roll aura, and gives you a good excuse not to find a way to get Will of Asuryan onto your table. Plus, who doesn&#039;t want a mobile bunker of Fearless, especially with the mobility options an Autarch has?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Pathfinders (1 CP):&#039;&#039;&#039; At the start of an enemy shooting phase, pick a unit of {{W40kKeyword|Alaitoc Rangers}} in cover. All attacks that target that unit in this phase will only hit on a 6, irrespective of modifiers. &lt;br /&gt;
**Note this is a flat 6, not a 6+, so keep that in mind when using this as your Rangers are already going to be -2 to Hit while in Cover anyway. In very select circumstances, this can actually buff enemy units attempting to shoot them as it guarantees a hit on a roll of a 6. In most cases, it can be a very useful tool for a squad camping objectives or deepstriking deep in enemy-held territory where &#039;&#039;Conceal&#039;&#039; support is unavailable or better used on something else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Remnant of Glory - Shiftshroud of Alanssair ({{W40kKeyword|INFANTRY}} only):&#039;&#039;&#039; -1 to hit the bearer in the Shooting phase, and the bearer can Deep Strike.&lt;br /&gt;
** A great relic that stacks with your attribute to grant a -2 to-hit modifier to a regular Farseer, Warlock or Spiritseer at ranges over 12&amp;quot;. An Autarch can take this, but seeing as they already have the exclusive &#039;&#039;Shimmerplume of Achillrial&#039;&#039; remnant, you&#039;ll probably only want to do this if you&#039;re taking multiple Autarchs for some reason. Note that the Skyrunner variants of the Farseer, Warlock and Autarch cannot take this relic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Special Unit=====&lt;br /&gt;
&#039;&#039;&#039;HQ&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Illic Nightspear&#039;&#039;&#039;: At a reduced price of 65 points, Illic Nightspear is a cheap and potent HQ choice that excels at killing enemy {{W40kKeyword|Characters}}. Equipped with a special ranger rifle named the Voidbringer, Illic fires a single S4 AP-3 shot a turn that can target characters freely, deals a flat 3 damage, plus a mortal wound on a damage roll of a 6+. Did I mention that he wounds all non-{{W40kKeyword|Vehicle}} models on a 2+ and hits on a 2+? One or two rounds of shooting are all you&#039;ll need to take down squishier characters like Commissars, Warlocks, Apothecaries and Crypteks. Speaking of Crypteks, Illic&#039;s last notable perk is that he gets to re-roll all failed hit and wound rolls against {{W40kKeyword|Necron}} units. Where Illic starts to become dead weight is when most single model units have been dealt with; having only one shot a turn means that Illic will at most off one single model a turn (two, if you get lucky and roll a 6 for the bonus mortal wound against 1 wound models). This makes him virtually useless for the rest of the game, as unlike many of your other options, Illic has no way (outside being made your Warlord and using &#039;&#039;Puritanical Leader&#039;&#039; to ignore morale) of supporting any of your units. Thankfully, his revised price point means that if nothing else, you can bring him just to fill up an HQ slot for Battalion/Brigade detachments.&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;
====[[Biel-Tan]]==== &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Biel tan banner large by mirageknight32-d62s4xb.jpg|Border|75px|left]]&lt;br /&gt;
|A highly militarized craftworld, Biel-Tan&#039;s martial might has been halved following the Fracture of their worldship and the subsequent rise of the Ynnari. Despite this, theirs is a force still to be reckoned with. The path of the warrior is so thoroughly ingrained in Biel-Tan&#039;s society that many consider service in one of their numerous Aspect Warrior shrines to be the first step along the greater path of the eldar.&lt;br /&gt;
&lt;br /&gt;
Biel-Tan is arguably the most &amp;quot;thematic&amp;quot; of your choices and the vanilla craftworld that Aspect Warrior enthusiasts benefit from most. Leadership and Shuriken buffs provide considerable support for an infantry focused army and a degree of offensive flexibility other craftworlds may find somewhat lacking.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=====Biel-Tan Special Rules=====&lt;br /&gt;
*&#039;&#039;&#039;Attribute – Swordwind:&#039;&#039;&#039; All {{W40Kkeyword|Aspect Warrior}}s get +1 Ld and you may reroll to-hit rolls of 1 for all Shuriken weapons (including Scorpion Claws, Kurnous&#039; Bow, and any Blazing Star of Vaul).&lt;br /&gt;
**The improved leadership barely makes any difference unless you intend to max out squads (and even then, it&#039;s still situational); it is the Shuriken buff that should be the only reason for you to consider this Attribute.&lt;br /&gt;
***Many units have access to some sort of Shuriken weapon: Dire Avengers, Shining Spears, Howling Banshees, Striking Scorpions, Guardians (both types), everything on Jetbikes, almost every vehicle, and more. If you love rolling many dice and want to drown your opponent in tons of saves, take Biel-Tan.&lt;br /&gt;
***That said, remember you have easy access to the same mechanic elsewhere, so by the same token, if you&#039;re taking this, take less of the other sources: Autarchs provide no benefit to Biel-Tan Shuriken weapons, and Farseers with Guide provide less benefit than to other Craftworlds. Biel-Tan Dark Reaper Exarchs are specifically in a weird place where they get no improved accuracy with a Shuriken Cannon, as well.&lt;br /&gt;
****Even worse, the introduction of Shuriken-buffing custom attributes such as &#039;&#039;Hail of Doom&#039;&#039; and &#039;&#039;Superior Shuriken&#039;&#039; offer flat performance upgrades to the weapons themselves which can then be supplemented by Autarch/Farseer support, meaning Biel-Tan is hardly the best attribute (or combination thereof) for spamming Shuriken weapons these days. If you&#039;re running Biel-Tan, you&#039;ll definitely want to do so more for the unique stratagem or remnants than the attribute itself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Natural Leader:&#039;&#039;&#039; At the start of the shooting phase, pick a friendly {{W40kKeyword|Biel-Tan}} unit within 3&amp;quot; of the Warlord. That unit re-rolls all misses for that phase.&lt;br /&gt;
**Functionally, it&#039;s very similar to the Guide psychic power. It is slightly worse, however, due to the &#039;&#039;much&#039;&#039; shorter range and the fact it lasts only until the end of the active shooting phase. That said, a Farseer can potentially use it in tandem &#039;&#039;with&#039;&#039; Guide in order to support multiple units with reroll support. Autarchs are not ideal users of this trait due to their aura already offering re-roll support (hit rolls of 1 instead of all, but it applies to everything within 6&amp;quot; instead of just one unit within 3&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Court of the Young King (2 CP):&#039;&#039;&#039; At the start of the Charge phase, pick a {{W40kKeyword|Biel-Tan Aspect Warrior}} unit that contains an Exarch. That unit adds 2 to its charge rolls and will re-roll hit results of 1 in the subsequent Fight phase. If the unit in question is within 6&amp;quot; of the Avatar of Khaine when the stratagem is used (i.e. before the charge movement happens), it adds 3 to the charge roll and can re-roll all failed hits in the following Fight phase instead.&lt;br /&gt;
**While a touch pricey, this can stack wonderfully with the new Ghostwalk psychic power to add 4&amp;quot; to the charge, a perfect way to reliably charge a squad that just arrived on the table from reserves.&lt;br /&gt;
***Howling Banshees deserve some small mention in particular, combine this stratagem with their Acrobatics ability and the Ghostwalk power and you can add up to 6&amp;quot; to their charge rolls, 7&amp;quot; if you have them screening an Avatar on the approach!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Remnant of Glory - The Burnished Blade of Eliarna:&#039;&#039;&#039; Replaces a power sword; S User, AP-3 with D2 that gains S+1 and D3 against {{W40kKeyword|Orks}}.&lt;br /&gt;
**Strictly better than a power sword on your Autarch against multi-wound models, but worse than the Shard of Anaris against almost everything, or the Firesabre against single wound models. A pretty easy skip.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Remnant of Glory - The Spirit Stone of Anath&#039;Lan ({{W40kKeyword|Psyker}} only):&#039;&#039;&#039; The {{W40kKeyword|PSYKER}} using this may re-roll failed Psychic Tests, but any test that also fails a second time prevents the Psyker from casting any additional powers that phase.&lt;br /&gt;
**Best used on a key Warlock or Spiritseer, who lack the Ghosthelm re-roll support and Perils of the Warp protection that your Farseers have. They can also only cast one power a turn anyways, so failing twice in a row won&#039;t penalize you any more than your tragically poor luck already has. That said, Farseers can still make ok use of it, in the event that they fail their second cast of the turn and have already used their Ghosthelm re-roll.&lt;br /&gt;
&lt;br /&gt;
=====Special Unit=====&lt;br /&gt;
&#039;&#039;&#039;Elites&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Amallyn Shadowguide&#039;&#039;&#039;: A character from the new Warhammer Quest: Blackstone Fortress box, Amallyn serves kind of an awkward role in a 40k detachment. She&#039;s one of the few named characters in regular 40k who isn&#039;t an HQ choice, and like most named characters, is strictly associated with one particular sub-faction of her kind (Biel-Tan in Amallyn&#039;s case). Her stat-sheet is almost virtually identical to your standard Rangers. But for Amallyn&#039;s 50 points, what are you getting over a regular squad of rangers? Well, as a relatively cheap character with 3 wounds, Amallyn can sit securely in or behind other units while she takes potshots with her sniper rifle, which benefits from a slightly buffed BS of a 2+. She&#039;s also not completely helpless in melee, having one extra attack and a small Power blade to cut through armor a bit more easily than any other of your rangers could. Lastly, and probably most importantly, Amallyn benefits from a 4++ invuln, meaning even if she&#039;s caught with her pants down, she&#039;ll still at least have a save of some kind. But is she worth it? If she were an HQ choice, definitely. Sadly, as far as your elite choices go, you&#039;ll have much more cost effective choices to fill these slots (seeing as she&#039;s limited to Biel-Tan, Howling Banshees or Striking Scorpions would probably be better for your army). Additionally, a regular squad of rangers runs only 10 points more and will easily plant more wounds on enemy units per turn than Amallyn could in every circumstance (they have the same Ranger Long Rifle, after all). Plus, said regular rangers can abuse both Alaitoc&#039;s attribute and unique stratagem to bolster their defenses drastically. If nothing else, Amallyn can be used if you need an elite choice and need to save as many points as possible for whatever else you&#039;re bringing.&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;
====[[Iyanden]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Iyanden banner v3 by mirageknight32.jpg|Border|75px|left]]&lt;br /&gt;
|Once the most populous of the craftworlds, numerous costly invasions of Iyanden by the tyranids, orks and even Chaos have slain four out of every five eldar living within the worldship. With such swollen ghost halls, the eldar of Iyanden have little choice but to rely on Wraith constructs to make up for their vastly diminished manpower.&lt;br /&gt;
&lt;br /&gt;
Iyanden&#039;s playstyle very much reflects their fluff; massive casualties will do little to intimidate your blobs of infantry and your opponents will find your vehicles and constructs almost oppressively effective as long as they remain standing.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=====Iyanden Special Rules=====&lt;br /&gt;
*&#039;&#039;&#039;Attribute – Stoic Endurance:&#039;&#039;&#039; Units never lose more than one model from morale tests. If a unit has a damage chart, then double its current number of wounds for determining its characteristics.&lt;br /&gt;
** Iyanden is the most defensive attribute that doesn&#039;t prevent any damage, but keeps you fighting to the last Eldar. This lets you take large units, which is awesome for your Guardians, Swooping Hawks, Warp Spiders, and Striking Scorpions, who all benefit considerably from taking a max strength unit. On its own, it is comparatively &#039;&#039;bad&#039;&#039; for Wraithguard and Wraithblades, who already have high leadership and need to keep their unit sizes smaller to fit in transports. On the other hand, Wraithlords, Wraithseers and Wraithknights  &#039;&#039;greatly&#039;&#039; benefit from the damage chart modifier, as do any of your vehicles and fliers (Hemlock Wraithfighter exempted, ironically).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Enduring Resolve:&#039;&#039;&#039; The Warlord may attempt to deny one psychic power in each psychic phase. If your Warlord&#039;s a Psyker, they can deny one more power. Prince Yriel must take this if chosen as your Warlord.&lt;br /&gt;
**Between your Warlocks (and their variants), Spiritseers, Farseers (and their skyrunner variants), Hemlock Wraithfighters and even Wraithseers, you won&#039;t exactly find yourself wanting for ways to shut down enemy psykers. If for some reason you insist on running an Autarch (or Yriel) as your Warlord and don&#039;t have any (or very few) psykers to run support, then it can offer some means of resisting enemy psykers. It really shouldn&#039;t be your go to choice though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Guided Wraithsight (1 CP):&#039;&#039;&#039; At the start of your turn, you may pick an {{W40kKeyword|Iyanden}} Spiritseer. Until your next turn, the range of its Spirit Mark ability is increased to 12&amp;quot;, and it allows friendly {{W40kKeyword|IYANDEN WRAITH CONSTRUCT}} units the ability to re-roll all failed hit rolls, not just 1s.&lt;br /&gt;
**The best beneficiary of this stratagem would be your Wraithcannon Wraithguard and ranged Wraithlord/Wraithknight variants. They are the only ones who genuinely benefit from the increased radius, though even your Wraithblades (especially Ghostaxe Wraithblades) can&#039;t argue with full re-roll support. D-Scythe Wraithguard and Hemlock Wraithfighters gain no benefit from this.&lt;br /&gt;
**Don&#039;t forget, the re-rolls apply against &#039;&#039;all&#039;&#039; enemy units within Spirit Mark&#039;s radius, giving all your wraith units full-reroll support against anything within that Spiritseer&#039;s 2&#039; bubble. Don&#039;t be afraid to split your shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Remnant of Glory - Psytronome of Iyanden ({{W40kKeyword|Psyker}} only):&#039;&#039;&#039; Single-use only, all friendly {{W40kKeyword|IYANDEN WRAITH CONSTRUCT}} units within 6&amp;quot; of the bearer have their attacks doubled for one fight phase, but each such will take 1d3 mortal wounds at the end of the phase.&lt;br /&gt;
**Despite its limit of once per battle, the Psytronome can turn your Wraithblades into extraordinarily vicious melee units that can butcher virtually anything in the game through their sheer volume of attacks. Given the one-time nature of this relic, you may as well splurge and use any and all stratagems and psychic powers that you can to make the most out of each of these swings. If a Spiritseer is wielding the Psytronome, go ahead and spend couple command points to activate Guided Wraithsight and Supreme Disdain to re-roll all misses and proc extra attacks on hit rolls of a 6+. If you&#039;re targeting something particularly thick and meaty in the wounds department, have your Spiritseer cast either Empower or Jinx (or both, if you have another spiritseer/warlock accompanying them) and/or a Farseer cast Doom to boost their odds of wounding your target. Lastly, if you can afford it, taking these units in a {{W40kKeyword|Wraith Host}} and using the Wrath of the Dead stratagem can grant a single squad of five Ghostsword Wraithblades a &#039;&#039;minimum&#039;&#039; of 35 S6 AP-2 D1 attacks that hit on 3&#039;s, wound MEQ/TEQ on 3&#039;s, proc additional attacks on hit rolls of 6&#039;s and re-roll failed hits and wounds. With &#039;&#039;this&#039;&#039; much support, a single 5-statue squad will stand a very real chance at killing an Imperial Knight in a single charge.&lt;br /&gt;
&lt;br /&gt;
=====Special Unit=====&lt;br /&gt;
&#039;&#039;&#039;HQ&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Prince Yriel&#039;&#039;&#039;: The cheapest Autarch variant you can take, Prince Yriel lacks the mobility options his generic cousins have access in exchange for one extra wound over his {{W40kKeyword|Infantry}} kin. This isn&#039;t even mentioning the arsenal those generic Autarchs have access to if they run the Legends gear (when legal). The main selling point Yriel has would be his Spear of Twilight, a murderous melee weapon that deals d3 damage per swing and always wounds on a 2+. Just like your Warlock/Farseer witch blades, this applies to literally everything in the game, from the tiniest Grot to the largest Warlord Titan. Unlike those witch blades, the Spear of Twilight also has a modest AP-2 to carve through some armor as well, making it a legitimate threat to most standard units in the game. Unfortunately, that&#039;s about where the good news ends for Yriel. His only ranged option, The Eye of Wrath, is a 3&amp;quot; pistol that shoots d6 S6 AP-2 shots that can only be shot once per battle. Really more of a fancy finishing flourish against a character you don&#039;t much care for than an actual weapon. What&#039;s worse is that as a dedicated melee character, Yriel suffers from having to re-roll all saving rolls of a 6 from attacks made in the fight phase, making him defensively weaker in a fist fight than any other Autarch variant. If you do take him, make sure he has a reasonably fighty bodyguard unit or a transport to tuck him into when moving him across the field.&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;
====[[Saim-Hann]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Saim-Hann Banner-d62s39r.jpg|Border|75px|left]]&lt;br /&gt;
|The Wild Rider clans of Saim-Hann are an honor-bound people who put the welfare of their clans second only to that of Saim-Hann itself. The Eldar of Saim-Hann specialize in swift, rapid assaults spearheaded by jetbikes and vypers, striking their foes hard and fast before retreating beyond their vengeful opponent&#039;s retaliation.&lt;br /&gt;
&lt;br /&gt;
Your bikers in particular will prove exceptionally mobile when fielded under Saim-Hann, even by eldar standards. Armies looking for raw speed and maneuverability will not be left wanting under the banner of Saim-Hann.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=====Saim-Hann Special Rules=====&lt;br /&gt;
*&#039;&#039;&#039;Attribute – Wild Host:&#039;&#039;&#039; Re-roll failed charge rolls. Bikers do not suffer a penalty for moving and firing heavy weapons.&lt;br /&gt;
**If you want to use anything on a Jetbike, or plan on engaging in close combat even somewhat frequently, then this is the attribute for you.&lt;br /&gt;
**Autarch Skyrunners with the warlord trait Mark of the Incomparable Hunter deserve special mention, because they can move and shoot their Reaper Launchers at Characters without penalty. A missile or two is capable of evaporating an awful lot of buffing support characters that are otherwise very resistant to sniper fire (and you weren&#039;t taking Rangers with Saim-Hann, anyway). Now only a legal option in casual games or tournaments that allow Legends units.&lt;br /&gt;
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*&#039;&#039;&#039;Warlord Trait - Wild Rider Chieftain:&#039;&#039;&#039; Whenever your Warlord piles in or performs a Heroic Intervention, it can move 3&amp;quot; toward the nearest enemy {{W40kKeyword|Character}} rather than the nearest enemy model. In addition, if your warlord throws all of their attacks at one enemy {{W40kKeyword|Character}}, you add 1 to their attack characteristic until the end of that phase.&lt;br /&gt;
**Brutal on an Avatar when attacking a character - WS2+ A6 S8 AP-4 D2d6 keep highest? Even Rowboat himself is going to be seriously considering falling back (and with Doom support, Mathhammer gives the Avatar a damn good chance at killing him if you&#039;re willing to burn CP to guarantee first swing on the next turn). A Wraithseer can also pulp any character idiotic enough to get too close with 5 S9 AP-4 attacks doing D6 damage per stab. It is also a touch more durable (12 Wounds at T7 that can be healed with a Bonesinger and/or Tears of Isha) and for just a bit less than half the cost (100p base compared to the Avatar&#039;s 220p as of Chapter Approved 2018), though without healing support, will perform notably worse when it gets focus-fired and worn down (and since it has more than 10 wounds, it will get focus fired). Can be mitigated by keeping it in melee and healing it when necessary. Everyone else should be staying out of melee combat though.&lt;br /&gt;
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&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Warriors of the Raging Winds (1CP):&#039;&#039;&#039; A {{W40kKeyword|Saim-Hann Biker}} can advance and charge in the same turn. It can re-roll hit rolls of 1 in the Fight phase of that turn.&lt;br /&gt;
**Fantastic supporting stratagem for Shining Spears or a Warlock Conclave.&lt;br /&gt;
&lt;br /&gt;
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*&#039;&#039;&#039;Remnant of Glory - The Novalance of Saim-Hann:&#039;&#039;&#039; Replaces an Autarch&#039;s Laser Lance. A S+2 (S5, S8 on a turn that you charged) AP-4 D2 lance that deals a flat 4 damage on wound rolls of a 6+ against a target.&lt;br /&gt;
**A very easy choice for an Autarch Skyrunner that&#039;s highly effective against most standard targets in the game.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Ulthwé]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Ulthwe Banner Flag.jpg|Border|75px|left]]&lt;br /&gt;
|Ulthwé has stood vigil over the Eye of Terror for millennia, constantly warring against the agents of Chaos directly or by the Seers of Ulthwé manipulating others into fighting for them. For those times when Ulthwé must take a personal hand in battle, the legendary Black Guardians are often the first into battle, their heightened discipline and training making up for the relative lack of aspect warriors compared to other major craftworlds.&lt;br /&gt;
&lt;br /&gt;
Ulthwé doesn&#039;t particularly encourage any general focus for your army the way the other big four craftworlds do, as while everything in an Ulthwé list benefits from the attribute, none benefit so much so as to buckle down on particular gimmicks to abuse. That said, Guardians and Psykers get an extra toy or two over the competition and having Eldrad himself lead your army is often incentive enough to lead the Damned into battle.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=====Ulthwé Special Rules=====&lt;br /&gt;
*&#039;&#039;&#039;Attribute – Foresight of the Damned:&#039;&#039;&#039; Global 6+ FNP.&lt;br /&gt;
** For your vehicles this is essentially a &amp;quot;free&amp;quot; Spirit Stones upgrade, which is a nice 10 free points per vehicle, although other Craftworlds can buy the Stones &#039;&#039;and&#039;&#039; apply their attribute (meaning that Iyanden and Alaitoc have more durable Wave Serpents). For everything else, the overall defensive net effect is comparable to Alaitoc. For example, against 3+ to hit armies Alaitoc will net 25% less hits whilst Ulthwé will result in 20% less wounds taken, factoring in full rerolls (chapter masters everywhere...) Alaitoc will net 14% less hits. If you intend on staying far away from your enemy, take Alaitoc; if you will come closer than 12&amp;quot; or want to field Eldrad Ulthran, take Ulthwé. Together with Ulthwé&#039;s special Stratagem this will let you make the most out of a max size Guardian squad. Warlocks like it too, since it gives them a(n unreliable) way to soak Perils wounds.&lt;br /&gt;
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&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Fate Reader:&#039;&#039;&#039; If your army is Battleforged, and your Warlord is on the battlefield, roll a d6 at the beginning of each turn; on a 6 you gain a command point. Eldrad Ulthran must take this as his trait if chosen as your Warlord.&lt;br /&gt;
**A situational and somewhat useful trait. Due to being affected by the &amp;quot;Tactical Restraint&amp;quot; rule per the 2019 April FAQ, it&#039;s not as enticing to take (especially if you&#039;re running an Autarch as your Warlord).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Discipline of the Black Guardians(1CP):&#039;&#039;&#039; At the start of a shooting or fight phase, you can pick an {{W40kKeyword|Ulthwé Guardian}} unit. They can add +1 to all hit rolls until the end of the phase.&lt;br /&gt;
**The following have the {{W40kKeyword|Guardian}} keyword: Guardian Defenders (including Heavy Weapon Platforms), Storm Guardians, and Support Weapons. The big deal is the fact that you can move your Platforms and D-Cannon Support Weapons without taking a hit to accuracy.&lt;br /&gt;
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*&#039;&#039;&#039;Remnant of Glory - Ghosthelm of Alishazier ({{W40Kkeyword|Psyker}} only):&#039;&#039;&#039; Add +1 to Psychic tests made to manifest Smite.&lt;br /&gt;
**The modifier makes it easier to do 1d6 Mortal Wounds with Smite, so why not?&lt;br /&gt;
**You&#039;ll ideally want to give this to a supporting Spiritseer. You&#039;ll (very likely) already be running Eldrad in an Ulthwé list, who&#039;ll likely be benefiting from the &#039;&#039;Focus Will&#039;&#039; power to fire off psychic tests with +3 to his results (+4 if he&#039;s paired with a Warlock (Conclave)), and Spiritseers are your cheapest psyker characters capable of casting a standard smite. You can of course opt to give this to a regular Farseer if for some reason you simply can&#039;t/won&#039;t bring Eldrad.&lt;br /&gt;
&lt;br /&gt;
=====Special Unit=====&lt;br /&gt;
&#039;&#039;&#039;HQ&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eldrad Ulthran&#039;&#039;&#039;: Your premiere psyker and probably the reason you&#039;re running Ulthwé in the first place. He may as well be the Phoenix Lord of Farseers given his statline; T4, a 3++ invulnerable save topped off with his 6+++ courtesy of Ulthwé&#039;s attribute and a grand total of 3 psychic casts and denials per turn. His casting gets better after his first successful power goes off, adding 1 to all tests he makes for the rest of the phase due to his Spirt-Link ability. Between that and his innate Ghosthelm re-roll, failing to cast most of his powers would require some rather bad luck. Offensively, Eldrad comes equipped with his Staff of Ulthramar, a S+2 (S5) AP-2 Dd3 beatstick and an ever standard witch blade. However, with a grand total of two melee attacks, you should not commit your single best caster to combat unless absolutely necessary.&lt;br /&gt;
**He is considered a Farseer, so sticking a Warlock near him to use Seer Council isn&#039;t a bad idea given it will allow his first power to be cast on a +1, and the other two to be cast with a +2. Have that Warlock (Conclave) give up their weakened Smite to teach them Focus Will and have them put it on Eldrad before he starts casting his own powers. This gives him a +3 to his first cast and a staggering +4 to everything he attempts afterwards. A 1d6 Smite on 7+ and Executioner going off on a 3+ is going to leave a mark. It also means he is also eligible for Unparalleled Mastery (Gain an extra use of a power for 1CP), and Runes of Witnessing (Friendly {{W40Kkeyword|&amp;lt;Craftworld&amp;gt;}} units within 6&amp;quot; Re-Roll Wounds on 1 for 2CP).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Custom Craftworld Attributes===&lt;br /&gt;
Like the Space Marines&#039; Successor Tactics, the Eldar can now create their own Craftworld Attributes by combining any two of the following 22 attributes from the Phoenix Rising book to truly make a Craftworld of [[Your Dudes]]. The main detraction, obviously, is the lack of any new/unique relics/stratagems/characters inherent in any custom craftworld you make, but that can easily be circumnavigated by simply taking a secondary detachment of the classic craftworld you want to double-dip into.&lt;br /&gt;
*&#039;&#039;&#039;Children of Khaine&#039;&#039;&#039;: When an {{W40kKeyword|Aspect Warrior}} model with this attribute rolls an unmodified 6 to wound with a melee weapon, their damage is increased by 1.&lt;br /&gt;
**This can be brutal for Howling Banshee/Striking Scorpion Exarchs using an Executioner/Scorpion Claw, and makes your aspects potentially more threatening towards MEQ/TEQ units, but is unreliable. Use stratagems like &#039;&#039;Supreme Disdain&#039;&#039; to help fish for extra hits to help create opportunities for this to proc. &lt;br /&gt;
*&#039;&#039;&#039;Children of Morei-heg&#039;&#039;&#039;: When resolving an attack on a model in a unit with half or more of its models missing, get +1 to-hit.&lt;br /&gt;
**An ok attribute that can help a player really on the backfoot in a match, but this does nothing for single-model units such as characters, monsters or vehicles. Given the universal 3+ BS/WS everything in your army has, coupled with the plentiful buff/reroll powers and abilities you have access to, this perk just seems less useful than others listed here.&lt;br /&gt;
*&#039;&#039;&#039;Children of the Open Skies&#039;&#039;&#039;: Any unit with the {{W40kKeyword|Fly}} keyword adds 2 to whatever their advance roll is for the phase.&lt;br /&gt;
**A good on paper, less useful in practice kind of power. Many of your units that fly are already super mobile, but it does guarantee that if they do need to advance, the lowest they can roll is effectively 3&amp;quot;.&lt;br /&gt;
**&#039;&#039;Never&#039;&#039; take this for a jetbike-heavy list - when you use Ride The Wind, you don&#039;t make an advance roll, so this Attribute will do nothing for you.&lt;br /&gt;
*&#039;&#039;&#039;Children of Prophecy&#039;&#039;&#039;: Each single die roll of a 1 is counted as a 2 when making psychic tests.&lt;br /&gt;
**A fantastic ability for a psyker heavy army, this can potentially be the difference between a failed or passed psychic test for your lower WC powers. It absolutely &#039;&#039;does&#039;&#039; work when you would otherwise Perils - since 1s count as 2s, you actually rolled double 2s, and not only did you not Perils, if the power was WC4, you case it successfully.  Even if something forces you to Perils despite this, if you live, and the power was WC4, you&#039;ll still cast it!&lt;br /&gt;
*&#039;&#039;&#039;Diviners of Fate&#039;&#039;&#039;: Everything gets a 6++ invuln save.&lt;br /&gt;
**Kinda like a slightly worse Ulthwé, only with the benefit of having a secondary power. Obviously useless on everything that already has an invuln of 5+ or better. &lt;br /&gt;
*&#039;&#039;&#039;Expert Crafters&#039;&#039;&#039;: Each &#039;&#039;unit&#039;&#039; can re-roll one hit and one wound roll whenever they make a ranged or melee attack.&lt;br /&gt;
**A nice power that has more value on high strength/damage weaponry with a low shot output, such as a D-Cannon Support Platform or a Fire Prism using its Lance profile. Even then, no one can turn away two free re-rolls per unit. Has a bigger impact the fewer shots the unit is making, as well as the weaker the shots, and the less accurate.  By contrast, it has no interaction with AP or Damage, so you typically want those as high as you can get for this.  &lt;br /&gt;
*&#039;&#039;&#039;Grim&#039;&#039;&#039;: When a unit takes a morale test, you can re-roll the die.&lt;br /&gt;
**Basically ATSKNF, which is a terrible perk when you have craftworlds like Iyanden that effectively just make you immune to morale. Probably a hard pass in most cases, but in the event you plan on taking advantage of one of the other perks in this list and plan on maximizing squad sizes, it&#039;s a decent option, if sub-optimal.&lt;br /&gt;
*&#039;&#039;&#039;Hail of Doom&#039;&#039;&#039;: When a model with this attribute uses a shuriken weapon to attack an opponent within 12&amp;quot;, its AP is increased by 1 (e.g. AP0 becomes AP-1). Does not stack with any AP granted by weapon abilities (the 6+ AP-3 effect).&lt;br /&gt;
**Given the short range of most shuriken weapons, this will be active quite frequently. Pair either with &#039;&#039;Masterful Shots&#039;&#039; so that cover bonuses don&#039;t negate this attribute or &#039;&#039;Martial Citizenry&#039;&#039; if you were planning on fielding a lot of guardian infantry.&lt;br /&gt;
*&#039;&#039;&#039;Headstrong&#039;&#039;&#039;: Add 1 to charge rolls.&lt;br /&gt;
**An ok power that stacks nicely with the &#039;&#039;Ghostwalk&#039;&#039; Rune of Fortune. It also reduces that deepstrike charge distance to a slightly more manageable 8&amp;quot;, so there&#039;s that.&lt;br /&gt;
*&#039;&#039;&#039;Hunters of Ancient Relics&#039;&#039;&#039;: All models within 3&amp;quot; of an objective add 1 to their attack characteristic.&lt;br /&gt;
**A very situational but arguably decent perk if you know you&#039;re going to be playing games full of tactical objectives. If the mission type has none, you&#039;re wasting a custom attribute slot. If you think this trait will give you 1 attack every time your unit fights near an objective, think again, it says MODELS withing 3&amp;quot;, thus on average only half of your shining spear blob of 9 is going to benefit and even then there is so much counterplay to be had by the opponent... It is so much worse than +1A on the charge, there are better attributes, don&#039;t waste it on that one.&lt;br /&gt;
*&#039;&#039;&#039;Martial Citizenry&#039;&#039;&#039;: {{W40kKeyword|Guardian}} models re-roll hit rolls of 1.&lt;br /&gt;
**Between Autarchs, Guide, Biel-Tan&#039;s attribute, and Ulthwé&#039;s unique stratagem, you&#039;re not exactly short of ways to buff guardian units with the same or similar ability while still offering standard buffs for non-guardian units. Still, if you&#039;re spamming guardians and support platforms, it is undeniably useful.&lt;br /&gt;
*&#039;&#039;&#039;Masterful Shots&#039;&#039;&#039;: Targeted enemy units don&#039;t receive the benefit of cover.&lt;br /&gt;
**A decent if situational and underwhelming attribute that wrecks the Raven Guard chapter tactic and makes any non-LoS blocking terrain useless to your enemy. Dark Reapers in particular can make quite a bit out of this attribute.&lt;br /&gt;
*&#039;&#039;&#039;Masters of Concealment&#039;&#039;&#039;: Your units gain the benefit of cover when targeted by ranged attacks from 12&amp;quot; or further away.&lt;br /&gt;
**Half of the Raven Guard chapter tactic. Slightly less useful on a majority of your infantry units comparatively, but it does make your vehicles and wraith units a touch tankier at range.&lt;br /&gt;
*&#039;&#039;&#039;Mobile Fighters&#039;&#039;&#039;: Units that disembark from a transport re-roll hit rolls of 1.&lt;br /&gt;
**Fire Dragons and Wraithguard can become slightly more dangerous when rolling around in a Falcon/Wave Serpent (which you would/should likely be doing with them anyways). Also works in melee, if you&#039;d rather go that route.&lt;br /&gt;
*&#039;&#039;&#039;Savage Blades&#039;&#039;&#039;: When your models charge, are charged, or heroically intervene, re-roll melee hit rolls of 1.&lt;br /&gt;
**Yet another &amp;quot;re-roll 1s&amp;quot; perk, this one helps your melee units make the most out of their initial combat phases. Pairs nicely with &#039;&#039;Headstrong&#039;&#039; if you want a melee focused army.&lt;br /&gt;
*&#039;&#039;&#039;Strike and Fade&#039;&#039;&#039;: Your units may either A) Fall back and charge in the same turn or B) move in any direction you wish when consolidating.&lt;br /&gt;
**A &#039;&#039;very&#039;&#039; strong attribute for melee armies, particularly Wraithblades/lords, Shining Spears, and to a lesser extent, Howling Banshees.&lt;br /&gt;
**This attribute cannot be paired with anything else on this list. As such, and since it really only benefits melee units, you&#039;ll likely want to use it for a dedicated secondary Vanguard or Outrider detachment using Howling Banshees/Wraithblades or Shining Spears so that you&#039;re not shorting your general/ranged units a usable attribute.&lt;br /&gt;
*&#039;&#039;&#039;Students of Vaul&#039;&#039;&#039;: At the start of your turn, all {{W40kKeyword|Vehicles}} auto-heal 1 wound a turn.&lt;br /&gt;
**Necrons aren&#039;t the only ones with &amp;quot;Living Metal&amp;quot; anymore! A great defensive trait that reduces the need for Bonesingers to potentially take up valuable elite slots (though having one still wouldn&#039;t hurt in vehicle heavy lists).&lt;br /&gt;
**While a very nice trait, do consider that healing only one wound a turn will honestly have minimal effect when those tanks are facing dedicated anti-vehicle weaponry or massed firepower. Iyanden&#039;s attribute may be more attractive to you; though your vehicles won&#039;t heal on their own, anything with a degrading statline will retain peak combat effectiveness far longer than anything with this attribute would.&lt;br /&gt;
*&#039;&#039;&#039;Superior Shuriken&#039;&#039;&#039;: Add 4&amp;quot; to the range of Shuriken weapons.&lt;br /&gt;
**Shuriken Catapults/Pistols achieve a range of 16&amp;quot;, Avenger Shuriken Catapults 22&amp;quot;, and Shuriken Cannons a range of 28&amp;quot;. The addition of 4&amp;quot; is actually significant, as it allows even your basic Guardian Defenders to safely engage targets outside of most rapid fire and charge ranges. Unfortunately this trait has no direct compatibility with &#039;&#039;Hail of Doom&#039;&#039; due to its specific 12&amp;quot; range limit, but can still pair with it regardless if you want to maximize the potential of shuriken weaponry.&lt;br /&gt;
*&#039;&#039;&#039;Vengeful Blades&#039;&#039;&#039;: When your models charge, are charged by, or heroically intervene into {{W40kKeyword|Chaos}} units, re-roll &#039;&#039;all&#039;&#039; melee hit rolls.&lt;br /&gt;
**Savage Blades, but conditionally better. Or worse, depending on if Chaos units are even present.&lt;br /&gt;
*&#039;&#039;&#039;Warding Runes&#039;&#039;&#039;: All your models have a 5++ FNP against mortal wounds.&lt;br /&gt;
**Actually better for or against psykers than Ulthwé&#039;s perk. Recommended pairing with &#039;&#039;Children of Prophecy&#039;&#039; if you&#039;re planning on going heavy on the psykers.&lt;br /&gt;
*&#039;&#039;&#039;Webway Warriors&#039;&#039;&#039;: You may use the &#039;&#039;&#039;Webway Strike&#039;&#039;&#039; stratagem once per detachment with this attribute you take.&lt;br /&gt;
**This can allow you to deepstrike a sickeningly high number of units, arguably more than any other army in the game if you build your list around it. Alternatively, two detachments with this attribute allow you to save command points when deepstriking multiple units this way. However, keep in mind that in Matched Play, you &#039;&#039;must&#039;&#039; have 50% of your army on the table when the game begins, discouraging the abuse of this attribute (and your rather abundant options for other deepstriking units). Not to mention that you won&#039;t really be able to offensively deepstrike these extra units until turn 2, a strategic gimp that could very easily come back to bite you. Also consider that this takes up an attribute slot that could be better used for something that actually benefits your units once they actually arrive on the table, like &#039;&#039;Hail of Doom&#039;&#039; or &#039;&#039;Martial Citizenry&#039;&#039;.&lt;br /&gt;
**This pairs rather nicely with &#039;&#039;Headstrong&#039;&#039;, as melee units like Wraithblades and Howling Banshees greatly appreciate any method that allows them to get into combat as quickly as possible once they drop in. A Warlock/Spiritseer can further support these units with &#039;&#039;Ghostwalk&#039;&#039; to borderline guarantee a successful charge out of a deepstrike.&lt;br /&gt;
*&#039;&#039;&#039;Wrath of the Dead&#039;&#039;&#039;: {{W40kKeyword|Wraith Constructs}} with this attribute re-roll any wound rolls of 1. &lt;br /&gt;
**This works for all attacks, melee or ranged, so whether it&#039;s a volley of Wraithcannon fire or a couple swings from a Wraithlord&#039;s Ghostglaive, this is a solid supportive trait for those looking to build a Wraith host.&lt;br /&gt;
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==Warlord Traits==&lt;br /&gt;
&lt;br /&gt;
Named {{W40Kkeyword|Characters}} must take the Craftworld Trait associated with their {{W40Kkeyword|Craftworld}}. For example, if Eldrad is your Warlord, he must take Fate Reader. [[Fail|Phoenix Lords also cannot take a Warlord trait, so there is no longer a reason for having one of the Craftworld Eldar&#039;s legendary heroes and personifications of an aspect of Khaine, heroes that entire Craftworlds rally around in times of need, lead your army]]. Nope. Only [[Autarch|dorks with wing]]s and [[Farseer|people]] [[Spiritseer|with]] [[Warlock|mind bullets]] get to lead the army now.&lt;br /&gt;
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===Universal===&lt;br /&gt;
#&#039;&#039;&#039;Ambush of Blades:&#039;&#039;&#039; Friendly {{W40Kkeyword|Craftworld}} units within 6&amp;quot; of your Warlord that roll a 6+ to hit in the Fight phase improve the AP of the attack by 1.&lt;br /&gt;
#*This is best applied to AP0 weapons, since AP0-&amp;gt;AP1 is a better improvement than on something that already has penetration, and obviously useless on anything that doesn&#039;t roll to hit. This is probably more of a one-shot ability, because you don&#039;t want your Warlord to sit in a close combat for turn after turn. You will need to plan beforehand on how to pull the trick off: Combine this with a unit with many attacks, the Enhance psychic power for higher triggering chances, an Autarch for rerolls and the Supreme Disdain stratagem for even more attacks. In most cases, one single Wave Serpent won&#039;t be enough, therefore consider deepstriking parts of the units or putting them on Jetbikes. In short: An unusual and difficult to use warlord trait.&lt;br /&gt;
#&#039;&#039;&#039; An Eye on Distant Events:&#039;&#039;&#039; Overwatch cannot be fired at your Warlord.&lt;br /&gt;
#*Obviously best on a Warlord who actually wants to be in close combat, such as the Avatar of Khaine or a Wraithseer. In the past it was not worth taking this on an Autarch, because the free Banshee Mask wargear negated overwatch, but with that option retired to Warhammer Legends, this might be worth considering.&lt;br /&gt;
#&#039;&#039;&#039;Falcon&#039;s Swiftness:&#039;&#039;&#039; Add 2 to your Warlord&#039;s Movement.&lt;br /&gt;
#*Better used on slow footslogging warlords, if Faolchu&#039;s Wings are not available. The Avatar is the hottest candidate for this trait and will appreciate the speedup very much, although the Eye on Distant Events is a very stiff competition for him. Pretty pointless on any warlord on a Jetbike.&lt;br /&gt;
#&#039;&#039;&#039;Fate&#039;s Messenger:&#039;&#039;&#039; Your warlord has +1W and 6+++ FNP (remember not to take this on an Ulthwé warlord).&lt;br /&gt;
#*Flat out better than the core rulebook version thanks to the +1 Wound. This is a very good warlord trait in a codex full of them, which is a bit of a shame when you consider it. Very useful for Farseers or Autarchs on a Jetbike who will be upfront, best combined with the Phoenix Gem – &#039;&#039;&#039;7&#039;&#039;&#039; wounds, T4, a 6+++ FNP, and when it&#039;s slain it explodes like a vehicle and &#039;&#039;doesn&#039;t even die&#039;&#039;. Who said Eldar had to be squishy? This is also possibility to increase the  resilience of a Warlock or Spiritseer against Perils wounds, if you don&#039;t find anything more useful.&lt;br /&gt;
#&#039;&#039;&#039;Mark of the Incomparable Hunter:&#039;&#039;&#039; Your warlord can snipe {{W40Kkeyword|characters}}.&lt;br /&gt;
#*Entertainingly powerful on a Wraithseer with a D-cannon. Outside of Forgeworld (still a viable, if expensive option) or an Autarch with Reaper Launcher (now a Legends unit and illegal in official tournament play), it is impractical at best. Every other HQ unit is limited to a paltry 12&amp;quot; for their ranged weapons at best, making it simply more practical to attempt to engage in melee with the target character at that point.&lt;br /&gt;
#&#039;&#039;&#039;Seer of the Shifting Vector:&#039;&#039;&#039; Once per round, you can re-roll one hit, wound, save, psychic, or deny the witch roll for your Warlord.&lt;br /&gt;
#*This is another trait recommended for an upfront Farseer or Autarch on Jetbike, because they will get the most chances of actually using this ability. A rerolled save can make the difference between a dead and a living warlord in the end! That said, this trait can also be used to improve the casting of Warlocks or Spiritseers.&lt;br /&gt;
&lt;br /&gt;
===Specialist Detachment Specific===&lt;br /&gt;
These are &#039;&#039;very&#039;&#039; specific traits which can be taken by applicable Warlords within their Specialist Detachments. While they can be quite potent, they do only apply towards units with the respective Specialist Detachment keyword, meaning you&#039;d have to very specifically design your army around these traits to take full advantage of them. If you can spare 1 CP and still want a regular trait for your warlord, you may use the &#039;&#039;Field Commander&#039;&#039; stratagem to give one of your HQ units within a Specialist Detachment the respective trait associated with it.&lt;br /&gt;
*&#039;&#039;&#039;Windrider Host - Wind Rider:&#039;&#039;&#039; This trait allows any {{W40Kkeyword|WINDRIDER HOST}} units within 6&amp;quot; of your Warlord/Field Commander to charge even after falling back earlier that turn. While this sounds good in practice, the utility pales somewhat when your standard units are [[Jetbike|Windriders]] (who probably shouldn&#039;t be in melee) and Vypers (who &#039;&#039;also&#039;&#039; shouldn&#039;t be in melee). That said, the ones who really benefit are your HQ choices themselves. A Warlock Conclave armed with Singing Spears can be particularly frightening to enemies relying on their Toughness to tank hits, while an [[Autarch|Autarch Skyrunner]] can be shockingly lethal if armed with a Novalance for [[Rape|MAXIMUM PAIN]], and will be a bitch to get away from. Alternatively, this opens up some tactical options for applying pressure on key enemy units, though keep in mind; this can make your Warlord considerably more vulnerable since he&#039;d have to be participating in the charge-retreat-charge shenanigans as well.&lt;br /&gt;
**The &#039;&#039;&#039;Strike and Fade&#039;&#039;&#039; custom Craftworld Attribute completely invalidates this trait, as it applies to your entire army at all times. Given the unit restrictions and heavy CP cost specialist detachments tend to incur, you may want to just take a supplementary Strike and Fade detachment if you just want to abuse this mechanic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wraith Host - Revered by the Dead:&#039;&#039;&#039; Built primarily for your fighty Wraith units, this allows any {{W40Kkeyword|WRAITH HOST WRAITH CONSTRUCTS}}  within 6&amp;quot; to reroll failed charge rolls. This is very redundant for Saim-Hann, given their attribute simply applies to all your units regardless. Instead, this can be particularly handy for Iyanden Wraith armies, with a Spiritseer for cost efficiency and RoB support, or a Wraithseer as a durable, hard-hitting buff vector for his Wraith body guards (plus it gets the re-rolls too!). Going with this trait means you&#039;re going heavy with [[Wraithblades]], physically inclined [[Wraithlords]] and [[Wraithseer|Wraithseers]], or planning to have your [[Wraithknight]] up in the thick of it. If you prefer to keep your enemies at a modest distance, it may be better to stick with a vanilla trait instead.&lt;br /&gt;
&lt;br /&gt;
==Tactical Objectives==&lt;br /&gt;
It is not possible to be prepared for an explicit tactical objective. For most cases, achievement is purely situational. However, in some cases there are some tricks to make achieving them easier.&lt;br /&gt;
&lt;br /&gt;
;11 - Legacy of Sorrow&lt;br /&gt;
:1VP if you kill an enemy character.&lt;br /&gt;
;12 - Master of Runes&lt;br /&gt;
:Cast 1/3 Eldar psychic powers for 1/d3 VP.&lt;br /&gt;
;13 - Khaine&#039;s Wrath&lt;br /&gt;
:1/3 successful charges give 1/d3 VP. Because only charges and no kills matter, you may throw in everything you have at hand, e.g. Wave Serpents and other grav-tanks who can survive melee for a turn.&lt;br /&gt;
;14 - The Hidden Path&lt;br /&gt;
:1VP if there are no enemies within 12&amp;quot; of objective marker d6.&lt;br /&gt;
;15 - Strands of Fate&lt;br /&gt;
:1VP if you control objective marker d6. If your warlord is a psyker, you may modify by ±1. With a psyker Warlord you can hedge your bets, who will guarantee this is always marker 2 or 5.&lt;br /&gt;
;16 - Combined Strike&lt;br /&gt;
:1/d3/3+d3 VP if an enemy unit is destroyed in 1/2/3 phases (out of psychic, shooting, fight). If there is somewhere a lonely 1-man unit, you may consider casting Smite instead of Eldar trickery in order to get the psychic kill. As per shooting and fight phase kills: Remember that you have to kill the entire unit off - letting morale do the work for you won&#039;t count.&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&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;
===Universal===&lt;br /&gt;
Standard strategems that can be used by any and all Craftworlds, though Ynnari detachments are now exempt from using these.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Avatar Resurgent (3 CP)&#039;&#039;&#039;: If the Avatar of Khaine is slain in the Fight Phase, do not remove it as a casualty. Instead, roll a d6 after the unit that killed it has resolved all its attacks; the Avatar then comes back to life with that many wounds remaining. Needless to say, this &#039;&#039;greatly&#039;&#039; increases the danger an Avatar poses in close combat. &lt;br /&gt;
*&#039;&#039;&#039;Celestial Shield (1CP)&#039;&#039;&#039;: During the enemy shooting phase, if a friendly {{W40Kkeyword|Guardian}} unit is chosen as a target of an attack, it will have a 4+ invulnerable save for the rest of that shooting phase. Stack with Fortune and Protect to become freakishly hard to budge. Use Ulthwe and an Autarch, and the enemy will either try hard to kill them (and make this stratagem earn its cost) or not try hard enough (and get completely shredded by 2+ rerolling Black Guardians). &lt;br /&gt;
*&#039;&#039;&#039;Cloud Strike (1 CP):&#039;&#039;&#039; As Webway Strike below, but with an Eldar Vehicle that can Fly instead &amp;amp; only one unit. NOTE: You cannot use both Cloud Strike and Webway Strike in the same game, you have to choose one or the other. [[Creed |Absolutely hilarious for Deep Striking in a bunch of Hemlocks right where you need them]]. Only works once though.&lt;br /&gt;
**Remember that you drop down during the Movement Phase so the vehicle has to sit still for a turn. using this for transports is a bad idea. Not bad for protecting Fire Prisms, Crimson Hunters or Super-Heavies from a round of shooting against [[Militarum_Tempestus |certain Alpha-Strike]] lists.&lt;br /&gt;
*&#039;&#039;&#039;Concordance of Power (1 CP):&#039;&#039;&#039; Use this stratagem whenever a Warlock Conclave successfully casts a Runes of Battle psychic power. The range of the power is doubled.&lt;br /&gt;
**36&amp;quot; range on your Runes of battle powers is extremely useful as it keeps your out of deny range while still able to to support units on your opponents side of the table. It can&#039;t be stated how useful a 36&amp;quot; Range Jinx and Restrain can be, especially with Primarchs or Flyrants on the table.&lt;br /&gt;
*&#039;&#039;&#039;Feigned Retreat (2 CP)&#039;&#039;&#039;: Pick an {{W40Kkeyword|Asuryani}} unit that has fallen back this turn; it can now shoot and charge despite having fallen back. Not &#039;&#039;as&#039;&#039; useful on Swooping Hawks or your tanks, since they could already shoot after falling back (due to the {{W40Kkeyword|FLY}} keyword), but everyone else benefits from it, given the short range of most of your guns. &lt;br /&gt;
**Incredible for your Shining Spears as they benefit greatly from being able to fall back while abusing {{W40Kkeyword|FLY}}, shoot and charge again.&lt;br /&gt;
*&#039;&#039;&#039;Fire and Fade (1 CP)&#039;&#039;&#039;: After a friendly Asuryani unit shoots, it can move 7&amp;quot; as if it was the movement phase; however, it may not advance as part of this extra move and will be unable to charge that turn. Still a small price to pay for getting move-shoot-move back. It gives a great mobility boost as well as Advance-Shoot-Move is possible. Finally it can be a nice option to get a unit back into cover after it has finished off a unit in the shooting phase.&lt;br /&gt;
**[[Troll|FAQ confirms that Swooping Hawks can still drop grenades on any unit it flies over with this.]]. The same FAQ also notes that if it is used on a Crimson Hunter or a Hemlock they will be removed as casualty.&lt;br /&gt;
*&#039;&#039;&#039;Forewarned (2 CP):&#039;&#039;&#039; Used whenever an enemy unit arrives from the battlefield within eyesight of a friendly unit that is within 6&amp;quot; of a friendly farseer. That friendly unit may make an out-of-sequence shooting attack. Unlike other similar stratagems, this one doesn&#039;t force a -1 to-hit penalty, and can be outside of 12&amp;quot;! You DO have to bubble-wrap/conga line next to a Farseer for this to really pay off. This is actually really broken. Your opponent&#039;s gotta be REALLY careful not to get his deep striking unit shot to shit from Dark Reapers who could see them, or even humble guardians taking down a Lictor before it could do shit to them.&lt;br /&gt;
**A note on Drop Pods: The RAW specifically states you target the unit that arrives, in this case the Drop Pod itself, and not whatever comes charging out.&lt;br /&gt;
*&#039;&#039;&#039;The Great Enemy (1 CP):&#039;&#039;&#039; Used whenever a friendly Asuryani unit is chosen to fight. Re-roll all failed to-wound rolls against a unit with the {{W40kKeyword|Slaanesh}} keyword. Make Ancient Doom work in your favor, and fuck Slaanesh Daemons and Emperor&#039;s Children.&lt;br /&gt;
*&#039;&#039;&#039;Lightning Fast Reactions (2 CP):&#039;&#039;&#039; Used when a friendly {{W40kKeyword|&amp;lt;CRAFTWORLD&amp;gt;}} Infantry unit or a friendly {{W40kKeyword|&amp;lt;ASURYANI&amp;gt;}} unit that has {{W40kKeyword|&amp;lt;FLY&amp;gt;}} keyword is targeted by a ranged or melee weapon. All attacks against that unit are resolved at -1 to hit for the rest of the phase. One fun but costly idea is to combine this with the Celestial Shield Stratagem on Guardians to &#039;&#039;really&#039;&#039; infuriate your opponent. Bonus points for doing it with Alaitoc in the shooting phase to stack it with the Craftworld Attribute, though you will probably lose friends for it.&lt;br /&gt;
*&#039;&#039;&#039;Linked Fire (1 CP)&#039;&#039;&#039;: When a target is selected for a Fire Prism&#039;s Prism Cannon, do not resolve the hit until the end of the phase. Any {{W40Kkeyword|&amp;lt;Craftworld&amp;gt; Fire Prism}} within 60&amp;quot; of the first one that is visible to it may link fire, targeting the first Fire Prism&#039;s target with its Prism Cannon and re-rolling failed hit and wound rolls when doing so, as well as ignoring range and visibility. Once all other shooting is completed, the first Fire Prism may resolve its shots against the target selected. If at least one other Fire Prism linked fire with it, it gets to re-roll its hit and wound rolls as well. &lt;br /&gt;
**Combined with Pulse Laser Discharge, this stratagem can wreak absolute havoc on almost everything in the game. Having Fire Prisms shooting S12 AP-5 lances twice each irrespective of line of sight or range re-rolling hits &#039;&#039;and&#039;&#039; wounds can absolutely devastate any vehicle from Rhinos to Imperial Knights. Conversely, rapid Dispersed Blasts can all but evaporate any individual blob you want off the board with a barrage of D6 S6 shots (assuming you have only two Fire Prisms fielded, that&#039;s still 4D6 shots, assuming they haven&#039;t moved much).&lt;br /&gt;
**Hilariously you can also use &#039;&#039;&#039;Linked Fire&#039;&#039;&#039; to nuke your opponent&#039;s special snowflake character, as long as the character is the closest model to the first Fire Prism the others can also target it. Combine with &#039;&#039;&#039;Cloud Strike&#039;&#039;&#039; and your opponent is guaranteed to turn into a pillar of salt. &lt;br /&gt;
*&#039;&#039;&#039;Matchless Agility (1 CP):&#039;&#039;&#039; Used whenever a friendly unit advances. Instead of rolling a die, you automatically advance 6&amp;quot; with the unit. Makes Footdar lists hilariously broken outside of Matched Play. Still damn useful in Matched Play as well.&lt;br /&gt;
*&#039;&#039;&#039;Overload Energy Field Projectors (1 CP):&#039;&#039;&#039; During the shooting phase, pick a Wave Serpent that discharged its shield on an earlier turn. It can now discharge the shield a second time. Because apparently the Wave Serpent really needed the extra boost.&lt;br /&gt;
*&#039;&#039;&#039;Phantasm (2 CP):&#039;&#039;&#039; Used at the beginning of the game but before the first player turn has begun. You may immediately remove up to 3 friendly units and re-deploy them. Nice if you deployed first for a quick counter-deployment strategy in case you fucked up your unit placement. Considering how a properly positioned Eldar unit is critical, this can be a good backup plan. Alternatively, if you have the CP to spare, you can attempt to influence or bait your opponent&#039;s deployment by setting up a few key units (like a Fire Prism, Wraithlord/seer or Wave Serpent) in a position that &#039;&#039;heavily&#039;&#039; encourages him/her to focus on either setting up in a manner to exclusively &#039;&#039;avoid&#039;&#039; or &#039;&#039;target&#039;&#039; those units. Once the deployment is finished, you can [[Just as planned | place that Fire Prism he could&#039;ve sworn was just sitting out in the open way down field of those devastators he sent after it with a clear flanking shot on them]]. &lt;br /&gt;
**Do note that using this tactic offensively will likely only work once or twice against most people, and even then you shouldn&#039;t base your core strategy around it. Try to save it for tournaments or games against irregular opponents and if you&#039;re confident you can afford the CP or potential risk to your important units.&lt;br /&gt;
*&#039;&#039;&#039;Runes of Witnessing (2 CP):&#039;&#039;&#039; Used at the start of any phase. Pick a friendly Farseer. All {{W40kKeyword|&amp;lt;CRAFTWORLD&amp;gt;}} units within 6&amp;quot; of the Farseer re-roll 1s to wound. Given you want that [[Eldrad| dick]] up front spamming Smite and Executioner, this is awesome for supporting the unit he&#039;s with. Also pretty nice on that Farseer in the Dark Reaper blob that they just guided.&lt;br /&gt;
*&#039;&#039;&#039;Seer Council (1 CP):&#039;&#039;&#039; In the Psychic Phase, if a Farseer is within 6&amp;quot; of a friendly Warlock unit, both the Farseer and the Warlocks gain +1 to psychic tests. Use it on that [[Eldrad | dick]] with &#039;&#039;&#039;Unparalleled Mastery&#039;&#039;&#039; to cast 3 powers with +2 to cast and one extra with +1 to cast. This strategem combined with Runes of Farseer should give you up to ~95% success rate on powers you really need also making them much much harder to deny.&lt;br /&gt;
*&#039;&#039;&#039;Starhawk Missile (1 CP):&#039;&#039;&#039; When an Infantry unit model shoots an Aeldari missile launcher at a unit with Fly, make a single hit roll with +1 to hit. If you hit, do D3 mortal wounds instead of rolling to wound. Awesome for putting some Mortal Wounds onto [[Chapter_Master_Slamguinius|Slamguinius]], or evaporating 1-3 Vanguard Veterans on a 2+. Guardians and Dark Reapers are viable as they can carry the AML, but keep in mind that the +1 to hit will not apply to the Dark Reapers.&lt;br /&gt;
*&#039;&#039;&#039;Supreme Disdain (1 CP):&#039;&#039;&#039; Used whenever a friendly unit is chosen to fight in the fight phase. The unit gains exploding attacks on 6+ that do not proc themselves. This does stack with Striking Scorpion Exarchs or Scorpions buffed by Karandras, and can definitely make that unit of Banshees or Wraith Blades even more horrifying. Also fun on a Firesabre Autarch or Diresword Exarch to try and fish for more Mortal Wounds. Even more fun, if you stack it with Enhance or/and Striking Scorpions&#039; Shadow Strike. Try this on a unit of 10 wraithblades with Enhance affected by Psytronome of Iyaden and Ambush of Blades WT for undiluted devastation. Even regular Wraithguard are no slouch in close combat and every exploding attack hurts all the more.&lt;br /&gt;
*&#039;&#039;&#039;Tears of Isha (2 CP):&#039;&#039;&#039; Used at the start of your turn. Select a Wraith Construct model, and it regains 1d3 wounds lost earlier. Your Wraithlords will appreciate this as they walk up the battlefield with a degrading stat line and no form of invulnerable save. Note that for 70 points, you can field a Bonesinger to do the same job, but that has its own downsides, like the need for the Bonesinger to keep up with what it&#039;s healing.&lt;br /&gt;
*&#039;&#039;&#039;Treasures of the Craftworld (1/3 CP):&#039;&#039;&#039; Take extra relics, Eldar style. Pay 1 CP for an extra Remnant of Glory in your army, or pay 3 for two extra Remnants of Glory in your army.&lt;br /&gt;
*&#039;&#039;&#039;Unparalleled Mastery (1 CP):&#039;&#039;&#039; Used whenever an {{W40kKeyword|ASURYANI FARSEER}} successfully casts their last allowed power in the Psychic phase. They can attempt to cast one additional power. Oh hell yes. Slap this on Eldrad and one-up those Tzeentch Chaos Sorcerers.&lt;br /&gt;
*&#039;&#039;&#039;Vaul&#039;s Might (1 CP):&#039;&#039;&#039; If a Support Weapon is within 6&amp;quot; of another Support Weapon, they can both reroll 1&#039;s to wound. Pretty useless given the low volume of fire: Two D-cannons will give 3 hits on average and therefore 0.5 1&#039;s on wounding. I.e. every second time this stratagem  will be completely wasted. Use Doom or the standard CP reroll instead.&lt;br /&gt;
**If you&#039;re fielding three or more Shadow Weaver Support Weapons, this stratagem is worth considering. Due to how cheap they are, they are great for filling up detachment slots and this will help make the most of their shots should the need arise. Definitely consider this as an &#039;&#039;option&#039;&#039; though, not a core part of your strategy.&lt;br /&gt;
*&#039;&#039;&#039;Webway Strike (1/3 CP):&#039;&#039;&#039; This lets you deep strike a single {{W40kKeyword|Infantry}}or {{W40kKeyword|Biker}}unit of your choice! Pay for the 3 CP instead to deep strike a second unit. NOTE: You cannot use both Cloud Strike and Webway strike in the same game, you have to choose one or the other. Aside from the obvious Fire Dragons or D-Cannon Wraithguard just about every eligible unit can benefit from being able to be placed where you want, when you want.&lt;br /&gt;
**Remember that Guardian Platforms are Infantry and Vypers are Bikers. Ulthwe and Saim-Hann respectively can use this to dump a Guardian Squad with Heavy Weapons or Vypers full of Heavy weapons right behind something important then fire without penalty (Discipline of the Black Guardians Strat and Saim-Hann Craftworld trait respectively)&lt;br /&gt;
**Special note on guardians, although they can use this to deep strike into shuriken catapult range, just bear this will also put you&#039;re brittle unbuffed guardians at risk of auspex scan and other stratagems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspect Warrior Stratagems&#039;&#039;&#039;&lt;br /&gt;
Each of these nine stratagems are dedicated to one of the nine standard Aspect Warrior Shrines. Each can only be used once per battle and only on a single squad of their respective aspect, so choose and invest wisely. Functionally, each of these are the same; the aspect warrior Exarch in the chosen squad may keep their original Exarch power and take one of the six other powers in addition to it as opposed to replacing it with one.&lt;br /&gt;
*&#039;&#039;&#039;Exemplar of the Avenger Shrine (1 CP):&#039;&#039;&#039; A Dire Avenger Exarch gets to keep their &#039;&#039;Battle Fortune&#039;&#039; ability and take another power.&lt;br /&gt;
*&#039;&#039;&#039;Exemplar of the Banshee Shrine (1 CP):&#039;&#039;&#039; A Howling Banshee Exarch keeps their &#039;&#039;War Shout&#039;&#039; ability in addition to another power.&lt;br /&gt;
*&#039;&#039;&#039;Exemplar of the Dragon Shrine (1 CP):&#039;&#039;&#039; A Fire Dragon Exarch gets to keep their &#039;&#039;Crack Shot&#039;&#039; ability in addition to a single other power.&lt;br /&gt;
*&#039;&#039;&#039;Exemplar of the Hawk Shrine (1 CP):&#039;&#039;&#039; A Swooping Hawk Exarch keeps their &#039;&#039;Herald of Victory&#039;&#039; ability in addition to a single other power.&lt;br /&gt;
*&#039;&#039;&#039;Exemplar of the Hunter Shrine (1 CP):&#039;&#039;&#039; A Crimson Hunter Exarch keeps their &#039;&#039;Marksman&#039;s Eye&#039;&#039; ability in addition to a single other power.&lt;br /&gt;
*&#039;&#039;&#039;Exemplar of the Reaper Shrine (1 CP):&#039;&#039;&#039; A Dark Reaper Exarch retains &#039;&#039;Crack Shot&#039;&#039; as well as one of their other powers.&lt;br /&gt;
*&#039;&#039;&#039;Exemplar of the Scorpion Shrine (1 CP):&#039;&#039;&#039; A Striking Scorpion Exarch keeps their &#039;&#039;Sustained Attack&#039;&#039; ability in addition to one of their other powers.&lt;br /&gt;
*&#039;&#039;&#039;Exemplar of the Spear Shrine (1 CP):&#039;&#039;&#039; A Shining Spear Exarch retains &#039;&#039;Expert Hunter&#039;&#039; as well as one of their other powers.&lt;br /&gt;
*&#039;&#039;&#039;Exemplar of the Spider Shrine (1 CP):&#039;&#039;&#039; A Warp Spider Exarch gets to keep &#039;&#039;Iron Resolve&#039;&#039; in addition to another power.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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;
&lt;br /&gt;
===Specialist Detachment Stratagems===&lt;br /&gt;
Introduced in the new Vigilus Defiant Campaign, These can be used to grant access to new traits, relics and/or Stratagems to applicable units within any Battle-Forged detachment by adding additional keywords to said units. It should be noted that you may not select any detachments with {{W40Kkeyword|Ynnari}} units, unfortunately. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;General Stratagems&#039;&#039;&#039;: Stratagems that aren&#039;t gated behind specific Specialist Detachments, but can still be used to augment them.&lt;br /&gt;
**&#039;&#039;&#039;Field Commander (1 CP)&#039;&#039;&#039;: This stratagem bears special mention. For one command point, you can designate a character with a Specialist Detachment keyword and they gain the warlord trait associated with that detachment. Can&#039;t be used on named characters or to give your warlord a second warlord trait. Usefulness may vary, though if you have the CP to spare and do have a significant unit investment in your Specialist Detachment, this can definitely help maximize your unit synergy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Windrider Host (1CP)&#039;&#039;&#039;: For the folks who like to go fast, this lets you add the {{W40Kkeyword|WINDRIDER HOST}} Keyword to any {{W40Kkeyword|Vypers}}, {{W40Kkeyword|Windriders}} and any {{W40Kkeyword|AUTARCH/FARSEER/WARLOCK SKYRUNNERS}} (as well as the Warlock Skyrunner Conclaves) within your Detachment. This sort of detachment screams for {{W40Kkeyword|SAIM-HANN}}, though it is a shame that Shining Spears aren&#039;t invited to the party.&lt;br /&gt;
**&#039;&#039;&#039;Nimble Escape (2CP)&#039;&#039;&#039;: Use in the fight phase after a wind rider host unit has fought.  That unit can move and advance as if it were the movement phase.  If the are any enemy units within 1&amp;quot;, you can fall back... yes, that means you can charge in, fight, then fall back out of combat before your opponent had a chance to swing. DAMN.&lt;br /&gt;
**&#039;&#039;&#039;Tempest of Blades (3 CP):&#039;&#039;&#039; Used in the shooting phase, this lets you improve the AP of all shooting attacks made by {{W40Kkeyword|WINDRIDER HOST}} units within 6&amp;quot; of a Farseer Skyrunner by -1 for the rest of the phase. While this is certainly useful, (especially if you&#039;re running lots of Scatter Lasers), it&#039;s also &#039;&#039;very&#039;&#039; expensive (If you ran just a Battalion, you just burned half your total CP to do this once) and can end up being somewhat redundant on weapons that have decent rending already.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wraith Host (1CP)&#039;&#039;&#039;: This stratagem transforms the chosen Asuryani detachment into a Wraith Host Specialist Detachment, granting the {{W40Kkeyword|WRAITH HOST}} keyword to {{W40Kkeyword|SPIRITSEERS}} and any {{W40Kkeyword|WRAITH CONSTRUCTS}}. Most of the perks associated with this specialization are very melee-focused, so while Wraithguard and (oddly) Hemlock Wraithfighters &#039;&#039;can&#039;&#039; benefit, it may be best to shelve them in exchange for the bladed variants or their larger kin. Suffice to say, this specialist detachment works best under {{W40Kkeyword|Iyanden}}, particularly if you&#039;re fielding Wraithlords/seers/knights.&lt;br /&gt;
**&#039;&#039;&#039;Wrath of the Dead(1CP)&#039;&#039;&#039;: Used at the beginning of the Fight Phase, this grants one additional attack to each model in a {{W40Kkeyword|WRAITH HOST WRAITH CONSTRUCT}} unit of your choosing. This of course, stacks quite wonderfully with many of your other fight-based stratagems (Supreme Disdain comes to mind) as well as several of your Runes of Battle/Fate. Spice with the Psytronome of Iyanden if you want to guarantee the death of whatever you&#039;re trying to punch.&lt;br /&gt;
**&#039;&#039;&#039;Spirit Shield (2 CP):&#039;&#039;&#039; Used at the end of your Movement Phase, this lets a Spiritseer throw its 4+ invulnerable save to a {{W40Kkeyword|WRAITH HOST WRAITH CONSTRUCT}} unit within 6&amp;quot; until your next turn. Ghost Sword Wraithblades or Wraithguard with Shimmershields? Season with Protect and Fortune if you wish for T6 3 wound models with 2+/3++ saves and 5++ FNPs. Not to mention Bonesinger/Stratagem healing support, and you have one of the tankiest infantry units in the game. Additionally, with some thoughtful positioning, you &#039;&#039;can&#039;&#039; throw this on a Hemlock Wraithfighter or a Wraithknight for some additional protection if you&#039;re expecting them to get focused down. Just make sure the Spiritseer who is sacrificing his invuln is out of LoS and is hanging back for the rest of your turn.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Psychic Powers==&lt;br /&gt;
The Eldar have always been psychic power-houses in their many iterations throughout 40k&#039;s history, 8th edition sees the return of reliable psychic tests, as well as more reliable ways to stop psykers. Looking at matched play rules we can see that almost every single army can cast only 6 powers other than Smite per turn (Thousand Son&#039;s daemon princes have access to 18 also.) and moreover only from their specific discipline, while Eldar can cast 24 different powers (different variations of warlocks powers are being considered separate powers)! And almost all of them may find some big use. Additionally, all but one of our powers don&#039;t need a line of sight against their targets, feel free to hide your psykers as needed.&lt;br /&gt;
&lt;br /&gt;
===Runes of Fate===&lt;br /&gt;
These are only available to Farseers, and Farseers are only capable of these powers and Smite, so without exception, a psyker choosing from this Discipline only knows WC5 and WC7 powers; aside from Eldrad or Warlord Traits/Relics, the caster&#039;s casting ability is simply 2 powers, and once per phase, can re-roll either or both dice when casting.  This means the most reliable way to ensure your Fate powers go off is redundancy; for example, the most common power combo you&#039;re going to want on hand is either Doom/Fortune/Will of Asuryan (for D-Scythe Wraithguard) or Doom/Guide/Fortune (for almost everything else, especially Fire Dragons) - sort your powers by how much you want them to go off.  Take a Farseer with the first two powers, and a Farseer with the second two - for this example, we&#039;ll use the latter.  The first Farseer should cast Doom; if they need to use the re-roll for it, they should do so, and then cast Smite, and the second Farseer will ensure Guide goes off without a hitch.  If they don&#039;t use their re-roll, they can cast Guide themselves with the re-roll available, and the second Farseer can ensure Fortune happens, then cast Smite (with a possible re-roll available for reliability or going for 11+).  Done this way, the odds of the two powers you really care about going off will always happen with 84.95% probability each, meaning the odds of both happening are 72.17%; if you trust one Farseer to do both, your odds of pulling off both are only 65.08%.  This math was done with WC7 powers, of course - you don&#039;t need the re-roll nearly as much for Will of Asuryan or Smite, and they&#039;ll go off with 97.22% probability if you have the power available.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Guide:&#039;&#039;&#039; WC 7. Targets a single friendly {{W40Kkeyword|asuryani}} unit within 24&amp;quot;. Re-roll all failed to-hit rolls for the unit&#039;s ranged weapons until the next psychic phase. Works better the less accurate and more populous the unit is, of course - you won&#039;t see much bang for your buck if you have the Farseer cast this on themselves.&lt;br /&gt;
#*RAW it affects ranged weapons. RAI it also affects the lances on Shining Spears and the spears on Warlock Conclaves even in melee, as the points cost for both of those weapons falls under the &amp;quot;ranged weapons&amp;quot; section at the back of the codex, in much the same way as a Deathwatch Watch Master and the relic bolter shells boosting the damage of his melee attacks. &lt;br /&gt;
#&#039;&#039;&#039;Doom:&#039;&#039;&#039; WC 7. Targets a single enemy unit within 24&amp;quot;. Re-roll all failed to-wound rolls from {{W40Kkeyword|asuryani}} unit attacks against the targeted enemy unit until the next psychic phase.  Works better the harder the target is to wound, of course.&lt;br /&gt;
#*Bear in mind that your opponent will typically be particularly wary of Doom, so try to keep the Farseer casting it out of denial range. If you expect your opponent to attempt to deny the witch, have a supporting warlock (conclave) cast &#039;&#039;Focus Will&#039;&#039; on your Farseer for a touch of insurance.&lt;br /&gt;
#&#039;&#039;&#039;Fortune:&#039;&#039;&#039; WC 7. A single friendly {{W40Kkeyword|asuryani}} unit within 24&amp;quot; gets a 5++ FNP. Until GW decides to clear up the [http://www.belloflostsouls.net/2017/07/40k-suffer-not-wound-take.html wording mess of ignoring wounds], the generally accepted procedure is to use Fortune whenever the unit loses a wound, i.e. against all type of damage.&lt;br /&gt;
#&#039;&#039;&#039;Executioner:&#039;&#039;&#039; WC 7. The nearest enemy unit within 18&amp;quot; suffers 1d3 mortal wounds, and if a model in the unit is slain, it suffers an additional 1d3 mortal wounds.  A real rarity among psychic powers, this actually has the potential to outperform Smite, provided you target it intentionally - Smite is strictly better against one big target, but this will outperform Smite against any unit with a single-wound model in it (either natively, or because you&#039;ve already damaged it).&lt;br /&gt;
#&#039;&#039;&#039;Will of Asuryan:&#039;&#039;&#039; WC 5.  Friendly {{W40Kkeyword|asuryani}} units within 6&amp;quot; of the psyker automatically pass morale, and the psyker adds +1 to Deny the Witch rolls.&lt;br /&gt;
#*&#039;&#039;&#039;Alternate Take:&#039;&#039;&#039; at WC 5, this is awesome filler for Eldrad to give him something to trigger his +1 to cast with; plus as the best Smite and Executioner user we have, he&#039;s usually going to be close enough to something that can use that Fearless bubble. it&#039;s also useful filler for a Guide spam Farseer if you pull Master the Warp and/or Master of Runes.&lt;br /&gt;
# &#039;&#039;&#039;Mind War:&#039;&#039;&#039; WC 7. Targets a single enemy {{W40Kkeyword|Character}} model within 18&amp;quot; of the psyker. Both players roll 1d6 and add their model&#039;s leadership characteristic to the result. If the target rolls higher or draws, nothing happens. If you roll higher than the target, they suffer a number of mortal wounds equal to the difference in score. Remember that you can use a Command Point to re-roll your d6 (and your Autarch may get it back for you).&lt;br /&gt;
#*Leadership bombs are viable ways of assassinating a character now, which is awesome. Have a Hemlock cast Horrify or a Warlock casting Embolden on the Farseer and maybe bring along The Visarch or some Kabalite Warriors with Grenade Launchers and use it to snipe those Commissars, Ancients and Painboys.&lt;br /&gt;
#*As long as it has the {{W40Kkeyword|Character}} tag it&#039;s fair game. You know who has that tag that people forget? Pask. Pask has that tag! Make sure you check your opponent&#039;s Datasheets before casting as this Power can hit more things than you realise.&lt;br /&gt;
#*Not to mention that the Swarmlord, Old One Eye, the Avatar of Khaine and many other immense monstrosities are listed as {{W40Kkeyword|Character}} ! If you have problems with two Flyrants, or a pesky Bloodthirster that just won&#039;t turn down for what, just submerge them in mortal wounds thanks to this trick. A good enough disparity (if well balanced with a proper casting of Embolden on your Farseer and Horrify on enemy monstrosities- always follow the ritual Embolden First; Horrify Second; Mind War Third, as this avoids your Mind War getting denied) can bring monstruous creatures down in one turn- just sit back, enjoy your superiority in the psychic phase, and watch the enemy behemoths cry salty tears as you proceed Jean Greying their arses. &lt;br /&gt;
*&#039;&#039;&#039;Strategic Note:&#039;&#039;&#039; Guide, Doom and Fortune have 24&amp;quot; range, so with a Farseer&#039;s 8-13&amp;quot; movement this is more than enough to sustain any force on an average table nowadays. All this means there&#039;s &#039;&#039;&#039;no clear need&#039;&#039;&#039; for jetbiking seers anymore. On the other hand, that&#039;s still only a basic gun&#039;s range and above average movement, so while you won&#039;t usually &#039;&#039;need&#039;&#039; the jetbike, it is still pretty damn useful, mostly since it can let you reposition and adjust to changes on the battlefield.&lt;br /&gt;
&lt;br /&gt;
===Runes of Battle===&lt;br /&gt;
Warlocks and Spiritseers always know one pair of powers, but these count as individual powers for all casting purposes, meaning the psyker in question can choose which to cast, and doesn&#039;t block another from casting the &amp;quot;twinned&amp;quot; power. All powers have a range of 18&amp;quot;, are active for one full round, can buff only {{W40Kkeyword|Asuryani Infantry}} and {{W40Kkeyword|Asuryani Biker}}, and debuff everything. In every Serpent there will be enough room for one or two psykers to support the unit, you just have to decide which power to take!&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Conceal/Reveal:&#039;&#039;&#039; WC 6. The enemy must subtract 1 from ranged to-hit rolls against the buffed unit. The debuffed unit loses any bonuses from cover when attacked by {{W40Kkeyword|Asuryani}} units.&lt;br /&gt;
#* Conceal stacks perfectly well with any other source of penalties to hit, such as Rangers in cover or anything from Alaitoc.&lt;br /&gt;
#* Conceal is usually better than Protect, but Reveal is almost &#039;&#039;always&#039;&#039; worse than Jinx - take Jinx first if you&#039;re a Hemlock.&lt;br /&gt;
#** Reveal only comes into its own to remove cover from enemy sniper scout squads and make them fall back to their baseline 4+ save for easy targeting and disposal, or as an addition to Jinx.&lt;br /&gt;
#&#039;&#039;&#039;Embolden/Horrify:&#039;&#039;&#039; WC 6. Buffed unit gets +2 to its Leadership, debuffed -1.&lt;br /&gt;
#*Although this power can have a niche if a Farseer with Mind War is Emboldened, it is still &#039;&#039;terrible&#039;&#039;, and basically anything else in this discipline will serve you better. Embolden is also rendered effectively useless in Iyanden lists, given the borderline morale immunity the attribute confers.&lt;br /&gt;
#* Although not altogether an ideal use of its one power per turn, Hemlocks can use Horrify to help build a leadership bomb. Can make quite a nasty one at that too, in mixed Aeldari comps using Phantasm Grenades and the Visarch.&lt;br /&gt;
#&#039;&#039;&#039;Enhance/Drain:&#039;&#039;&#039; WC 7. Target friendly unit gets +1 to hit in close combat or target enemy unit gets -1. Because it is so similar to Empower/Enervate, look there for comparison.&lt;br /&gt;
#* Most melee units won&#039;t need the Enhance portion of the power, since they hit on a reliable 3+, but special mention goes to Ghost Axe Wraithblades, who&#039;ll probably be escorting a Spiritseer anyways for the re-roll support they&#039;ll desperately need.&lt;br /&gt;
#* With Drain you get -2 to incoming melee attacks on your Howling Banshees. Forcing TH/SS Termies to hit on a 6+ at best is one of our best &amp;quot;soft&amp;quot; counters to them, now not even Rawboat gonna save&#039;em from such disgrace. Add Lightning Fast Reactions for undiluted [[RAGE]].&lt;br /&gt;
#&#039;&#039;&#039;Protect/Jinx:&#039;&#039;&#039; WC 7. Target allied unit gets +1 to all saving throws or target enemy unit gets -1 (including invulnerable saves) from {{W40Kkeyword|Asuryani}} unit attacks.&lt;br /&gt;
#* It is strongly recommended to buff a unit with an invuln, so that your buff won&#039;t be negated by high AP weapons. Strong contenders are Wraithblades with Shields, Shining Spears, everything inside Asurmen&#039;s bubble, Guardians with Celestial Shield, or a Character heading into close combat.&lt;br /&gt;
#* On the opposite, there are two potential targets for the debuff: again a unit with some nasty invuln, or a target that you want to drown in saves (with Dire Avengers, Warp Spiders, Guardians, etc.)&lt;br /&gt;
#&#039;&#039;&#039;Quicken/Restrain:&#039;&#039;&#039; WC 7. A friendly unit moves (and may advance) a second time (but not if it came in by deep strike this turn); an enemy unit halves its move range.&lt;br /&gt;
#* A very versatile power that lets you react to [[Farseer|unfarseen]] threats immediately or pull off unpredictable flanking maneuvers, it is best used on a Warlock on Jetbike who can deliver this power anywhere you want.&lt;br /&gt;
#* With the right positioning, Shining Spears can get a turn 1 charge with this power, especially with the PHANTASM strat.&lt;br /&gt;
#* If you want to field a max unit of Wraithblades and don&#039;t want to pay obscene prices for a Vampire Raider to carry them, this will let them reach their targets much faster than you and your opponent might expect!&lt;br /&gt;
#* Howling Banshees can also become terrifyingly fast if quickened, getting an effective threat range of 23-43&amp;quot;. You might very well catch a careless opponent off guard!&lt;br /&gt;
#&#039;&#039;&#039;Empower/Enervate:&#039;&#039;&#039; WC 6. Target friendly unit gets +1 to wound or target enemy unit gets -1 to wound in melee.&lt;br /&gt;
#* When deciding between this and Enhance/Drain: Always buff/debuff the part that has the lower probability for bigger effect (basic probability calculus). As an example, your Banshees will typically hit on 3+ and wound on 5+, hence they will benefit more from Empower than from Enhance. On the opposite, enemies with hammers, fists and other badly hitting weapons will suffer more from Drain than from Enervate. If both chances are equal, take Empower for the lower warpcharge.&lt;br /&gt;
#* Enervating the target of your wraith constructs also lets you relive the glorious days when S4 couldn&#039;t hurt your Wraithlords/Wraithknights. Small thing, but still nice.&lt;br /&gt;
====Specialist Detachment====&lt;br /&gt;
#&#039;&#039;&#039;Twilight of Gloom:&#039;&#039;&#039; WC 6 {{W40Kkeyword|WRAITH HOST WRAITH PSYKER}} exclusive power. Gives a friendly {{W40Kkeyword|WRAITH HOST WRAITH}} unit within 18&amp;quot; the benefit of cover. Potentially useful if you are fighting a lot of low AP weaponry. This power can be particularly handy for Wraithlords/seers, Hemlock Wraithfighters, and Wraithknights, due to the difficulty for such large models to attain cover naturally.&lt;br /&gt;
&lt;br /&gt;
===Runes of Fortune===&lt;br /&gt;
A newly announced psychic discipline which made its debut in Phoenix Rising. Replaces Smite, so is usable by virtually every psyker in your army (bar the Wraithseer, who [[Fail|doesn&#039;t have any form of smite at all]]). This may be more useful to units like your Warlocks, whose smites are virtually useless due to their reduced range and damage, though it only makes it more difficult deciding which of their 3 powers is worth their 1 cast per turn.&lt;br /&gt;
#&#039;&#039;&#039;Ghostwalk&#039;&#039;&#039;: WC 6. A friendly unit within 6&amp;quot; gains +2 to their charge rolls until the next psychic phase.&lt;br /&gt;
#*This can make a significant difference for deep striking units like Striking Scorpions or Wraithblades, who&#039;d only have to make a much more likely 6-7&amp;quot; charge instead of an 8&amp;quot; one.&lt;br /&gt;
#*Special mention goes to Biel-Tan Aspect Warrior units and Howling Banshees. Biel-Tan&#039;s Court of the Young King stratagem adds 2&amp;quot; to charge rolls (+3&amp;quot; next to the Avatar who also lets you re-roll failed charges), and Banshees add 3&amp;quot; to their charges whenever they advance. Either give one Howling Banshee unit a long-bomb charge, or spread the love and have multiple units charge out of deepstrike.&lt;br /&gt;
#&#039;&#039;&#039;Fateful Divergence&#039;&#039;&#039;: WC 4. Select one {{WH40Kkeyword|Craftworld}} unit within 6&amp;quot;. They can re-roll a single hit roll, wound roll, or save roll. Lasts until your next psychic phase.&lt;br /&gt;
#*A niche power that &#039;&#039;can&#039;&#039; be used in lieu of the CP reroll if you&#039;re worried about a particular unit, but arguably inferior to similar powers such as Guide/Doom and Fortune (ironically).&lt;br /&gt;
#*Worth considering for units like Shining Spears, whose Exarch can have a 2++ invuln save with the right combo of psychic and exarch powers.&lt;br /&gt;
#&#039;&#039;&#039;Witch Strike&#039;&#039;&#039;: WC 4. Add 2 damage to a friendly psyker&#039;s melee weapons.&lt;br /&gt;
#*Potentially useful, if highly situational, on Skyrunner Warlock/Farseer units. A notable example: a {{W40Kkeyword|Windrider Host}} Farseer Skyrunner carrying the &#039;&#039;Howling Skysword of Galaleth&#039;&#039; will do a flat 5 damage per swing using this power (which can very consistently be cast thanks to its paltry WC value), instantly killing most characters who fail a single save. Outside that particular example, it&#039;s a bit too situational to use.&lt;br /&gt;
#*Pairs nicely with Jinx, which can help make up for your Seers&#039; complete lack of AP in melee.&lt;br /&gt;
#*While a Warlock Conclave is a viable target, only one model within will actually benefit from it. &lt;br /&gt;
#&#039;&#039;&#039;Crushing Orb&#039;&#039;&#039;: WC6. Select one visible enemy character within 18&amp;quot; and roll 3d6; for each result of 5+, the target takes a mortal wound.&lt;br /&gt;
#*Arguably worse than just using Mind War, since you can get far more mortal wounds against an enemy character more reliably if you stack leadership debuffs against them. I guess it&#039;s cheaper and you can pair it &#039;&#039;with&#039;&#039; Mind War if you want to really maximize that Farseer&#039;s anti-character role.&lt;br /&gt;
#&#039;&#039;&#039;Focus Will&#039;&#039;&#039;: WC 6. Select a friendly {{WH40Kkeyword|Craftworld Psyker}} within 6&amp;quot;. Until the end of your psychic phase add 2 to any psychic tests they make.&lt;br /&gt;
#*The 26/11/19 FAQ gave this power a much needed rewording. Now it is actually a useful tool to ensure a key psyker successfully casts whatever power you need them to. Combine this with the &#039;&#039;Children of Prophecy&#039;&#039; Craftworld Attribute and you literally cannot fail any WC 6 or less power. Notably functions for &#039;&#039;all&#039;&#039; tests they take, so you&#039;ll get more mileage using this on a Farseer or Warlock Conclave. Alternatively, as it adds 2 on top of whatever you roll it can make your opponent&#039;s Deny the Witch tests significantly harder (or impossible if you roll a 11+).&lt;br /&gt;
#*Eldrad can manifest powers with ridiculous ease if buffed with this. Offensively, you can cast Executioner on a 5+ and follow up with Smites that manifest on a 2+ and 3+ respectively (which do D6 damage on an 8+). Alternatively, a supporting Eldrad can cast Smite or Will of Asuryan on a 3+ then manifest any Guide/Doom/Fortune casts on a paltry 4+.&lt;br /&gt;
#*If you really want to maximize your psychic rolls, use this on Eldrad and pair a Warlock Conclave with him and use the &#039;&#039;&#039;Seer Council&#039;&#039;&#039; Stratagem to give Eldrad +3 to his first cast and +4 for any follow up powers. [[Meme|Power Overwhelming!]] +4 to cast is not only a super smite on 7+ but also a power that is essentially undeniable for anyone but Black Templars and Khorne worshipers with their stratagems to deny on 4+. Also Guide, Doom and other powers going off on 3+...&lt;br /&gt;
#&#039;&#039;&#039;Impair Senses&#039;&#039;&#039;: WC 6. Pick one enemy unit within 18&amp;quot;. They can shoot normally at units within 18&amp;quot;, but beyond that, they can only pick the closest.&lt;br /&gt;
#*Probably the best of the batch, this allows you to suppress or redirect major threats to your backline units like your Dark Reapers or Fire Prisms by forcing them to target something much closer and (hopefully) much more disposable. A Hemlock Wraithfighter makes a great carrier for this power; it can force a unit (say, an Imperial Knight, for example) to focus fire on it while it employs &#039;&#039;Lightning Reflexes&#039;&#039; to impose a -2 to hit (-3 if Alaitoc and just far enough away) modifier.&lt;br /&gt;
#*Rangers can serve as excellent buffers when tactically deployed around a target affected by this power. Their innate to-hit modifiers make them absurdly difficult to shoot off the board (especially with proper stratagem/psychic support) and their ability to deep-strike into enemy territory almost ensures that you can place them close enough to effectively force your opponent to shoot at them instead. The best part is that at 60 points a squad, they&#039;re cheap enough that their (very likely) sacrifice won&#039;t cut too deeply into the rest of your detachment.&lt;br /&gt;
&lt;br /&gt;
==Remnants of Glory==&lt;br /&gt;
&lt;br /&gt;
Any non-named {{W40Kkeyword|Asuryani Characters}} can take one of the following relics if your warlord is part of a battle-forged {{W40Kkeyword|Asuryani}} detachment. To take additional relics or if your warlord part of a non-{{W40Kkeyword|Asuryani}} detachment, you can use the &#039;&#039;Treasures of the Craftworlds&#039;&#039; stratagem.&lt;br /&gt;
&lt;br /&gt;
===Universal===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blazing Star of Vaul&#039;&#039;&#039;: The bearer&#039;s Shuriken pistol or Twin Shuriken Catapult gets 2 more shots, which is fine to boost the firepower of a Psyker that will presumably be somewhere at the front.&lt;br /&gt;
*&#039;&#039;&#039;Faolchu&#039;s Wing ({{W40Kkeyword|Infantry}} only)&#039;&#039;&#039;: The bearer&#039;s Movement is set to 12, and he gains {{W40Kkeyword|fly}}. Useful for speeding up a Spiritseer or a Bonesinger that should accompany some wraith units.&lt;br /&gt;
*&#039;&#039;&#039;Firesabre (Autarch only)&#039;&#039;&#039;: The bearer&#039;s power sword gets +1S and -4AP, and on a 6+ inflicts a Mortal Wound &#039;&#039;&#039;instead of&#039;&#039;&#039; normal damage; with a Damage characteristic of 1, it&#039;s less effective against Infantry blobs than it sounds. Nice for fighting Characters with an Invuln. The only issue stems from the fact that Autarchs with Jump Packs aren&#039;t especially good for character hunting, and Skyrunners will be trading in the Power Sword for a Lance anyway.&lt;br /&gt;
*&#039;&#039;&#039;Kurnous&#039; Bow&#039;&#039;&#039;: The bearer&#039;s Shuriken pistol gets D2, and any wounds of 4+ have AP -3. Just as the Star of Vaul, this should only be taken when you can&#039;t make proper use of any other relic. Take whichever tastes better.&lt;br /&gt;
*&#039;&#039;&#039;The Phoenix Gem&#039;&#039;&#039;: The first time the bearer is slain, he explodes and each unit in 3&amp;quot; gets 1D3 mortal wounds on a 2+. If at least 1 mortal wound is inflicted, the bearer survives with 1 wound. Hilarious for trolling when used on an Autarch on Jetbike with Laser Lance: You will have him in close combat anyway, therefore the chances for triggering will be almost 100%. Also, if he gets charged and killed, he will resurrect and still be able to hit back! A recommended relic for Wraithseers looking to shore up their durability by a couple points. This can be a potentially hilarious way to trigger a Soulburst in any allied Ynnari Detachments running around in your list. Be warned, per September FAQ you must take saves one at a time for this relic. Should the bearer resurrect and they usually will, you must take all remaining saves allocated to the model. It makes charging into tar pits or eating marine shells far less appealing.&lt;br /&gt;
*&#039;&#039;&#039;Shard of Anaris ({{W40Kkeyword|Autarch}} only)&#039;&#039;&#039;: The bearers power sword makes 1d3 damage and re-rolls failed wounds. Because you should only be getting into fights with T4 or less if you can help it, the Firesabre will actually usually do better for you - have something else in your army deal with higher toughnesses.&lt;br /&gt;
*&#039;&#039;&#039;Shimmerplume of Achillrial ({{W40Kkeyword|Autarch}} only)&#039;&#039;&#039;: -1 to all hit rolls that target the bearer. Stacks with Conceal, Lightning Reactions and the Alaitoc Craftworld Trait, meaning an Autarch with -4 to be hit is possible. Another excellent choice for an Autarch on Jetbike, who will definitely be the targeted during the match.&lt;br /&gt;
&lt;br /&gt;
===Specialist Detachment Specific===&lt;br /&gt;
*&#039;&#039;&#039;Windrider Host - Howling Skysword of Galaleth&#039;&#039;&#039;: This Relic is essentially a buffed Witch blade (seeing as it replaces one), doing a flat 3 damage instead of d3. It&#039;s a decent choice, though compared to your vanilla relics (like the Novalance), it&#039;ll probably only see use as a secondary pick if you&#039;re overflowing with CP for the extra Relics.&lt;br /&gt;
**As mentioned earlier, this relic pairs very nicely with the Witch Strike rune of fortune, granting your farseer/warlock a melee weapon that deals a flat 5 damage per swipe; more than sufficient to one-shot many supporting characters and enough to bring any non-Infantry HQ to their knees. You may want to bring another warlock that knows the Jinx power to help compensate for the lack of AP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wraith Host - Warp-Spawn Bane&#039;&#039;&#039;: A buffed up Witch staff, this relic also [[Awesome|ignores the invulnerable saves against both Psykers and Daemons]]. This can be quite fantastic for a Spiritseer up in the thick of it with some Wraithblade Bodyguards, though you&#039;ll want to be careful about who/when you charge with your less-than physically inclined Psyker.&lt;br /&gt;
&lt;br /&gt;
==Craftworld Unit Analysis==&lt;br /&gt;
Common keywords are {{W40Kkeyword|AELDARI}}, {{W40Kkeyword|ASURYANI}}, and the {{W40Kkeyword|&amp;lt;CRAFTWORLD&amp;gt;}} placeholder for Biel-Tan, Iyanden, Ulthwé and the like. You share the {{W40Kkeyword|AELDARI}} keyword with Drukhari, Harlequins and Ynnari, meaning you can combine them within your list. Please note that a {{W40Kkeyword|&amp;lt;Craftworld&amp;gt;}} detachment can only take {{W40Kkeyword|&amp;lt;Craftworld&amp;gt;}} units. You can still take your Aeldari brethren in separate detachments however. &lt;br /&gt;
&lt;br /&gt;
As far as Games Workshop is concerned, the only unit and wargear options legal for official matched play tournaments are those found within &#039;&#039;Codex: Craftworlds&#039;&#039;, &#039;&#039;Imperial Armour: Xenos&#039;&#039; and any updated datasheets found within &#039;&#039;Chapter Approved&#039;&#039; or supplementary books (such as &#039;&#039;Phoenix Rising&#039;&#039;). There are additional options that are no longer considered tournament legal found within the original &#039;&#039;Xenos 1&#039;&#039; index (which has since been supplanted by Warhammer: Legends) that are available for Open/Narrative play. These &amp;quot;unsupported&amp;quot; units and wargear still do have point values for matched play and are certainly viable for casual/local Matched Play events that endorse them, but Games Workshop has made it clear that they have no interest in keeping those options up to date any longer. As such, use any units marked as &#039;&#039;&#039;(Legends)&#039;&#039;&#039; at your own discretion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Autarch:&#039;&#039;&#039; The Craftworld&#039;s generic captain-type character used to manipulate reserves while having all the wargear options to somewhat fit into every niche. Now with reserves being completely determined by player choice, you&#039;ll want to take an Autarch over another Farseer for his aura: All {{W40Kkeyword|&amp;lt;CRAFTWORLD&amp;gt;}} units within 6&amp;quot; may re-roll 1s to hit for both shooting and melee attacks. Aside the tactical benefits to supporting multiple units at once for no extra effort, the ability to work for all attacks makes it a useful buff for your entire army regardless of their combat role. Although the Wargear options in the Codex are very limited, all of the old wargear options available in the Xenos 1 Index are still legal to take, so long as you adhere to any updated point costs and rules regarding them. The basic Autarch on foot is, of course, the cheapest variant at 77 points including gear. If you need your Autarch to keep up with faster units but absolutely cannot afford any of his mobility upgrades, Faolchu&#039;s Wing is a great way to compensate.&lt;br /&gt;
**&#039;&#039;&#039;Autarch Skyrunner:&#039;&#039;&#039; The fastest Autarch variant with the most flexible weapon loadouts available , the Skyrunner is an ideal supporting character for other bikers. Tag one to a squad of Shining Spears, Vypers or even Warlock Conclave Skyrunners to have a veritable little deathball.&lt;br /&gt;
**&#039;&#039;&#039;Autarch with Swooping Hawk Wings:&#039;&#039;&#039; The &amp;quot;default&amp;quot; Autarch sold by GW, the ability to deepstrike and leave the battlefield can give him virtually unlimited coverage to support your units, though the Skyrunner is almost quick enough to simply dart between locations to perform the same role (for the same price, no less). The SHW Autarch can more easily hide among your troops or simply bow out in a pinch, however.&lt;br /&gt;
**&#039;&#039;&#039;Autarch with Warp Jump Generator (Legends):&#039;&#039;&#039; The cheapest mobility upgrade is &#039;&#039;potentially&#039;&#039; the fastest, giving your Autarch 4d6 inches of bonus movement. As with anything dice based, a few bad rolls can severely undermine your repositioning options compared to your other choices but it&#039;s hard to argue with the WJG&#039;s price tag.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Loadout Options:&#039;&#039;&#039; Originally the most flexible of your HQ choices, almost all of your non-default weapon choices are now considered as a Legends variant and no longer supported for competitive play. Bummer. At least you can use them in friendly matches.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mandiblasters&#039;&#039;&#039;: The Autarch&#039;s default headpiece. Just like the Striking Scorpions he took this from, it slaps a mortal wound on enemies in melee combat on a 6+ before any fighting actually begins. Honestly this is a very lackluster perk since the autarch will have significantly more trouble proccing it compared to a standard squad of Striking Scorpions simply due to their higher body count.&lt;br /&gt;
*&#039;&#039;&#039;Fusion Pistol&#039;&#039;&#039;: A sidearm that lets your autarch side swipe a S8 AP-4 blast at anything 6&amp;quot; or closer to him. Given that your Autarch is practically a dedicated melee unit these days, &lt;br /&gt;
*&#039;&#039;&#039;Power Sword&#039;&#039;&#039;: Comes stock on the winged and Skyrunner Autarchs in the codex, and an option for the regular and Warp Spider Autarchs in the Index. SU, AP-3, D1. Its main use is being taken to upgrade to one of the &#039;&#039;three&#039;&#039; power sword relics available to Eldar players.&lt;br /&gt;
*&#039;&#039;&#039;Starglaive&#039;&#039;&#039;: Exclusive to the footslogging Autarch in the codex, and has the exact profile of a powerfist (Sx2, AP-3, Dd3). Remember, you&#039;re S3, making you a mediocre S6 with this, and hitting on a 3+ due to the unwieldy rule. &lt;br /&gt;
*&#039;&#039;&#039;Laser Lance&#039;&#039;&#039;: Exclusive to Skyrunner Autarchs in both the codex and the index, and has both a ranged and melee profile - R6&amp;quot;/melee, S6/U, AP-4, D2, melee becomes SU+2 if you charge. Honestly the best melee weapon available, and you&#039;re gonna take a Saim-Hann Skyrunner Autarch, you&#039;re gonna give them this, you&#039;re going to upgrade it to the Novalance relic, and you&#039;ll dress him up as the lost Shining Spears Phoenix Lord.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legends&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;Any and all Autarchs can take anything in this list, &#039;&#039;however&#039;&#039; they become classified as a &amp;quot;Legends&amp;quot; variant and are thus illegal in any competitive play banning Legends units. Still worth noting for those few that do or for those who only play casually.&lt;br /&gt;
*&#039;&#039;&#039;Banshee Mask&#039;&#039;&#039;: Not a weapon per-say, but still a wargear option. Of the two headgear options, the Banshee Mask is arguably the superior option due to it disrupting overwatches on the charge. This is immensely valuable on a Skyrunner Autarch due to his incredible mobility. Have a secondary melee squad of Wraithblades, Striking Scorpions or Shining Spears (arguably the best option) tag along so they can join the Autarch in combat without fear of eating any overwatches.&lt;br /&gt;
*&#039;&#039;&#039;Scorpion Chainsword&#039;&#039;&#039;: a S:U+1 melee weapon. Meh, but it&#039;s only 1pt. Still pass and grab the power sword.&lt;br /&gt;
*&#039;&#039;&#039;Shuriken Pistol&#039;&#039;&#039;: Interestingly, this is only standard on the Legends Autarch profiles, and got dropped upon modern iterations. The only reason to take it is because it&#039;s free.&lt;br /&gt;
*&#039;&#039;&#039;Avenger Shuriken Catapult&#039;&#039;&#039;: Like the name suggests, the index autarch can take the Dire Avenger&#039;s Shuriken Catapult variant. Generally this would be a hard pass, since the only thing these guns have going for them is that the autarch can dual-wield them and that they&#039;re arguably the cheapest ranged weapons available to them. If points are so hard to come by that you have to settle for these on your autarch, you should reconsider your list. &lt;br /&gt;
*&#039;&#039;&#039;Death Spinner&#039;&#039;&#039;: The Warp Spider&#039;s signature gun. The higher strength and AP value on these guns make them a reasonable choice on faster autarchs intended for anti-infantry duties.&lt;br /&gt;
*&#039;&#039;&#039;Fusion Gun&#039;&#039;&#039;: This is in the codex as an option for the Skyrunner Autarch, though all other autarch become Legends class units if they take it. Just like the Fire Dragons and Storm Guardians whipping these guns around, your autarch will want this for any  anti-tank/monster needs you may have. Skyrunners can make excellent use of these, but the real MVP abuser of this gun would probably be an autarch running a Warp Spider jump pack.&lt;br /&gt;
*&#039;&#039;&#039;Lasblaster&#039;&#039;&#039;: From the armories of the Swooping Hawks, the lasblaster provides the same volume of fire that two avenger shuripults or death spinners can provide at longer ranges, but at weaker strength with &#039;&#039;no&#039;&#039; chance of AP. Especially given that it&#039;s more expensive than &#039;&#039;two&#039;&#039; avenger shuripults and can&#039;t even be dual wielded, just avoid this one at all costs.&lt;br /&gt;
*&#039;&#039;&#039;Reaper Launcher&#039;&#039;&#039;: Discount Maugan Ra anyone? There are exactly two loadouts that&#039;ll be using this; a vanilla autarch camping in a corner with some Dark Reaper buddies or a Saim-Hann autarch skyrunner equipped with this and the Nova Lance. When paired with the Mark of the Incomparable Hunter warlord trait, your autarch can snipe enemy characters from across the table with ease (flat 3 damage hitting on 2+ and re-rolling 1&#039;s? Wounding most characters on a 2+ or 3+? Yes please!). The major drawback, especially on skyrunner variants, is the rather high point cost it can incur.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Farseer:&#039;&#039;&#039; A classic HQ choice, and long a staple of the common Eldar list. Now he is everything you loved and wanted rolled into a nice 110 points package (115 with a spear). A codex version now is one of the best psykers available in the entire game, just have a look: ability to cast and deny 2 powers per turn, while Runes of Farseer allows for one free reroll of any number of dice in any psychic phase be it yours or your opponents. All that on a great base of 5 wounds 4++ and the ability to ignore any mortal wounds on 5+ with their ghosthelms even if it is a rail gun, sniper fire or exploding vehicles. After all that, GW decided that Farseers are not reliable enough and gave their ghosthelms the ability to ignore mortal wounds from perils on 2+, due to RAW your Farseer could not care less about exploding Warlocks in the background. They know two powers from Runes of Fate, in addition to Smite, and can attempt to cast/deny 2 powers in the psychic phase. Considering how versatile Runes of Fate powers are Farseers can be kitted out to perfectly suit whatever strategy demands. Fortune/Guide for excellent back line babysitting of expensive point sinks, while Doom/Executioner is really good for a front line support. Also you should not forget many strategems are tied to {{W40Kkeyword|Farseer}}, such as &#039;&#039;&#039;Forewarned&#039;&#039;&#039;, &#039;&#039;&#039;Unparalleled Mastery&#039;&#039;&#039;, &#039;&#039;&#039;Seer Council&#039;&#039;&#039;, and &#039;&#039;&#039;Runes of Witnessing&#039;&#039;&#039;, all making Farseers even more versatile. Ironically, because Guide and Fortune work on your Hemlocks, Titans, Wraithknights, Wraithlords, and Wraithseers, and Doom supports &#039;&#039;everything&#039;&#039;, they are &#039;&#039;better&#039;&#039; at supporting those units than Spiritseers or Warlocks are. &lt;br /&gt;
**&#039;&#039;&#039;Farseer Skyrunner:&#039;&#039;&#039; Superior in every way to a regular Farseer, and only 25 pts more expensive. Being on a Jetbike allows for 17-22&amp;quot; of repositioning for his psychic powers and deny the witch aura, while also boosting his resilience - T4 and an extra wound means he can take quite a few more sniper shots than his footslogging counterpart. Stack him with &#039;&#039;Protect&#039;&#039; and he becomes quite tanky, perfect for delivering aggressive powers like Executioner and Mind War. Don&#039;t forget that his twin catapults hit on BS2+. &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Loadout Options:&#039;&#039;&#039; Outside of the ranged weapons that come stock on your Farseer (Skyrunner), you do have your pick of melee weapons to kit him out with.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Witchblade&#039;&#039;&#039;&lt;br /&gt;
**Free and very effective against anything relying on toughness to shrug off damage. In the &amp;quot;best&amp;quot; timeline, your Farseer isn&#039;t using this because Farseers don&#039;t usually thrive in melee combat, so you&#039;re only taking it to keep costs down.&lt;br /&gt;
*&#039;&#039;&#039;Singing Spear&#039;&#039;&#039;&lt;br /&gt;
**Take this if you can spare the points. Farseers can thrive in mid-field areas where they can still support your backfield gunlines while also debuffing/smiting enemy forces with their varied psychic powers. A singing spear can let your Farseer also contribute a powerful ranged hit on opponents that get a little too close to your side of the field.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlock:&#039;&#039;&#039; Your cheapest and frailest HQ choice, Warlocks are fantastic (and necessary) force multipliers for most of your aspect warriors, and due to the dual functionality of the Runes of Battle, are extremely flexible and can adapt to changes in the field a bit more easily than some of your other HQs. That said, your Warlock honestly won&#039;t be bringing much to the table on his own due to his lower strength smites and single cast limiting your options. Defensively, a 4++ isn&#039;t much when he only has 2 wounds with GEQ stats. Single Warlocks desperately need to keep out of line of sight with a full bodyguard ready to keep them safe if there&#039;s anything that poses an immediate threat to them on field. Unfortunately, caution must also be taken even when using their powers, as they lack the protections your Farseers have and even a single perils of the warp runs a very serious risk of killing the Warlock &#039;&#039;and&#039;&#039; wounding nearby friendly units. Save your CP re-rolls for his casting if he&#039;s a key component to a formation you&#039;re running.&lt;br /&gt;
**&#039;&#039;&#039;Warlock Skyrunner:&#039;&#039;&#039; For only 15 more points, you can plop your Warlock onto a Jetbike to let him get where his psychic powers are needed much more quickly than having him hoof it everywhere. The Skyrunner variant also has an extra wound at T4, to help keep him around a little longer, coupled with a little extra firepower in the twin-linked Shuriken Catapult strapped on the bike itself. If you&#039;re paying this much for the warlock, it may not be a bad idea to go ahead and splurge a little more to give him a Singing Spear to help him hit with a little more staying power. With Warlocks being so expensive for a 2W model, the new footslogger&#039;s price point honestly makes the Skyrunner variant a goddamn bargain, and it should legitimately be considered unless points are &#039;&#039;that&#039;&#039; hard to come by.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Loadout Options:&#039;&#039;&#039; Your Warlock has exactly two choices in weapons he can bring on top of his shuriken pistol. The Skyrunner also gets the standard issue twin shuriken catapult all jetbikes get, so that&#039;s neat.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Witchblade&#039;&#039;&#039;&lt;br /&gt;
**The free default blade in most cases is all you&#039;ll need. You generally don&#039;t want to make your Warlock an easy target due to his frailty, so keeping him away from most direct combat situations is advised. No need to pay for features you&#039;re not using!&lt;br /&gt;
*&#039;&#039;&#039;Singing Spear&#039;&#039;&#039;&lt;br /&gt;
**If you &#039;&#039;do&#039;&#039; want your Warlock participating in fights, paying the extra 5 points for a decent ranged attack is probably worth it. This is of particular note for the Skyrunner version due to the fantastic overlapping range it shares with the shuriken catapults the jetbike has.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlock Conclave:&#039;&#039;&#039; Your only non-{{W40Kkeyword|character}} HQ unit serves as a very handy toolbox, albeit with a catch or two compared to the rest of your choices for this slot. Even at MSU, being able to know two different powers gives them an unparalleled flexibility as a vector for Runes of Battle, though you&#039;ll need to take at least four or more models in the unit to really take advantage of that. At a newly reduced price to 35 points per dude, it&#039;s certainly a much more feasible feat these days. Ideally, your Warlock Conclave can function as an elite bodyguard unit for a linchpin Farseer (like Eldrad himself) in generic lists or Yvraine (who &#039;&#039;really&#039;&#039; benefits from having expendable psykers as a bodyguard) in a Ynnari detachment. Keeping company with a Farseer opens up the extremely handy &#039;&#039;&#039;Seer Council&#039;&#039;&#039; stratagem that can be used in conjunction with the &#039;&#039;&#039;Concordance of Power&#039;&#039;&#039; and &#039;&#039;&#039;Unparalleled Mastery&#039;&#039;&#039; stratagems to unleash a deluge of psychic casts per turn when needed. When building your list, keep in mind that while the Conclave can cast more powers and stronger Smites the more models it has, the unit can get extremely expensive quickly.&lt;br /&gt;
**&#039;&#039;&#039;Warlock Skyrunner Conclave:&#039;&#039;&#039; For 13 more points per dude, bump up each model&#039;s toughness and wound count by one and give them all the the power and mobility of a jetbike. Despite the price reduction, skyrunner conclaves are still potentially the most expensive HQ choice you can take depending on how many you&#039;re looking to run, so keep that in mind while building your lists.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Loadout Options:&#039;&#039;&#039; Aside the complementary shuriken pistol your Warlocks pack, they have the same choice of melee weapons your stand alone Warlock and Farseer get. If they are riding a Skyrunner, they also get a twin shuriken catapult per bike.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Witchblade&#039;&#039;&#039;&lt;br /&gt;
**Your Warlocks&#039; default weapon is honestly all they should really need in most cases, especially since trading these out for Singing Spears gets very pricey very fast.&lt;br /&gt;
*&#039;&#039;&#039;Singing Spear&#039;&#039;&#039;&lt;br /&gt;
**Even at an otherwise measly 5 points a pop, it adds up very quickly when you slap them on every model in your squad. Due to being free game to your opponent, you may generally want to avoid overpaying on a supporting unit that can easily get spanked off the board if your opponent so desires. A minor exception is if you&#039;re taking a Skyrunner Conclave; you&#039;re already paying out the ass to field a Conclave on jetbikes and the Singing Spears get really nice synergy with the underslung catapults. The added mobility and durability afforded by the jetbikes also makes them significantly harder to immediately deal with, so you may as well give them the extra offensive presence to match.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spiritseer:&#039;&#039;&#039; Now costing 55 points, their primary role is &#039;&#039;intended&#039;&#039; to support {{W40Kkeyword|Spirit Host}} units (including themselves), which get re-rolls of 1s to hit while the Spiritseer is within 6&amp;quot; of the &#039;&#039;target&#039;&#039;. However, while Hemlocks, Titans, Wraithknights, Wraithlords, and Wraithseers have the {{W40Kkeyword|Spirit Host}} tag, none of the Runes of Battle buffs work on them, so a Spiritseer is actually quite bad at supporting them; instead, Spiritseers excel most at supporting Wraithcannon Wraithguard and Wraithblades, and also serve as more cost efficient Warlocks for Smite and melee output. For just a 10 point bump, you gain a better smite, double the amount of wounds (thats 4W), and BS/WS 2+ compared to a foot slogging warlock while missing out on just a few stratagems like &#039;&#039;&#039;Seer Council&#039;&#039;&#039;. That is one helluva bargain! The most crucial is 4W that means that Spiritseers are guaranteed to survive the first perils and aren&#039;t &#039;&#039;that&#039;&#039; afraid of sniper fire. If going just for RoB delivery vector they are better served under Alaitoc Attribute but with 4W Ulthwé is a still good choice.&lt;br /&gt;
**&#039;&#039;&#039;Modelling Note:&#039;&#039;&#039; It looks like GW hasn&#039;t &#039;&#039;completely&#039;&#039; forgotten about the non-Imperial factions amid all the new releases, and a shiny new Plastic Spiritseer model was released for the new Wake the Dead set!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wraithseer (Forge World):&#039;&#039;&#039; Your sturdiest generic HQ unit by far, Wraithseers are stacked with a staggering 12 wounds at T8 and a 3+/5++ save, making them nigh indestructible compared to your other choices for this slot. This durability &#039;&#039;is&#039;&#039; slightly hampered by two things: as characters with 10+ wounds, they&#039;re free game for everybody with a gun and they suffer from a degrading statline. The latter issue can easily be worked around; {{W40Kkeyword|Iyanden}} practically removes the damage table while Bonesingers and/or Tears of Isha can heal Wraithseers D3 wounds a turn each. Offensively, the Wraithseer packs heat in the form of any standard heavy weapon, a Wraithcannon, or a D-Cannon as their ranged option with a complimentary Ghostspear for close encounters. Like prior editions, Wraithseers are highly synergistic with other Wraith units (specifically Wraithguard/blades and Wraithlord) and benefits from Spiritseer support. As such, they tend to operate best in a spirit host-type detachment, but can still shine on their own with proper support. Speaking of support, Wraithseers have access to 3 unique powers (with only one cast per turn and no Smite of any kind), two of which are strictly designed to support their Wraith buddies.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Psychic Powers:&#039;&#039;&#039; The Wraithseer&#039;s ability to cast/deny one power a turn can be quite handy, if only to protect against opposing psykers in non-Spirit Host lists. Armies sporting a few Wraithlords and Wraithblades/guard can, however, find a few of these powers a bit handy.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;Enliven&#039;&#039;&#039;: Warp Charge 6 (72.22%).  Allows a friendly unit of wraithguard/wraithblades/wraithlord to roll two dice for that unit&#039;s advance/charge and discard the lowest roll. This gives Wraith units the hilariously ironic privilege of being the only Craftworld units that can get Fleet in 8th edition.&lt;br /&gt;
**&#039;&#039;&#039;Foreboding&#039;&#039;&#039;: Warp Charge 8(41.67%).  Reduces the leadership of every enemy unit within 6&amp;quot; of the Wraithseer by 1. Situational and not very reliable, but can be stacked with other powers/effects to create potent leadership bombs (A nearby Hemlock casting Horror alone can drop Ld by an additional -3, for example).  &lt;br /&gt;
**&#039;&#039;&#039;Deliverance&#039;&#039;&#039;: Warp Charge 7 (58.33%).  Grants the targeted unit of Wraithguard/Wraithblades/Wraithlord 6+ FNP. Weirdly, cannot cast it on himself. Does not stack with Ulthwe&#039;s attribute and is outperformed by Fortune, though the latter may be better reserved for squishier, still living Eldar.&lt;br /&gt;
Even if you don&#039;t have it cast any powers, it can still at least deny one enemy cast and can still easily tear most enemies apart at range or in melee; more than can be said for the rest of your psykers (granted, their powers are considerably more useful/flexible). Currently at 100pts base, Wraithseers are definitely a force to consider for people good with Forge World kits.&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; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Loadout Options:&#039;&#039;&#039; Though the complimentary ghostspear is quite good for dealing with anyone who strays too close, the Wraithseer&#039;s ranged arsenal is actually quite varied and can be tailored to help shore up areas of your army that may be lacking. That said, one of these guns in particular stands out among the others for obvious reasons.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Shuriken Cannon&#039;&#039;&#039;&lt;br /&gt;
**A decent mid-strength gun that doesn&#039;t penalize the Wraithseer&#039;s accuracy for moving and shooting. As cool as that is, it doesn&#039;t have either the volume of fire or impact per shot to really be worth taking over any of your other choices.&lt;br /&gt;
*&#039;&#039;&#039;Scatter Laser&#039;&#039;&#039;&lt;br /&gt;
**Probably the most acceptable choice of the standard selection, the scatter laser offers just a touch more in the dakka department than the shuricannon does and is marginally cheaper for it. If you must take the cheapest possible Wraithseer, consider at least giving it this to make sure it can still do something at range.&lt;br /&gt;
*&#039;&#039;&#039;Starcannon&#039;&#039;&#039;&lt;br /&gt;
**A good MEQ/TEQ killer at a reasonable price, the starcannon can soften up a smaller unit of infantry just enough that a followup charge can easily clear it out. That said, a single starcannon often doesn&#039;t provide enough ranged pressure on its own to be worth taking on your Wraithseer.&lt;br /&gt;
*&#039;&#039;&#039;Bright Lance&#039;&#039;&#039;&lt;br /&gt;
**Bright lances are normally a pretty good choice for dealing with enemy tanks or monsters, and that much is still true here. Only the melee ghostspear hits up to four times per turn at a higher strength with extra bonuses against enemy vehicles and is free to boot. Compared to your other ranged options, the bright lance might seem like a decent option if you want to shave off a few points, but it just does so much worse comparatively that you may as well just skip it entirely.&lt;br /&gt;
*&#039;&#039;&#039;Aeldari Missile Launcher&#039;&#039;&#039;&lt;br /&gt;
**The AML provides both anti GEQ/MEQ support in addition to its anti tank/monster role, so it&#039;s a decent option. The variable number of shots does make it a bit worse than the scatter laser or even shuricannon if you explicitly intend on using it for anti infantry, and even the bright lance offers a bit more consistent armor negation against bigger targets (not even mentioning how much better the D-Cannon is at this yet), so unless you are absolutely uncertain as to what you&#039;re going to be fighting, stick with one of your other options.&lt;br /&gt;
*&#039;&#039;&#039;Wraithcannon&#039;&#039;&#039;&lt;br /&gt;
**An...odd inclusion, especially as no kits outside wraithguard exist for the weapon, [[Counts As|but it can still take it somehow]]. The only other assault weapon available to your Wraithseer, it has a decent niche for an anti vehicle/monster melee Wraithseer since it can close the gap and remain slightly more accurate while doing so, but its garbage range and extreme price tag makes it unsuitable for anything else outside this role. Even then, the potential accuracy drop incurred from moving the other heavy weapons might be made entirely irrelevant given the higher number of shots they&#039;re capable of.&lt;br /&gt;
*&#039;&#039;&#039;D-Cannon&#039;&#039;&#039;&lt;br /&gt;
**This is the Wraithseer&#039;s pride and joy, though this puppy is staggeringly expensive. Though it&#039;s nearly half again the price of the Wraithseer itself, the D-cannon can easily take advantage of its ability to ignore line of sight to tear tanks, monsters and superheavies a new asshole. The variable d3 shots can potentially make up for the accuracy lost for moving with the gun, more than can be said for any of your other anti large weapons and the (albeit unlikely) potential to slap up to 18 wounds on a target per turn can let you effectively erase any target short of a relatively healthy Imperial Knight. A fantastic way to abuse the ability to ignore line of sight to take advantage of the Mark of the Incomparable Hunter warlord trait to [[rape|snipe enemy characters with a S12 gun]], making the Wraithseer one of the best character hunters in the game. Keep in mind though, having a 145 point freely targetable warlord that presents such a danger to your enemies&#039; characters, tanks and monsters will make it that much more of a priority mark for your opponents, and only one Wraithseer in your entire army can be used to snipe like this.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
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&lt;br /&gt;
====Special Characters====&lt;br /&gt;
*&#039;&#039;&#039;The Avatar of Khaine:&#039;&#039;&#039; Now back to the HQ slot after 7th shifted him to the Lord of War section, he&#039;s every bit the buffed monster he should be, but has taken a steep price increase from 195 to 220 points (thanks Chapter Approved 2018). He is as survivable as he was before with a 3+/5++, but now thanks to his awesome Molten Body special rule, he can ignore regular &#039;&#039;and&#039;&#039; Mortal Wounds suffered on a 5+. Not to mention his Wailing Doom is utter carnage, be it at range or close combat. S8 AP:-4, and inflicts D6 wounds (roll 2d6, discard the lowest for both shooting and melee). He hits on 2+ just like every decent character, so just stick him with an autarch for those all important re-rolls, as his attacks is just pure gold. He&#039;s awesome against characters, vehicles, and high-priority targets as he should be, but due to the way overkill now works only Mortal wounds spill over, so the Avatar of Khaine at best can kill 5 infantry models. This makes him much more prone to tarpitting from hordes than he was in 7th. He is also Character with less than 10 wounds, so screen him with whatever you want - an Alaitoc Guardian blob with shuriken cannons, buffed by &#039;&#039;Protect&#039;&#039;, &#039;&#039;Conceal&#039;&#039;, and &#039;&#039;Celestial Shield&#039;&#039; makes the perfect bodyguard, fending off tarpits and being absurdly durable. &lt;br /&gt;
**Worth noting that the Avatar allows ALL friendly &#039;&#039;&#039;Asuryani&#039;&#039;&#039; units within 12&amp;quot; to reroll charges...and makes them immune to morale. This is very helpful when running mixed craftworlds - he&#039;s basically giving you a combination of Saim-Hann and Iyanden&#039;s craftworld abilities, so you&#039;ll get the most mileage out of him if he&#039;s buffing Ulthwe, Biel-Tan, or Alaitoc. Rerolling charges makes Eldar even &#039;&#039;faster&#039;&#039;, as many of your units can close the gap and then use Fly to escape next turn (while locking down your opponent and basically using them as a human shield). This is horrifying when combined with a Banshee-star list.&lt;br /&gt;
**Where the Avatar of Khaine &#039;&#039;really&#039;&#039; shines is in a Footdar list where infantry can make the most out of his 12&amp;quot; aura, however, he can quickly become deadweight in a mechanized list where he cannot keep up with vehicles that move more than twice his speed. &lt;br /&gt;
** Mobility concerns have always been problematic for the Avatar. Giving him Falcon&#039;s swiftness warlord trait helps a lot. That, and/or Matchless Agility if you have the command point to spare and there&#039;s no other unit that benefits from it more.&lt;br /&gt;
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====Phoenix Lords====&lt;br /&gt;
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[[Fail |Sadly, Phoenix Lords can&#039;t take a Warlord Trait]].  All of them buff their own aspect in some fashion (three of them provide re-rolling of 1s to hit; as a result, Fuegan and Maugan Ra don&#039;t buff their Exarchs if said Exarchs didn&#039;t trade up for another power).  They share a &amp;quot;baseline&amp;quot; profile of M7, WS/BS 2+, S/T 4, W6, A4, Ld9, and a 2+ save.  All of them are {{W40Kkeyword|aspect warrior}}s, but none of them have the actual keywords of the aspect they represent.  There are no Phoenix Lords for the Crimson Hunters, Warp Spiders, or Shining Spears (that last is because [[Drastanta]] is busy challenging [[Jaghatai Khan]] to a bike race, but for the other two, we have no idea who their Phoenix Lord even is), although it&#039;s worth noting that Karandras is &amp;lt;s&amp;gt;just faking it; the [[Drazhar|real one]] works for the Dark Eldar.&amp;lt;/s&amp;gt; {{FWIP}} &#039;&#039;&#039;Ignore the vile and insidious propaganda of the [[Dark Eldar |dark kin]], Commander; for their treacherous words will only lead you astray from the path.&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Asurmen:&#039;&#039;&#039; Has an additional attack (A5) with his S+1 AP-3 D1d3 sword, which inflicts an additional 1d3 Mortal Wounds on a 6+ to wound, and has two Avenger Shuriken Catapults for ranged combat. Like his Aspect, he Overwatches on a 5 or 6, but you take him for the invuln: he has 3++ in melee and a 4++ at ranged, and more importantly, friendly {{W40Kkeyword|aspect warrior}} units within 6&amp;quot; gain a 5++, or a 4++ if they&#039;re Dire Avengers.  This means he can buff both other Phoenix Lords, and some of the stranger Aspect Warriors, like Crimson Hunters and their Exarchs. Combine this with the Protect Warlock power and you can have [[Awesome |Dire Avengers with a 2+/3++ in cover. 2+/3++/6+++ if they are Ulthwe]]. Yes that is right, when you factor in all of the [[Eldar |-1 to Hit Eldar can stack on top of this]] (even without going Alaitoc), he can potentially give your [[What |Baseline Infantry durability to rival the Custodes]]. He is an expensive Phoenix Lord at 150 points, but damn well worth the price for an Aspect Warrior list. &lt;br /&gt;
** With some support, Asurmen can be disgustingly tanky in a fight. Cast Protect on him to bump his saves up to a 2+/2++ when in combat, which can be further supported with Enervate/Drain if you so desire. That said, your opponent may simply bow out and try to light him up with ranged firepower to reduce/negate some of this buffed durability, so try to have a squad or two of Striking Scorpions/Howling Banshees help surround priority targets.&lt;br /&gt;
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*&#039;&#039;&#039;Baharroth:&#039;&#039;&#039; The quickest (M14) and cheapest of the Phoenix Lords at 110 points, and with good reason. He has the same Cry of the Wind and Skyleap abilities his Swooping Hawks have. Also, if he moves over an enemy unit or deep strikes near it in the movement phase, roll a die for every model in the unit (max 3d6) for the unit, and every 4+ dishes out a mortal wound. He gives friendly Swooping Hawks re-roll 1s to hit (but strangely not himself), and all {{W40Kkeyword|aspect warrior}}s gain +1Ld within 6&amp;quot; of him (with friendly Swooping Hawks gaining +2Ld). You can drop him wherever his support abilities are needed.  He also has a Swooping Hawks Exarch gun, and an S+1 AP-3 D1d3 sword that debuffs any &#039;&#039;units&#039;&#039; it wounds with a -1 to hit until the end of the turn.&lt;br /&gt;
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*&#039;&#039;&#039;Fuegan:&#039;&#039;&#039; If you thought Fire Dragons were awesome, wait until you get a load of this guy. His Firepike is still the same anti-tank or anti-Monster gun at 18&amp;quot; Assault 1 S8 AP-4 D1d6 (rolling 2d6 discarding the lowest when the target&#039;s within 9&amp;quot;), a Fire Axe which is AP-4 D1d3 (and Fuegan is S5!), and melta bombs. He&#039;s pretty kitted out as is, but his abilities make him truly shine. He re-rolls 1s to wound against Monsters and Vehicles, and he re-rolls 1s to hit at range ([[Awesome|and gives this same bonus to friendly Fire Dragons within 6&amp;quot;]]). In addition, he has a 5+++ FNP, making him almost as survivable as Asurmen against normal weapons (and flat out better against mortal wounds), and if he suffers at least one wound in the Fight phase, then at the end of it, once per game, he gains a permanent +2 to his strength ([[Rape|making him S7]]) and attack characteristics ([[Rape|that&#039;s 6 attacks]]). At 140 points, he is a costly beatstick, but a good one at that.&lt;br /&gt;
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*&#039;&#039;&#039;Irillyth (Forge World):&#039;&#039;&#039; Speedy and shooty with deepstriking privileges, Irillyth is second only to Baharroth in sheer mobility (M12), but packs a hell of a lot more firepower than his flighty brother. Irillyth&#039;s Spear of Starlight (24&amp;quot; Assault 1 S6 AP-3 D2) allows him to make an additional shooting attack for each successful hit he lands, up to a maximum of 4 total hits! To top that off, his Reaper of Souls ability lets him re-roll 1s to wound {{W40Kkeyword|infantry}} in the Shooting phase. Given his rather shooty nature, many would assume that he would be easy prey when it comes to melee. However, rather than having a Dispersed mode on his Spear of Starlight, it has a melee mode that stabs people 4 times at S+1 (S5) AP-3 for 2D (D3+1 if he was the one who charged), meaning even Primaris marines and Terminators may hesitate before trying to punch him to death. Combined with his 2+ save, Irillyth has a Spectre Holo-Field that subtracts 1 from enemy To Hit rolls, which if in cover and buffed by a Warlock&#039;s Conceal, can make him a real bitch to get rid of. The last notable perk he&#039;s got going for him is his spooky fear bubble (the Spectre of Death) that makes all enemies within 18&amp;quot; of him or any of your Shadow Spectres roll 2D6 (discarding the lowest roll) for all Morale tests they take.  Note that this stacks with the Exarch rule, for TWO unkept low dice on morale checks, &#039;&#039;and&#039;&#039; is an infinite range buff - he doesn&#039;t need to be near the unit he&#039;s buffing, just for both of them to be alive (he doesn&#039;t even need to be on the table!).&lt;br /&gt;
**&#039;&#039;&#039;Leadership bomb&#039;&#039;&#039;: The wording of The Spectre of Death and Shadow of Death (from the Shadow Spectre Exarch) rules allows you to create a terrifying Morale check on 3D6, discarding the 2 lowest, for an enemy unit within 6&amp;quot; of a Shadow Spectre Exarch. Throw some Horrify/Mind Shock Pod/Phantasm Grenades in there, and even those Custodes just might run.&lt;br /&gt;
***In case you&#039;re wondering, the averages on 1d6, 2d6kh1, and 3d6kh1 are 3.5, 4.47, 4.96, so stacking the two unkept die rules is pretty worthless; instead, if you do take Irillyth, use him as an excuse not to take an Exarch, which will save you 5 points per squad.  Irillyth&#039;s rule has much better range, anyway.&lt;br /&gt;
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*&#039;&#039;&#039;Jain Zar:&#039;&#039;&#039; The first of Asurmen&#039;s students has returned, both in plastic and with updated rules! Right off the bat, Jain Zar is a terrifying melee combatant who wields both &#039;&#039;Silent Death&#039;&#039; (an assault 4 S4 AP-3 weapon) and the &#039;&#039;Blade of Destruction&#039;&#039; (a buffed Executioner that hits at S6 AP-3 DD3 with re-rolls for failed wounds) on the mostly standard Phoenix Lord statline. Combined with the flurry of special abilities native to her aspect, such as overwatch immunity, advancing after charging with an extra 3&amp;quot; added if she does so, she will find it particularly easy to get stuck into combat and do some heavy damage. Jain Zar wouldn&#039;t be a Phoenix Lord if she didn&#039;t offer any incentives to run her aspect with her, so in comes her &#039;&#039;Cry of War Unending&#039;&#039; ability. This grants Jain Zar and all Howling Banshees within 6&amp;quot; the Always Fight First rule (and all the caveats that come with it), which might have some niche use if enough Banshees can fully cut off enemy units from [[/d/|pulling out]] of the fight. Jain Zar&#039;s last notable ability, &#039;&#039;Storm of Silence&#039;&#039; is arguably her main selling point now. Allowing her to make attacks equal to the number of enemy models within 2&amp;quot; of her, this transforms Jain Zar into a GEQ/MEQ blender that can single-handedly wipe entire squads off the board in a single fight phase. Unfortunately, this kind of discourages having more than a squad of banshees accompany her since outside acting as meatshields on the approach, they&#039;ll more likely just get in the way in the fight phase. &lt;br /&gt;
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*&#039;&#039;&#039;Karandras:&#039;&#039;&#039; Hell yes, our infiltrating super-ninja warrior! He has the average Phoenix Lord stat-line and currently runs at 125 points. He comes with a host of special abilities: the Master of Stealth and Shadow Strike rules of the Striking Scorpions, and his Scorpion&#039;s Bite is a Mandiblaster mask that hits on a 5+ and shoots 4 times instead of 1 (Averages 1.3 Mortal Wounds per combat round). He also has exploding attacks (6s to hit generate a single additional attack that DOES NOT explode) on himself, and grants it to all Striking Scorpions within 6&amp;quot; of him. His Scorpions Claw has lost the -1 to hit Penalty meaning he is one of the scariest close combat characters we have (short of the Avatar or Yncarne) with 4 S8, AP-3 Exploding attacks that deal d3 damage each. If you give him Empower, [[Awesome|he is wounding everything below T8 on a 2+, letting him take on anything short of a Super-Heavy]], and [[Rape |Enhance means his attacks explode on a 5+, or 4+ if the target is covering in cover]]. However, with how the Psychic Rules worth in 8th Edition you might be better off using those powers on the blob of Scorpions that he is babysitting instead.&lt;br /&gt;
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*&#039;&#039;&#039;Maugan Ra:&#039;&#039;&#039; Our shooty Lord, at 140 points, and the slowest of them, at M6. He can shoot his Maugetar twice, using either profile in each salvo (and target them independently).  Both profiles are 36&amp;quot; Assault X S6 AP-1 D1; the &amp;quot;Shuriken&amp;quot; profile has X=4 while the Shrieker profile has X=1, but if it slays an {{W40Kkeyword|infantry}} model, its unit suffers another 1d3 mortal wounds. While it sounds awesome, 2 Shuriken Cannon shots that &#039;&#039;might&#039;&#039; cause Mortal Wounds will always be outperformed by 8 Shuriken Cannon shots.  His Scythe is also a powerful S+2 AP-2 D1d3, making him decent at taking on enemy characters or Monsters. Abilities-wise, as mentioned, he can fire his gun twice in each shooting phase (allowing him to get 8 Shuriken Cannon shots off per turn), re-rolls 1s to hit for his ranged weapon and grants that same ability to all Dark Reapers within 6&amp;quot; (this in addition to always hitting on 2+ means he only has a 1/36 chance of missing a shot), and re-rolls to-wound rolls of 1 when targeting {{W40Kkeyword|chaos}} units.&lt;br /&gt;
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===Troops===&lt;br /&gt;
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All Units in this section have the Path of War ability (which is the old Objective Secured, and will be referred to as such).&lt;br /&gt;
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*&#039;&#039;&#039;[[Guardian]] Defenders&#039;&#039;&#039;: When you&#039;re looking to quite literally fill out your troop choice with as many bodies as possible, Guardian Defenders are probably going to be your go-to choice. At 8-points a model, they&#039;re a touch pricier than their GEQ counterparts in other armies, but they make up for it with their Space Marine level accuracy, speed and access to many support options that can turn them into one of the most resilient infantry units in your army. Every 10 members per squad allows you to purchase a Heavy Weapon Platform that can be kitted out with any standard Heavy Weapon available to you, enabling your Guardians to take potshots against a wide variety of targets they may otherwise be borderline useless against. This by no means should encourage you to chuck your Guardians at your opponent&#039;s Leman Russ tanks just because you gave them a Bright Lance, but they can certainly try to bip a shot or two at it while your Fire Dragons or Wraithguard get into position. The Shuriken Catapult each Guardian comes stock with may at first seem underwhelming, a 12&amp;quot; range, 2 shot S4 gun that &#039;&#039;may&#039;&#039; be AP-3 if luck favors you, but in the numbers you&#039;ll be fielding Guardians in, they make shockingly effective blob blenders that can seriously lock down objectives or discourage anyone from charging recklessly into your turf.&lt;br /&gt;
**[[Awesome |It&#039;s actually possible to get them up to a 3+/3++/5+++ against shooting by combining Fortune and Protect with Celestial Shield]]. Ulthwé gives a 6+ FNP for free so they don&#039;t really need to use Fortune. It&#039;s also possible to get them to -2 to be hit (-3 for Alaitoc) as well so they&#039;re now more durable than you think if there are Psykers close enough to support them.&lt;br /&gt;
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&#039;&#039;&#039;Heavy Weapon Platform Loadout Options:&#039;&#039;&#039; As stated, every 10 Guardians per unit allows them to take a Heavy Weapon, maximum of two. The standard fare is available to them, though they must pay a slight fee for the platform itself in addition to the gun.&lt;br /&gt;
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*&#039;&#039;&#039;Shuriken Cannon&#039;&#039;&#039;:&lt;br /&gt;
**A great option for Guardians on the move, Battle Focus makes this the only &amp;quot;heavy&amp;quot; weapon that lets your Defenders run and gun with no penalties. Ideal for Biel-Tan lists.&lt;br /&gt;
*&#039;&#039;&#039;Scatter Laser&#039;&#039;&#039;:&lt;br /&gt;
**The cheapest choice is also a solid one. Long ranged anti-GEQ firepower works fairly well with large squads of Guardians, especially if you go big enough to field a pair of them.&lt;br /&gt;
*&#039;&#039;&#039;Starcannon&#039;&#039;&#039;:&lt;br /&gt;
**A mid-tier choice for mid-tier units, the Starcannon cuts out some of the &amp;quot;all-or-nothing&amp;quot; attitude the your shuriken weaponry has regarding armor. A good supplementary choice against MEQ armies, but unless your Guardians are close enough to contribute their firepower as well, don&#039;t expect it to clear squads on its own.&lt;br /&gt;
*&#039;&#039;&#039;Bright Lance&#039;&#039;&#039;:&lt;br /&gt;
**If you have the points to spare and if you plan on having your Defenders hang back and defend key locations, the bright lance is a good, if pricey choice for contributing firepower against monsters and tanks. You can also buff these to hit on a 2+ for Ulthwé Guardian Defenders, but one would argue the AML would be a better choice.&lt;br /&gt;
*&#039;&#039;&#039;Aeldari Missile Launcher&#039;&#039;&#039;:&lt;br /&gt;
**Same price as the bright lance, though much more flexible. Not only does it perform decently against both single heavy targets and groups of small targets, but your Guardian Defenders arguably get the most out of this particular gun than anyone else who can take it (namely Ulthwé ones). &#039;&#039;Discipline of the Black Guardians&#039;&#039; grants the ever reliable accuracy most other units (even Dark Reapers) can&#039;t quite compare to and the &#039;&#039;Starshot Missile&#039;&#039; offers a clutch anti-{{W40Kkeyword|Fly}} option that can smack Mortal Wounds on airborne targets. Their exceptional range also makes them fantastic for backline Guardians acting as deep-strike buffers or objective defenders so that they can contribute something cross field.&lt;br /&gt;
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*&#039;&#039;&#039;[[Storm Guardians]]&#039;&#039;&#039;: They are faster and they can assault out of Wave Serpents, so they suck a bit less than in 7th. Sadly they are quite a niche unit outside of some very specific roles. They are the cheapest option to get Fusion Guns and Flamers onto the board, and at 48 points per 8-Elf Squad are the cheapest way to fill out a Brigade Detachment, so they do have that going for them. Sadly, they lost their high initiative with nothing to compensate for that other than being able to shoot their decent pistols in melee. And their &amp;quot;exquisitely crafted&amp;quot; Aeldari blades are..... different, now allowing you to re-roll misses which is something that would be amazing on almost any [[Warhammer_40,000/Tactics/Eldar_Harlequins(8E)#TroopsTroupes|unit]] other than the one that got them... One niche they do have in the Codex is a cheap bodyguard unit for characters in an Ulthwé detachment. With the Guardian exclusive stratagems they are more accurate than Aspect Warriors and stick around decently enough with a Warlock helping them, so can compete with other Aeldari melee options, but the support they need to do so might be better served on other units. Like the Aspect Warriors doing the actual killing. If we are also considering allies: [[Wyches]], however are strictly better for tarpitting and are only a little more expensive, and Troupes are by far the better pick for actual melee combat, though you can easily field 2 Storm Guardian squads for the same cost.&lt;br /&gt;
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&#039;&#039;&#039;Weapon Options:&#039;&#039;&#039; Aside the complimentary Shuriken Pistol, each storm guardian has their choice of taking either a chainsword or aeldari blade. Two of every eight Storm Guardians can instead take one of two special weapons and arguably serve as the primary reason to even take these guys at all.&lt;br /&gt;
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*&#039;&#039;&#039;Aeldari Blade&#039;&#039;&#039;&lt;br /&gt;
**The default blade that is complete trash. The only benefit it provides is that it allows Storm Guardians to re-roll failed hits in the fight phase. Seeing as how this is strictly worse than just gaining another attack, never take this.&lt;br /&gt;
*&#039;&#039;&#039;Chainsword&#039;&#039;&#039;&lt;br /&gt;
**A completely free upgrade that grants Storm Guardians an extra attack. Always take this.&lt;br /&gt;
*&#039;&#039;&#039;Flamer&#039;&#039;&#039;&lt;br /&gt;
**One of exactly two units in the entire Craftworld codex who has access to the bog-standard flamer. One or two of these in a standard unit is actually quite useful against GEQ armies. Their range meshes nicely with the rest of the squad&#039;s shuriken pistols and serves quite well as a prelude for and against charges.&lt;br /&gt;
*&#039;&#039;&#039;Fusion Gun&#039;&#039;&#039;&lt;br /&gt;
**Serves the exact opposite purpose the Storm Guardian&#039;s flamer does. In a similar vein to taking a bright lance or AML on a Guardian Defender squad, you take these to supplement your existing forces rather than replacing them, as the Storm Guardian squad as a whole likely won&#039;t contribute jack shit to the type of targets the fusion gun is designed for. Additionally, these guns can get expensive quite quickly and decking out your S. Guardians with them can negate one of their biggest selling points: dirt cheap prices. On the plus side, Ulthwé S. Guardians can take advantage of their unique stratagem for +2 to-hit fusion guns, something even your Fire Dragons can&#039;t quite match.&lt;br /&gt;
*&#039;&#039;&#039;Power Sword (Legends)&#039;&#039;&#039;&lt;br /&gt;
**Kind of a &amp;quot;special weapon&amp;quot; in its own right, only two models per squad can take a power sword in lieu of their aeldari blade. The AP is nice, but each model wielding the sword only gets one attack at S3 a turn. Give this a skip.&lt;br /&gt;
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*&#039;&#039;&#039;Dire Avengers&#039;&#039;&#039;: At 11 points per model, they could seem like an overpriced Guardian unit, but their increased range, better overwatch, better save and unique Exarch options open up for several interesting uses. They are usually considered as a Jack-of-All-Trades unit, that can be tailored to your special needs by choosing the appropriate Exarch option. In most cases, they excel at harassing slower melee units by constantly advancing back from the enemy and keeping the distance at 18&amp;quot;. And even when they get caught, their overwatch is nothing to laugh about (remember your Grenades, [[Troll |so if your opponent is 6&amp;quot; away when charging...]]). Don&#039;t forget the Exarch&#039;s 4++ invuln, that can possibly tank some high AP shots. There are many ways of fielding these guys, including:&lt;br /&gt;
**10-man squad in a Wave Serpent, possibly supported by Guide, Doom, Jinx or Reveal, that clears some objective from soft targets or a small MEQ unit. If you want to field Asurmen, take two of these!&lt;br /&gt;
**5-man squad that shares a Serpent with a small unit of Fire Dragons, in order to kill the passengers of the transport the Dragons just melted.&lt;br /&gt;
**10-man squad that footslogs together with an Avatar straight up to the enemy, who takes care of the big targets, while the Avengers keep him free of tarpits.&lt;br /&gt;
**Squad of arbitrary size that stays at your back line in order to shield your fire base and counter deep striking enemies.&lt;br /&gt;
**5-man squad for 55 points filling up a brigade detachment.&lt;br /&gt;
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&#039;&#039;&#039;Exarch Powers:&#039;&#039;&#039; Dire Avengers Exarchs by default have the &#039;&#039;&#039;Battle Fortune&#039;&#039;&#039; ability, granting them a 4+ invulnerable save. This can either be exchanged for one of the following powers, or you may pay 1 CP for one particular Dire Avenger Exarch to keep Battle Fortune and take one of the following.&lt;br /&gt;
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*&#039;&#039;&#039;Bladestorm&#039;&#039;&#039;&lt;br /&gt;
**While the Exarch is part of the unit, all non-Grenade ranged weapons score an additional hit on an unmodified hit roll of a 6. Can prove somewhat handy, especially with bigger squads or on Exarchs dual-wielding ASCs.  Equivalent to +1 to hit (and stacks with it), even on Overwatch (where it works fine, unlike real modifiers).  Offensively speaking, this is the best power of the bunch (Avenging Strike would be better if you could reliably lose only a few members, but that&#039;s challenging compared to losing none or many).&lt;br /&gt;
*&#039;&#039;&#039;Defend&#039;&#039;&#039;&lt;br /&gt;
**Squads accompanying an Exarch with this force opponents to subtract 1 from wound rolls made by melee weapons against them. Basically a free, constant Enervate debuff (which can be stacked with Enervate for a -2 to wound roll).  Given your Exarch can actually participate in melee to a decent degree, this isn&#039;t a bad trait to take for objective defenders expecting company.&lt;br /&gt;
*&#039;&#039;&#039;Stand Firm&#039;&#039;&#039;&lt;br /&gt;
**Straight up morale immunity for a squad containing an Exarch with this power. As in, you auto-pass all morale tests, don&#039;t roll any dice. Another decent ability that has uses in maxed out squads, but is somewhat overshadowed by other abilities you can take here instead - and why take 1 10-elf squad when you can take 2 5-elf squads?&lt;br /&gt;
*&#039;&#039;&#039;Martial Adept&#039;&#039;&#039;&lt;br /&gt;
**This Exarch has a WS/BS of 2+. A pretty good trait that is great for either ranged or melee exarchs. Precious few troop choices in the game can get a built in BS/WS of a 2+ with the abundant access to hit rerolls and performance buffing psychic powers you have.  If you&#039;re sticking to ranged combat, this is going to be worse than Bladestorm, which is functionally BS2+ for the entire unit; only take this if you really plan on getting into melee, or are obsessed with your Exarch&#039;s grenades.&lt;br /&gt;
*&#039;&#039;&#039;Shredding Fire&#039;&#039;&#039;&lt;br /&gt;
**All ranged non-grenade weapons fired by this Exarch gain AP-3 at all times, losing the &amp;quot;critical hit&amp;quot; AP-3 on a wound roll of 6 rule. This is generally speaking &#039;&#039;terrible&#039;&#039;, because even on a 5-elf unit, targets are few and far between where this will outperform Bladestorm, due to this only buffing the Exarch&#039;s shots, not the squad&#039;s.&lt;br /&gt;
*&#039;&#039;&#039;Avenging Strike&#039;&#039;&#039;&lt;br /&gt;
**While your Exarch is alive and the squad itself has taken at least one casualty, you add 1 to each model&#039;s hit and wound rolls. This is also a very good power; you will invariably lose at least one model from your units as the battle progresses and these roll buffs apply for all attacks made by every remaining model.  The only downside is also an upside: your opponent won&#039;t willingly leave an injured squad alive, so be prepared for this to turn into the real power being that your Dire Avengers can control your opponent&#039;s flow.&lt;br /&gt;
**&#039;&#039;Given you also get +1 to wound, this means that the rending effect on 6s will also trigger on 5s too.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exarch Weapons:&#039;&#039;&#039; Your Dire Avenger Exarch arguably has the most flexible loadout choices among all the other aspect warriors. If you don&#039;t want to spend any extra points on him, he just packs around an avenger shuriken catapult just like his less obsessed kin.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Two Avenger Shuriken Catapults&#039;&#039;&#039;:&lt;br /&gt;
**Exactly what it sounds like, your Exarch simply dual-wields two ASC&#039;s. Given you&#039;re doubling his ranged output for a measily 3 points, you&#039;ll almost always want to take this on any standard loadout. As they&#039;re counted as two individual guns (not &amp;quot;twin-linked&amp;quot;), you may choose separate targets for each gun, so there&#039;s that going for him too.&lt;br /&gt;
*&#039;&#039;&#039;Power Glaive and Shuriken Pistol&#039;&#039;&#039;: &lt;br /&gt;
**Shave 6&amp;quot; and half the shots from your ranged weapon, but get a power axe equivalent. Has some decent usage when up against GEQ/MEQ, but is arguably outperformed offensively by the Diresword or even just sticking with the shuripults.&lt;br /&gt;
*&#039;&#039;&#039;Power Glaive and Shimmershield&#039;&#039;&#039;:&lt;br /&gt;
**Completely forego any ranged weapons on your Exarch in exchange for a squadwide 5++ invulnerable save. A pricey upgrade that is now considerably more attractive for Exarchs giving up their invulnerable save for one of their fancy new powers. Due to the way those powers work, you ideally don&#039;t want the squad Exarch to tank shots unnecessarily and this will let the rest of your meat shields gain at least some guaranteed protection to compensate.&lt;br /&gt;
*&#039;&#039;&#039;Diresword and Shuriken Pistol&#039;&#039;&#039;: &lt;br /&gt;
**Again, sacrifice a bit of your ranged firepower to get a power sword equivalent that&#039;s AP-2, but slaps a mortal wound in addition to any damage dealt on a wound roll of 6. Since your Exarch is naturally S3 and would&#039;ve needed to roll a 5 or 6 just to wound most MEQ units anyways, this is a reasonably decent loadout for Exarchs you expect to be up on the front lines. Season this with a Warlock casting either Protect or Empower on him, or posse up with Asurmen to more efficiently lay the smackdown on enemies in melee.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rangers&#039;&#039;&#039;: Deep Striking Snipers that can target characters regardless of restrictions. [[Awesome]]. They also gain a 3+ Save in cover and anything firing on them has -1 BS to hit, meaning that they can be a nightmare to get rid of, especially if they are Alaitoc and/or a Warlock is nearby. Sniper units all have an essential Character Hunting role to play in 8th Edition, and they are fantastic units to spread out to deny your opponent the ability to Deep Strike exactly where they want to, so these guys are a strong contender for  any of your Troop slots regardless of Craftworld. They are 12 points per model, making each 5-Elf Squad 60 Points each.&lt;br /&gt;
**&#039;&#039;&#039;Remember&#039;&#039;&#039;: Snipers won&#039;t kill an Ork Warboss alone, but they can sure as hell take out the Painboy buffing him up, or snipe that Commissar keeping that Conscript blob from breaking the second your Wraithguard or Shadow Spectres open up on them.&lt;br /&gt;
** &#039;&#039;&#039;Note&#039;&#039;&#039;: Due to Heavy Weapons no longer Snap Firing on the move, and the Rangers also having pistols (for if you need to use Battle Focus), these guys are a lot more mobile than you might think.&lt;br /&gt;
**They are now the best unit to take for a Brigade Detachment to get those precious command points.&lt;br /&gt;
** &#039;&#039;&#039;Deployment&#039;&#039;&#039;: If you have some larger ruins on your table, make sure to place one or two of the objective markers on the very top of those, and then let your Rangers appear right there. Perfect for trolling sluggish, ground-bound armies.&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transport===&lt;br /&gt;
*&#039;&#039;&#039;Wave Serpent:&#039;&#039;&#039; All those Serpents you definitely didn&#039;t get during 6th Edition have been made great again. It is still the most survivable Grav-Tank, but now by a larger margin: not only does it have an extra wound compared to its shorter brethren, ye olde Serpent Shield will now reduce any multiple damage results by 1 (to a minimum of 1). Firing it off (and disabling the shield in the process) [[Awesome | will basically auto-cast the Smite psychic power]]. Any weapons loadout you slap on it will be useful, be it the cheap triple Shuriken Cannon for some Bladestorm goodness or Bright Lances to hunt tanks (don&#039;t forget to take a Crystal Targeting Matrix if you opt for a Heavy Weapon), you won&#039;t be disappointed. At now only 28 points, Twin Starcannons are a good choice for scaring the hell out of TEQs and Primaris Marines. Missile Launchers are as versatile as ever and Scatter lasers will threaten infantry of all types well. So basically just take what your Army might need. Oh, and did we mention that it&#039;s our main transport? The one that brings Fire Dragons, Banshees and Wraithguard to their targets?&lt;br /&gt;
**&#039;&#039;&#039;Chapter Approved 2018&#039;&#039;&#039;: One of the few Craftworld units that got a point increase as opposed to a decrease, but by only 13 points. And let&#039;s be real, they kinda deserve it.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Loadout Options&#039;&#039;&#039;: Wave Serpents have a fairly basic selection of weapons to mount on its chassis. Like every other tank based on the Falcon, it features an underslung twin-linked shuriken catapult that can be swapped out for a single shuriken cannon. As it is your dedicated transport, it does eschew some of the more specialized and unique weapons in exchange for a twin heavy weapon. The only real downside to these twin weapons is that they count as a single weapon; even if they&#039;re effectively just two heavy weapons strapped together, they both must target the same unit when firing.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Twin-Linked Shuriken Catapults&#039;&#039;&#039;&lt;br /&gt;
**Your default underslung gun has its uses in those Falcons that intend to get up closer to the enemy to drop off a squad of Aspect Warriors and is the best choice for Wave Serpents looking to keep it cheap. The wounding potential this has is fairly comparable to the cannon and honestly is preferable unless you want to run triple cannons for the range and strength synergy.&lt;br /&gt;
*&#039;&#039;&#039;(Twin) Shuriken Cannon&#039;&#039;&#039;&lt;br /&gt;
**Upgrading the underslung gun into a shuriken cannon is generally not necessary, as your Wave Serpent will often be trying to get in close to drop off its payload of aspect or wraith melee units in enemy lines. If you&#039;re planning on taking a Wave Serpent to primarily act as a durable tank that doesn&#039;t take up your precious heavy support slots, the extra range the cannon has over the catapults is certainly welcome. The twinned version mounted on the turret is an excellent and reasonably priced choice for transporting units quickly, since you can still contribute their firepower even while advancing. Obviously pairs perfectly with the underslung cannon.&lt;br /&gt;
*&#039;&#039;&#039;Twin Scatter Laser&#039;&#039;&#039;&lt;br /&gt;
**Your cheapest and best anti-GEQ choice, the twin scatter laser lets you blast 8 S6 shots at ranges that surpass any shuriken variant available to you. Even with the accuracy dip brought on from the constant moving, the rate of fire alone will still help put a dent in any infantry you scoot past.&lt;br /&gt;
*&#039;&#039;&#039;Twin Starcannon&#039;&#039;&#039;&lt;br /&gt;
**A good middle of the road option, the twin starcannon seems a little lackluster compared to your other options in this slot. Being twinned does give it a serious boost however, as 4 S6 AP-3 shots will virtually erase any MSU MEQ squad you come across, with the underslung catapults/cannon able to clean up the rest of what&#039;s left.&lt;br /&gt;
*&#039;&#039;&#039;Twin Bright Lance&#039;&#039;&#039;&lt;br /&gt;
**A good choice that gives your Wave Serpent a fairly effective anti-tank/monster option for a workable price. It serves fairly nicely as a tank/transport cracker if you&#039;re carting around Banshees/Wraithblades and &#039;&#039;can&#039;&#039; give embarked Fire Dragons/Wraithguard an extra push if whatever they tried to blow up managed to survive their efforts. It does face fairly stiff competition from the twin AML though.&lt;br /&gt;
*&#039;&#039;&#039;Twin Aeldari Missile Launcher&#039;&#039;&#039;&lt;br /&gt;
**If you have the points, the twin AML is your most flexible choice and one certainly worth considering if you can afford it. Either 2 S8 shots or 2D6 S4 shots let your Wave Serpent threaten a wide variety of targets. It also grants your Wave Serpent the ability to double down on its passenger&#039;s focus (like anti-tank Fire Dragons or anti-horde Howling Banshees) or help cover up their shortcomings (like using the 2D6 shots against that 10 man Scion squad that tumbled out of the Taurox Prime your dragons just popped open)&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; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vehicle Upgrade Options&#039;&#039;&#039;: Your Wave Serpent and its sister tanks are the only ones who actually have their pick of the vehicle upgrades still available. Unlike most of those tanks, most of these are actually useful to the Wave Serpent and warrant a look if points allow.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Crystal Targeting Matrix&#039;&#039;&#039;&lt;br /&gt;
**A fantastic choice that lets your Wave Serpent close in without completely sacrificing accuracy in order to do so. Arguably essential to the serpent that&#039;s transporting Aspect Warriors about, though don&#039;t take this if you just plan on sticking with shuriken weapons.&lt;br /&gt;
*&#039;&#039;&#039;Soul Stones&#039;&#039;&#039;&lt;br /&gt;
**Wave Serpents, being a defensive tank possibly carrying cargo worth more than it is, definitely want to purchase these if at all possible (especially if you&#039;re running Iyanden or Alaitoc). The Serpent Shield pairs beautifully with these, since it reduces the number of FNP rolls you&#039;ll need to make against anything dealing more than 1 damage to the tank.&lt;br /&gt;
*&#039;&#039;&#039;Star Engines&#039;&#039;&#039;&lt;br /&gt;
**A nifty but somewhat unnecessary upgrade. Wave Serpents have pretty good movement on their own already, but these can help them close the distance to its destination much more quickly for its riders&#039; sake. Consider just sticking with shuricannons if you&#039;re going with this upgrade so that it can still fire all its weapons while advancing.&lt;br /&gt;
*&#039;&#039;&#039;Vectored Engines&#039;&#039;&#039;&lt;br /&gt;
**Kind of a similar boat as the star engines. They stack well with them, the Serpent Shield and with Alaitoc&#039;s attribute, making the Serpent even harder to take down. Taking advantage of these does effectively restrict your weapon loadout to shuricannons if you want to actually have the serpent contribute any firepower, however.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bonesinger (Legends) no longer legends due to having points in CA19&#039;&#039;&#039;: A psyker that only knows &#039;&#039;Smite&#039;&#039;, but can repair friendly {{W40kKeyword|&amp;lt;craftworld&amp;gt; vehicles}} and {{W40kKeyword|wraith constructs}} for 1d3 instead of manifesting Smite in the psychic phase.  Noticeably worse than most models capable of repair, since those don&#039;t give up their Psychic power to do so (of course that&#039;s because this is the only psychic repairman model in the game), and worse than most models capable of healing infantry, since it can&#039;t resurrect the dead, but is among the very rare (Cawl is the other one) set of models capable of repairing both vehicles and infantry. It is also the only form of healing support the Aeldari get (as the Renewal Rune of Battle doesn&#039;t exist anymore). Another advantage it has over other repair units is that it can still toss out a regular Smite when there&#039;s nothing around in need of patching up which is not a bad thing. At 55 points, you have to carefully decide if it&#039;s worth fielding over spending the same points on more stuff. It is strictly better than a Warlock and equal to a Spiritseer when it comes to casting Smite, but takes up one of your very crowded Elite slots. Has no gun, but its basic melee weapon does 1d3 damage for whatever reason. [[Not as planned |With base S3 strength and 1 attack, if your Bonesinger is in melee combat, you definitely messed up somewhere]]. If you&#039;re taking Wraithlords or Wraithknights and you aren&#039;t Iyanden (though even Iyanden lists can hardly say no to a healer if you&#039;re fielding anything Wraith), consider making room for one of these in your list a priority. Due to his price tag, make sure you have a cheap screening unit or two (like Rangers or Dire Avengers) so that if the Wraith unit(s) he&#039;s following get focused down, he still has someone to cower behind.&lt;br /&gt;
**If you are taking one to babysit a Wraithknight you should &#039;&#039;&#039;always&#039;&#039;&#039; take the Faolchu&#039;s Wing so you can keep up with them.&lt;br /&gt;
***Tragically, the Bonesingers brief time in the sun has come to an end. They have been relegated under Warhammer Legends and thus are no longer supported by official competitive play. What&#039;s worse is that this all but guarantees that they will not get a plastic re-release. It&#039;s rather curious, as Bonesingers received a significant point reduction in Chapter Approved 2019 despite their presence in Legends (which also runs the old point values for it).&lt;br /&gt;
&lt;br /&gt;
===={{W40kKeyword|Aspect Warriors}}====&lt;br /&gt;
*&#039;&#039;&#039;Fire Dragons:&#039;&#039;&#039; Even with the changes to Meltaguns and Fusion guns, Fire Dragons are still the same reliable anti-tank Aspect Warriors. Now you see that vehicle, &#039;&#039;&#039;FWOOOM&#039;&#039;&#039;, now you don&#039;t. They haven&#039;t changed much; they are still your awesome Vehicle and Monster Hunting Aspect Warriors who get to re-roll 1s to wound against {{W40Kkeyword|Vehicles}} and {{W40Kkeyword|Monsters}} in the Shooting phase, plus the Exarch re-rolls 1s to hit. As always, Fuegan gives this buff to &#039;&#039;all&#039;&#039; friendly Fire Dragons within 6&amp;quot;. They used to face stiff competition from the Wraithguard for this, and while they still do, they have the advantage of being cheaper and easier to put in transports. Tactics are simple: [http://wasted-knights.blogspot.co.uk/2010/06/joys-of-melta.html Shove them in a Transport, vomit them out next to something big, and pull the trigger. If they are somehow still alive by the next turn, embark and carry on]. [[Meme|Fucking Autarchs.]]  An impressively excellent choice.  Remember they are 25 points per model, gear included, so you really can&#039;t throw these away.&lt;br /&gt;
**Unless the Exarch is carrying a flamer (see below), it&#039;s generally easier to just never throw the melta bomb, but if you can be bothered to remember this, the bomb is better &#039;&#039;only&#039;&#039; against T8+ {{W40Kkeyword|vehicle}}s, and the benefit against T8 is vanishingly slight.  It&#039;s also better any time the target is down to 2 or 1 wounds remaining.&lt;br /&gt;
**Fire and Fade is an excellent way of getting these guys into cover after blowing up their target.&lt;br /&gt;
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&#039;&#039;&#039;Exarch Powers:&#039;&#039;&#039; Vanilla Fire Dragon Exarchs get the bonus of &#039;&#039;&#039;Crack Shot&#039;&#039;&#039;, letting them re-roll 1s for their hit rolls. However, trade this in or pay 1 CP to pick one of these other perks instead/in addition.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Dragon&#039;s Bite&#039;&#039;&#039;&lt;br /&gt;
**The Exarch&#039;s accompanying unit may change their fusion gun characteristic to Pistol 1 at the start of their shooting phase. Basically garbage, since neither you nor your opponent will typically have any interest in staying in melee long enough for pistols to come up.&lt;br /&gt;
*&#039;&#039;&#039;Tank Killer&#039;&#039;&#039;&lt;br /&gt;
**Your Exarch may re-roll one of the damage dice made by an attack using the Fire Pike, but only against {{W40Kkeyword|VEHICLE}}s. It certainly helps get the most out of that particular gun, though it&#039;s still not an ideal weapon to use.  Very anti-synergistic - outside of melta range, it helps your damage less than melta does, and within melta range, it has diminishing returns with it.&lt;br /&gt;
*&#039;&#039;&#039;Burning Fists&#039;&#039;&#039;&lt;br /&gt;
**Turns your Exarch into mini-Fuegan. Their melee weapon gains AP-2 D2, and grants wound re-rolls. A decent pick for the very likely possibility of melee combat your Exarch will face.&lt;br /&gt;
*&#039;&#039;&#039;Swift Step&#039;&#039;&#039;&lt;br /&gt;
**When your Exarch&#039;s unit advances, roll 3D6 and discard whichever 2 results you don&#039;t like. Extremely handy for getting in close enough to do their job and potentially get out somewhat safely.  This should typically be your default - it&#039;s the only Exarch power you can take that fundamentally helps the unit do the job you took it to do.&lt;br /&gt;
*&#039;&#039;&#039;Wall of Fire&#039;&#039;&#039;&lt;br /&gt;
**Your Dragon&#039;s Breath flamer wielding Exarch may forego his overwatch shot against a charging unit and roll 1d6. On a 2+, the charging enemy unit takes D3 mortal wounds. Notably doesn&#039;t seem limited by the flamer&#039;s 8&amp;quot; range and nothing can really argue with a source of borderline guaranteed mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Burning Heat&#039;&#039;&#039;&lt;br /&gt;
**Your unit&#039;s Exarch forces enemy melee attackers to subtract 1 from their hit rolls in melee against the unit. Basically the Banshee&#039;s War Cry ability, and a pretty good defensive perk that stacks with Drain and Lightning Reflexes if you want to go that route.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Exarch Weapons:&#039;&#039;&#039; Fire Dragon Exarchs have a couple side choices they can take just in case the basic fusion gun isn&#039;t quite packing enough heat for you.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Fire Pike&#039;&#039;&#039;&lt;br /&gt;
**Pay 3 additional points and trade out the basic fusion gun for +6&amp;quot; of range, which is +3 to the improved damage range as well.  This was really nice in 7th edition when you could hide the Exarch at the back to protect them from fire and still have them in Melta range. Now with the 8th Edition wounding rules, it&#039;s not even needed; you need to ask yourself &amp;quot;is it really worth the extra 3 points?&amp;quot; The short answer is no; you should be committing the entire unit to killing things, so you shouldn&#039;t be attacking things more than 12&amp;quot; out to begin with, and the damage buff in the 6.01-9&amp;quot; band isn&#039;t worth the points, full stop.&lt;br /&gt;
*&#039;&#039;&#039;Dragon&#039;s Breath Flamer&#039;&#039;&#039;&lt;br /&gt;
**Swap your fusion gun for an &#039;&#039;assault&#039;&#039; heavy flamer for no points change. Used to be an infuriating weapon for certain Ynnari Alpha Strike builds that exploited Cloudstrike in 7th to vomit a bunch of double-tapping heavy flamers and melta shots onto your opponent&#039;s backline; now, it&#039;s more a utility weapon, and one that is criminally underrated. It also discourages counter charges against your Fire Dragons, the value of which really is not something you can just dismiss. Remember, the Exarch can still chuck melta bombs, so it&#039;s not like you&#039;ve given up all your melta.&lt;br /&gt;
***The Exarch&#039;s Crack Shot (and Battle Focus) doesn&#039;t apply to the flamer, and the melta bomb doesn&#039;t re-roll wounds against {{W40Kkeyword|monster}}s, on top of only having 4&amp;quot; of range. This means the flamer is often &#039;&#039;worse&#039;&#039; than the fusion gun it&#039;s replacing - for example, against TEQ during your Shooting phase, even in the 6.01-8&amp;quot; band.  Often, you&#039;re better off with the fusion gun, and you can stop counter-charges by having something else, like the Wave Serpent these guys rode in on, charge the potential counter-chargers.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Howling Banshees:&#039;&#039;&#039; Your absurdly fast Glass Cannon shock troops. Howling Banshees are your swiftest non-flying infantry, having a standard movement of 8&amp;quot; and the ability to advance and charge like your [[Warhammer 40,000/Tactics/Eldar Harlequins(8E)|clowny cousins]], complete with a bonus 3&amp;quot; to their charge if the banshees advanced. This, combined with their overwatch immunity, makes them a fantastic spearhead unit that can tie up enemy models while your slower, more vulnerable units get into position. Offensively, each standard banshee has 2 attacks apiece armed with Power Swords (and Shuriken Pistols, but whatever). This, however, is where they start to struggle. While your banshees have good AP courtesy of their power swords, the S3 arms swinging them means unsupported banshees only wound GEQ targets on an underwhelming 4+ and MEQ/TEQ on a 5+. Defensively, Howling Banshees also find themselves a touch lacking with their T3, 4+ save and single wound per model rendering them very vulnerable to most armies&#039; basic weaponry. That is, however, before you start to factor in their Exarch and RoB support. A Drained target tied up by a squad led by an exarch will suffer a -2 to-hit modifier, which may well make those underwhelming defensive stats completely irrelevant in combat. Additionally, Empowered banshees will easily cleave through GEQ units and can more reliably go toe to toe with MEQ/TEQ targets. What&#039;s more is that they can do all of this much more cheaply than your other melee units, but if you want them to do more than just shutting down gunlines, they &#039;&#039;need&#039;&#039; warlock support in order to do so.&lt;br /&gt;
**Banshees can have a use as an alternative to Scorpions to shut down a enemy&#039;s scary fire support unit. For only 1CP you can use &#039;&#039;&#039;Webway Strike&#039;&#039;&#039; to place a unit of Banshees near that Devastator Squad and ignore Overwatch. However, they don&#039;t benefit from +3&amp;quot; charge distance since they couldn&#039;t advance.&lt;br /&gt;
**For obvious reasons Banshees excel at quickly shutting down static gunlines. Remember that the salty tears of a Tau or IG player, when bottled, can fetch a high price in Commoragh.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exarch Powers:&#039;&#039;&#039; Howling Banshee Exarchs by default have the &#039;&#039;&#039;War Cry&#039;&#039;&#039; ability, slapping a -1 to-hit modifier on enemies in melee with them. They can replace this with one of these six alternate powers (or you may use the &#039;&#039;Exemplar of the Banshee Shrine&#039;&#039; stratagem to keep War Cry in addition to one of these.)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Graceful Avoidance&#039;&#039;&#039;&lt;br /&gt;
**Your Exarch&#039;s unit gains a free 5+ FNP against melee attacks. I suppose this can be paired with War Cry, Drain and Lightning-Fast Reflexes for a particularly challenging to kill unit of banshees, but you are giving up a significant amount of potential offensive prowess to do this.&lt;br /&gt;
*&#039;&#039;&#039;Piercing Strike&#039;&#039;&#039;&lt;br /&gt;
**For Exarchs with Executioners, whenever they fight, you can drop their total attack output by 1, but add +3S and deal a flat 3 damage per hit. This turns your exarch into a hell of a MEQ/TEQ butcher, with a side specialty of character hunting. If you&#039;re taking the executioner, you may as well consider slapping this on your exarch for some added oomph.&lt;br /&gt;
*&#039;&#039;&#039;Disarming Strike&#039;&#039;&#039;&lt;br /&gt;
**So this is where Jain Zar&#039;s ability went. At the start of combat, your Exarch may select an enemy model within 1&amp;quot; and reduce their attack characteristic by 2, to a minimum of 1. This works on every model from the lowliest guardsmen to the burliest Imperial Knight. This is a great tool for suppressing key combat characters (especially if multiple exarchs swarm the model in question) and can make your Banshees the ultimate tarpit unit.&lt;br /&gt;
*&#039;&#039;&#039;Whirling Blades&#039;&#039;&#039;&lt;br /&gt;
**Your Exarch adds 1 to their attack characteristic, 2 if they&#039;re using Mirror Swords. A solid power that turns your Exarch into a mini-Jain Zar, but doesn&#039;t really help the rest of her squad.&lt;br /&gt;
*&#039;&#039;&#039;Decapitating Strike&#039;&#039;&#039;&lt;br /&gt;
**Your Exarch&#039;s unmodified to hit rolls of 6 in melee cause a mortal wound on top of any other damage. This means your Exarch deals at least one mortal wound in a round of combat approximately 42% of the time, up to 53% if using Mirrorswords. Another pretty decent power, if considerably more limited and situational compared to others on this list.&lt;br /&gt;
*&#039;&#039;&#039;Nerve-Shattering Shriek&#039;&#039;&#039;&lt;br /&gt;
**When the Exarch and her squad successfully charge an enemy squad (or squads), roll a D6. On a 4+, pick an enemy unit within 1&amp;quot; and deal D3 mortal wounds to them. Actually a pretty good power, as your banshees will generally struggle to fail a charge given their insane mobility.&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; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exarch Weapons:&#039;&#039;&#039; Howling Banshee Exarchs also have a collection of exotic blades to swing around if the basic power sword just doesn&#039;t quite cut it.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Pay 3 points to upgrade the power sword to +1S D1d3. S4 is a nice breakpoint to be hitting given you&#039;re only going to be charging infantry with high armour saves anyway, but Mirror swords are actually better in practice, since the unit is doing most of the work, and they&#039;re stuck at S3 - and with an Empower Warlock on hand, it&#039;s not usually worth taking. The &#039;&#039;Piercing Strike&#039;&#039; exarch power does give it a useful niche as a character/TEQ killer since the bump up to a flat D3 hitting at S6 will outright kill terminators, primaris marines and very possibly an unlucky character. This does turn the unit of banshees itself into a bit of a tax for the exarch however, as they won&#039;t be contributing much to the kind of fight your exarch&#039;ll be getting into.&lt;br /&gt;
*&#039;&#039;&#039;Mirror Swords&#039;&#039;&#039;&lt;br /&gt;
**A free upgrade, the mirror swords drop the exarch&#039;s shuriken pistol in addition to the power sword. While this causes her AP to drop to -2 as well, it does allow her to re-roll all failed hit rolls in melee combat. For the discount banshee exarch, this is probably the recommended choice, especially if the squad is going to be thrown at GEQ-type blobs of infantry. Tailor made for the &#039;&#039;Whirling Blades&#039;&#039; exarch power, granting the exarch 5 attacks when using mirror swords!&lt;br /&gt;
*&#039;&#039;&#039;Triskele&#039;&#039;&#039;&lt;br /&gt;
**Now officially supported for plastic banshees! For 6 points you trade your Power Sword in for a weapon with 1 less AP, but it can be thrown as an Assault 3 shooting attack instead of firing a pistol. Ends up faring a bit worse than the sword in melee, obviously, since you&#039;ve paid 2 more points and reduce your AP by 1. Suffice to say, it is completely superior to the pistol due to having triple the &amp;quot;shots&amp;quot; and a standard AP-2 instead of AP-3 &#039;&#039;only&#039;&#039; on a 6+. Oddly, the triskele is considered S4 for the ranged attacks while its melee profile is S-user (S3), so it is more effective at range than in combat. While this makes it perfect for softening up enemies on the charge, it does find itself underperforming compared to all your other options in actual melee. Given that melee is the focus of the banshee&#039;s aspect...make of it what you will. It&#039;s a shame you can&#039;t replace the pistol with this instead, then it&#039;d totally be worth considering more freely.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Striking Scorpions:&#039;&#039;&#039; A Deep Striking brawler unit, Striking Scorpions are capable of burying a unit in S4 hits with their shuriken pistols and scorpion chainswords. Exarchs benefit from the extra perk of getting an extra attack on a hit roll of 6+ (which cannot proc another such attack if it is also a 6+). This in particular can benefit from the Scorpion&#039;s squad-wide +1 bonus to hit things in cover, which helps not only the pistols and grenades - units remain in cover in the Fight phase, they just gain no benefit from it, so the +1 applies in melee as well. Even though your Scorpions have a 3+ armor save to help against most conventional fire, they lack the protection your Banshees have from overwatch or retaliatory melee hits. This means Striking Scorpions require considerably more finesse on the approach than your other melee infantry, especially if you&#039;re deep striking them in enemy lines. That said, if/when they make it into combat, their higher innate strength helps them wound targets more easily than your banshees can sans warlock support, which is further supplemented by each model&#039;s Mandiblasters; special little guns that go off at the start of combat before any attacks are made. This includes before enemy charges or abilities that let the enemy attack first! While the straight roll of a 6 for them to go off makes them relatively unreliable, having the chance to deal mortal wounds on your enemies for free is nothing to sneeze at. At 45 points for a bare bones squad, they&#039;re reasonably cheap for what they do best: bullying backline gunners or exposed characters. Keep in mind, they are very vulnerable in the ranged game and can easily be wiped out if caught out of position.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exarch Powers:&#039;&#039;&#039; Striking Scorpion Exarchs utilize the &#039;&#039;&#039;Sustained Assault&#039;&#039;&#039; power by default, granting an additional attack on a hit roll of 6+ with attacks generated this way not triggering this power. Certainly a good power, but you may want to consider trading it in or paying 1 CP for one of these other fancy abilities instead.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stalker&#039;&#039;&#039;&lt;br /&gt;
**So long as the Exarch and his unit are completely on or in cover, enemies suffer a -1 to hit modifier on their ranged attacks against them. Currently, that means Striking Scorpions can also now achieve a -4 to hit modifier just like their fellow Warp Spiders and Shadow Spectres.&lt;br /&gt;
*&#039;&#039;&#039;Crushing Blow&#039;&#039;&#039;&lt;br /&gt;
**Your Exarch gets +2 Strength. S10 Scorpion Claw smacks anyone?&lt;br /&gt;
*&#039;&#039;&#039;Scorpion&#039;s Grasp&#039;&#039;&#039;&lt;br /&gt;
**Your Scorpion Claw deals a mortal wound on top of all other damage on unmodified wound rolls of a 6. Not a bad choice by any means, fishing for mortal wounds is a significant reason to take scorpions after all.&lt;br /&gt;
*&#039;&#039;&#039;Ambush&#039;&#039;&#039;&lt;br /&gt;
**Your Exarch and his squad gain Always Fight First while fully on or in terrain features or cover. Your scorpions will probably have more opportunities to take advantage of this mechanic than other units since it&#039;s much easier to corner your enemies in the close quarters environments you ideally want your scorpions sticking in. That said, it&#039;s still situational.&lt;br /&gt;
*&#039;&#039;&#039;Withdrawal&#039;&#039;&#039;&lt;br /&gt;
**Your Exarch and his unit may fall back 6&amp;quot; as if it were their movement phase at the end of the fight phase. This lets your scorpions swoop in, fire their mandiblasters, slap some faces a bit then bounce back a reasonable distance before your enemy has a chance to cut them off or surround them. Just remember not to take this when using attributes or stratagems that let you do this anyways.&lt;br /&gt;
*&#039;&#039;&#039;Scorpion&#039;s Sting&#039;&#039;&#039;&lt;br /&gt;
**Your Exarch and his unit&#039;s mandiblasters add 1 to their rolls, going off on a 5+. Doubling the chance for these to go off is no joke and is certainly one of the better choices for more generalized lists.&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; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exarch Weapons:&#039;&#039;&#039; Striking Scorpion Exarchs have a surprisingly diverse selection of arms and armaments that can deliver quite a sting to a variety of enemies.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Scorpion Claw&#039;&#039;&#039;&lt;br /&gt;
**Buffed in the Codex and is a viable option again! Pay 12 points to trade your pistol for a S*2, AP-3 D3 damage Power Fist. It no longer has the penalty to hit so you swing at your full WS and your hits can explode without buffs or Shadowstrike. As your Exarch drops his pistol for this, he won&#039;t be able to contribute to ranged firepower while in combat. As the default Scorpion chainsword doesn&#039;t grant additional attacks, there&#039;s never a reason to not chose this over it in combat.&lt;br /&gt;
*&#039;&#039;&#039;Biting Blade&#039;&#039;&#039;&lt;br /&gt;
**Gives a 1 point improvement to S, AP, and D, for 8 points - easily worth it against almost all targets. Not a bad choice at all, especially against 2 wound models and characters. Very few things you will send Scorpions against are T10 so Strength 5 is always a nice break point to hit. The cheaper option (if you only want one weapon upgrade) that lets you keep your pistol. And who doesn&#039;t love a weeb as hell BFS?&lt;br /&gt;
*&#039;&#039;&#039;Chainsabres&#039;&#039;&#039; - &#039;&#039;&#039;Legends&#039;&#039;&#039;&lt;br /&gt;
**Have your Exarch toss away his chainsword and pistol so he can unleash his inner Ork and dual-wield shooty choppas that shoot choppy dakka. These are awesome in 8th Edition. First of all, you&#039;re really now carrying a second pistol, rather than having given up one. Secondly, adds +1A. Costs 12 points total and there are a number of tricks available to the Eldar to get those dice exploding on 5+ or even 4+. If you are fighting infantry instead of assassinating characters this one will be your choice. On a sad note, due to being index exclusive, they don&#039;t get to benefit from Biel-Tan&#039;s shuriken weapon buffs despite functioning exactly like one.&lt;br /&gt;
***&#039;&#039;&#039;Modelling Note:&#039;&#039;&#039; Need Chainsabres? Clip the right hand off the Biting Blade and use the Exarch&#039;s Chainsword along with it to dual wield Chainswords. Add some shuriken pistols and green stuff and you&#039;re done.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadow Spectres (Forge World)&#039;&#039;&#039;: For an army known for extreme specialization, Shadow Spectres are oddly flexible in what they can do. Shadow Spectres are quite speedy; a 10&amp;quot; move with the {{W40Kkeyword|FLY}} keyword letting them ignore terrain/units gives these guys excellent mobility for both offense and defense. Offensively, Shadow Spectres can unleash simply surprising amounts of mid-strength firepower with their prism rifles. The &#039;&#039;Coherent&#039;&#039; Mode has reasonable range with a respectable S6 AP-3 letting it burn through MEQ/TEQ targets, while the &#039;&#039;Diffused&#039;&#039; Mode functions exactly as a heavy flamer; D6 Autohitting S5 AP-1 shots will shred GEQ targets and can overwhelm harder targets with massive volumes of armor/invuln saves. And Shadow Spectres can take full advantage of Battle-Focus to get into position and make the most out of either of these two modes of fire. Defensively, the Spectres have the decent 3+ save their Warp Spider and Dark Reaper brethren enjoy, but that&#039;s not really where they get their durability from. A built in Holo-field makes all attacks against the Spectres take a -1 to hit penalty at any range, which stacks quite fantastically for {{W40Kkeyword|Alaitoc}} Spectres [[Troll|and can be supplemented with the Conceal RoB and Lighting-Fast Reflexes stratagem to give a staggering -4 to-hit modifier against shooting!]] While this level of to-hit shenanigans may encourage some opponents to attempt to engage your Spectres in melee (which, to be fair, is a notable weakness for your Spectres), a fresh MSU Spectre squad can fire off 3D6 autohitting S5 overwatch shots; &#039;&#039;severely&#039;&#039; punishing opponents who try to get in close. Should they survive or ignore the overwatch, they still suffer mild to-hit penalties incurred by the holo-fields (and potential Drain casts) while your surviving Spectres can simply leave combat come your next movement phase and light them up with all manner of fire. At 23 points a dude, they can get on the pricey side, but they can easily earn back their points against infantry-focused armies.&lt;br /&gt;
**Shadow Spectres, being a Forge World unit, definitely seem to have gotten the shaft with the Phoenix Rising book. Unless an FAQ or rule sheet is released for them later down the line, they are the only Aspect Warrior unit to not receive a selection of powers for their Exarch. Yes, even the Crimson Hunter Exarch got them. This stings all the more when they are also the only infantry-based aspect whose Exarchs actually cost additional points to field &#039;&#039;and&#039;&#039; [[Wat|must actually be purchased from Forge World separately from the unit they&#039;re supposed to be leading]]. At least the basic Shadow Spectres are good enough on their own they don&#039;t really need the Exarch. Just field Irillyth if you want that fear bubble, it&#039;s better than the Exarch&#039;s version anyways.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exarch Weapons:&#039;&#039;&#039; Shadow Spectre Exarchs have a pretty ghastly selection. I&#039;m serious, despite being the only Aspect Warrior Exarch that actually costs extra points to take, none of his weaponry offers anything of note that the basic prism rifle can&#039;t compete with (if not outperform entirely). If you&#039;re taking an Exarch, it&#039;ll likely be for the extra wound as well as the morale roll debuff he inflicts on nearby enemies.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Prism Blaster&#039;&#039;&#039;&lt;br /&gt;
**Spike your cost from 33 to 38 in exchange for losing 6&amp;quot; of range, a point of AP, and the Heavy Flamer mode, but, on average, double the damage from the single shot mode. While this &#039;&#039;has&#039;&#039; the potential to match the damage of the rest of your squad combined (if you roll well), it&#039;s not worth the lost AP, range and Diffuse mode. Stick with the prism rifle.&lt;br /&gt;
*&#039;&#039;&#039;Haywire Launcher&#039;&#039;&#039;&lt;br /&gt;
**The Shadow Spectre&#039;s answer for any METAL BAWKSES thrown their way; costs 2 points (33 to 35), and is a 24&amp;quot; Heavy 1d3 S4 AP-1 gun that packs on a Mortal Wound per wound roll of a 4+ and D3 Mortal Wounds on a 6+ on top of any other damage it may do to the targeted vehicle. Considering how cheap it is as far as upgrades go, you may actually consider it. But when you consider that the extra 6&amp;quot; of range is basically worthless since the rest of your Shadow Spectres can&#039;t contribute shit towards that particular target at that range, and that both of the Prism Rifle modes are more likely to wound that vehicle (from either volume of shots, or harder hitting, higher AP shots)  anyways, you may as well stick with the vanilla loadout. Besides, between Dark Reapers, Wraithguard, Fire Dragons, Fire Prisms and Bright Lance/AML platforms, there are plenty of better options for dealing with tanks than this gun.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===={{W40kKeyword|Spirit Host}}==== &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wraithblades&#039;&#039;&#039;: Angry Ghost Elves. Expensive and reassuringly scary Heavy Shock Troops that clock in at 35 points per model. Like other Wraith units, they are extremely durable by Eldar standards, but will draw a lot of fire. Massed lasgun or bolter fire &#039;&#039;will&#039;&#039; bring them down, and the Drukhari just see your T6 as adorable (as is tradition in WH40K, constructs like Wraith and Necrons are still vulnerable to poison, even though walker vehicles aren&#039;t). Like their ranged brethren, you want to put the unit into a Double Cannon Wave Serpent with a character to support, then drop them next to a high value target, charge in the transport to soak up Overwatch, and watch the carnage unfold.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Loadout Options:&#039;&#039;&#039; Wraithblades have exactly two different melee weapon choices depending on if you want to kit them out offensively or defensively.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Ghostswords&#039;&#039;&#039;&lt;br /&gt;
**The offensive loadout, as well as your cheapest wraith unit, ghostswords grant an additional attack per model (3 base, 4 on the charge) at S6. Designed to overwhelm enemy units in a flurry of attacks, ghostswords excel at slaughtering any and all infantry they&#039;re sent up against and, if supported with a Spiritseer, can even put a dent in lighter vehicles through the sheer volume of saves they&#039;ll need to make. Wraithblades with ghostswords &#039;&#039;need&#039;&#039; a Wave Serpent to cart them around if you plan to get them into combat by your second turn, as they cannot afford to take fire while they slowly footslog it across the field. If points are extra tight, you can attempt to &#039;&#039;Webway Strike&#039;&#039; them into a position to charge backline infantry, though the likelyhood of making that charge immediately after deepstriking them is rather low.&lt;br /&gt;
*&#039;&#039;&#039;Ghostaxes&#039;&#039;&#039;&lt;br /&gt;
**Your defensive and most expensive wraith infantry unit, ghostaxe Wraithblades hit harder for potentially more damage per swing than their ghostsword variants. Why does this make them defensive instead of offensive? The extra strength conferred by the axe isn&#039;t quite enough to give it any higher likelyhood of wounding targets outside the T6/7 range than the swords do and the lowered melee accuracy coupled with fewer attacks per model make it challenging for ghostaxes to compete with the swords without extensive psychic support. In exchange, the Wraithblade does enjoy a very nice 4++ invuln save that can be boosted with Protect for a 2+/3++ T6 unit with 3 wounds per model. Outside very heavy focused fire or mortal wound spam, not much will break even an MSU squad of ghostaxe Wraithblades. While they can stand to risk running across the field a little more than their ghostsword kin can, using a Wave Serpent is still highly recommended to get them into position. Wave Serpents also let you more safely cart along the Spiritseer(s) needed to supplement your Wraithblades&#039; slightly worse combat skills where the odd sniper might be able to sneak a shot in on them otherwise.&lt;br /&gt;
*** Try a setup of 10 Wraithblades with Ghostaxes, a Spiritseer with Quicken, two Warlocks with Protect and Enhance, one Farseer with Fortune and whatever you like as a second power, garnished with an Avatar of Khaine. Best served as Alaitoc in order to protect them on their approach. It will be absurdly difficult for your enemy to get rid of that unit, which will still demolish everything in close combat even after losing half of its strength. Although definitely not cost effective (around 1000 points) and not recommended for tournaments, it is massive fun to play. With in total 4 movements, 2 advances and a rerollable charge chances are pretty high that you reach close combat in turn 2.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wraithguard:&#039;&#039;&#039; Still as powerful as 7th edition rules with pretty much the same points cost. Clocking in at 38-43 points per model with T6 and 3 wounds, these guys are very tough and have a metric crapton of firepower to boot. Their movement is pretty slow, coming in at 5&amp;quot; and &#039;&#039;lacking&#039;&#039; &#039;&#039;&#039;Battle Focus&#039;&#039;&#039;, and their weapons have very short ranges, so get a Wave Serpent for them to ride in. Add in a Spiritseer/Autarch if you&#039;re taking wraithcannons and you&#039;ve got a pretty nice little combo. They also have quite decent melee ability at S5 AP-1 D1d3, though only A1.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Loadout Options:&#039;&#039;&#039; Just like the Wraithblades, Wraithguard squads can equip one of two guns to deal with opponents at close range.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Wraithcannons&#039;&#039;&#039;&lt;br /&gt;
**At Assault 1 S10 AP-4 D1d6, they are murder against heavy enemies and strip wounds from Vehicles like crazy. However, remember that Fire Dragons are cheaper, fit into Transports better, and have much the same role, so they do face some competition if you are tight on points. Alternatively, Wraithguard equipped with wraithcannons are fantastic candidates for a &#039;&#039;Webway Strike&#039;&#039;, being able to drop in on a key target and unleash a salvo on important backline targets. Having a Spiritseer, Autarch,  or Farseer around to help make sure the shots hit home is always recommended. When in doubt, the default wraithcannon will serve you well.  Notably, unlike the Dragons, these guys are not only durable, but can Fall Back and then Shoot; this is typically not a concern against the things they&#039;re good at murdering, but see below.&lt;br /&gt;
*&#039;&#039;&#039;D-Scythes&#039;&#039;&#039;&lt;br /&gt;
**Pay 5 more points per model to turn the wraithcannon into a flamer: Assault 1d3 auto-hit, but only D1, and only 8&amp;quot;.  The net effect on damage out is that you go from 2.33 (after accuracy and rolling for damage) to 2; switched to a more standard roll once per model with the Codex, so variance is now less of an issue, but you can no longer re-roll the entire unit for a single command point.  The damage difference is fantastic against Quantum Shielding, where they actually do far more wounds per point, and the rate of fire increase is easily worth it against hordes, but again, Dragons have better damage out per point (here, you&#039;d always take a Heavy Flamer on the Exarch to compete); the reason to field Wraith is that you can back out of a fight and shoot anyway, which is where D-Scythes really shine, since it&#039;s usually hordes who try to stop you this way. 5/10/15 &amp;quot;shots&amp;quot; on a Conscript or Boys blob doesn&#039;t sound like much until you realize that it&#039;s an average of 4.17/8.33/12.50 dead infantry plus the additional casualties inflicted in the Morale phase. Depending on leadership (4 for Conscripts, 6 for Guardsmen) you can end up causing a significant chunk of damage in the Morale phase, or force your opponent to burn some CP.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Vypers&#039;&#039;&#039;: Extremely resistant (by eldar standards) and mobile heavy weapons platform with 16&amp;quot; of movement, going up to 20&amp;quot; with a maxed out unit. Can take any eldar heavy weapon in addition to the twin catapult (upgradeable to cannon) it gets by default. It&#039;s a nice little unit, but the usual rules to moving and advancing with heavy weapons do apply unless you are {{W40Kkeyword|Saim-Hann}}, who can move and shoot these without penalty regardless of weapon thanks to them counting as {{W40Kkeyword|Bikers}}. For most other craftworlds, they do function quite well as an easily repositionable heavy weapon turret that can quickly respond to a variety of threats due to its flexible loadout. Alternatively, you can get two double-cannon Vypers for five shuriken cannon Windriders, who are way less durable, so there is that to consider. [[Awesome|It is also worth noting that Vypers do not suffer from the same degrading stats that other vehicles have when taking damage]]. As of the Codex, they are both {{W40Kkeyword|Vehicle}}s and {{W40Kkeyword|Biker}}s. Typically, you don&#039;t want one, [[DISTRACTION CARNIFEX |but three: with shuriken cannons as {{W40Kkeyword|Biel-Tan}}]] or any heavy weapon as {{W40Kkeyword|Saim-Hann}}.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Loadout Options&#039;&#039;&#039;: As mentioned, Vypers come equipped with an underslung twin shuriken catapult which can be upgraded into a shuriken cannon if so desired. The main selling point however, would be the heavy weapon loaded on the gunner seat, which can be any one of your five standard heavy weapon choices.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Twin Shuriken Catapult&#039;&#039;&#039;&lt;br /&gt;
**The default under-gun for your Vyper is your cheapest and weakest option. It does put out a respectable four shots at close range, something your Vypers are easily able to dart in and out of, though a max range of 12&amp;quot; makes it challenging to utilize in conjunction with the much longer reaching turret mounted weapon for non-Saim-Hann Vypers.&lt;br /&gt;
*&#039;&#039;&#039;Shuriken Cannon&#039;&#039;&#039;&lt;br /&gt;
**The ideal choice for Biel-Tan Vypers, going with two shuricannons per bike allows each model to churn out a decent six S6 shots to apply pressure on smaller MEQ/GEQ units. For other craftworlds, upgrading the underslung twin shuripult into the cannon allows you to more reliably contribute extra firepower at ranges more in line with your other heavy weapon choice. Saim-Hann Vypers may want to eschew the shuricannons altogether, as their ability to move and shoot their other heavy weapon without penalty could let you opt to simply stick with the higher firing rate the default twin shuripult provides at a cheaper cost.&lt;br /&gt;
*&#039;&#039;&#039;Scatter Laser&#039;&#039;&#039;&lt;br /&gt;
**Your GEQ gimper synergizes decently with a shuriken cannon for Vypers in a position to act as turrets and are your cheapest choice in heavy firepower. Going this route means that your Vyper will struggle to break through tougher targets with good armor, but it&#039;ll be pretty effective at clearing out standard infantry squads.&lt;br /&gt;
*&#039;&#039;&#039;Starcannon&#039;&#039;&#039;&lt;br /&gt;
**The MEQ murderer, the starcannon does very well against most armored infantry due to its good AP values, range, decent rate of fire and variable damage letting it cripple or outright kill multiwound models like primaris marines or Terminators. Where other units taking starcannons would possibly struggle to wipe a MSU squad of MEQ or TEQ in a single turn, two to three Vypers geared with Starcannons can focus-fire down such squads and use their underslung weapons to finish off any survivors.&lt;br /&gt;
*&#039;&#039;&#039;Bright Lance&#039;&#039;&#039;&lt;br /&gt;
**Your Monster mulcher will burn through all but the sturdiest of armor. With Vypers priced as they are, a &amp;quot;unit&amp;quot; of three can dart up the map and deal horrendous damage to enemy vehicles or monsters. The lucky shot with the underslung weapon (ideally a shuricannon to maximize wounding potential against such targets at safer ranges) can also provide some extra chip damage in case the (rather limited) bright lance shots fail to fully finish off the target.&lt;br /&gt;
*&#039;&#039;&#039;Aeldari Missile Launcher&#039;&#039;&#039;&lt;br /&gt;
**An all-rounder weapon, the AML can be very useful for laying down hard/multi-hitting firepower across the board. Honestly this is probably the one weapon not necessarily recommended for your Vypers. It has double/quadruple the range of your shuriken cannon/catapults which somewhat discourages using it as a gunline unit in addition to its extreme mobility encouraging the run-and-gun playstyle that in turn punishes non-Saim-Hann Vypers with hit penalties for doing so.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Windriders&#039;&#039;&#039;:  The eldar jetbikes squads are back in the Fast Attack slot (though to be fair, with the new Detachment rules, they don&#039;t even need to be Troops anymore) costing 18 points per model with its default kit. Windrider jetbikes strike a nice balance; they&#039;re reasonably durable and are blisteringly fast units that can tote Twin shuripults or shuricannons for maximizing speed, or can take Scatter Lasers for maximizing each model&#039;s mid-strength shots. They are great for filling out Fast Attack slots cheaply and excel at flanking enemy positions due to their speed and {{W40Kkeyword|Fly}} keyword. Of special note are {{W40Kkeyword|SAIM-HANN}} Windriders, who are much more effective when used in conjunction with Scatter Lasers given they lose the penalties for moving-shooting heavy weapons. Alternatively, {{W40Kkeyword|Biel-Tan}} Windriders are excellent vectors to abuse shuriken spam at a bargain-bin price tag.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Loadout Options&#039;&#039;&#039;: Windriders have only three choices of underslung gun to pick from, all of which perform somewhat similar roles. Adjust depending on what craftworld you&#039;re running and whether or not you want them to play a primary role in your army.&lt;br /&gt;
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*&#039;&#039;&#039;Twin Shuriken Catapult&#039;&#039;&#039;&lt;br /&gt;
**The default gun is probably your ideal choice for the average Windrider. The relatively short range isn&#039;t too much of an issue due to how quickly your Windriders can jet across the field and performs comparably if not better than the cannon against your more ideal targets. A great loadout choice for Windriders just filling slots for Brigade detachments.&lt;br /&gt;
*&#039;&#039;&#039;Shuriken Cannon&#039;&#039;&#039;&lt;br /&gt;
**Interestingly, the shuriken cannon is now your most expensive choice. A lower number of shots means that even though it hits at S6, it has a slightly lower killing potential against hordes than the TSC and performs relatively the same against MEQ. It does have its uses though; a 24&amp;quot; range expands your threat radius considerably while the potential AP-3 gives it a slightly higher chance at wounding tougher targets with a lucky roll or two. In general though, it might be best to pick one of the other two guns.&lt;br /&gt;
*&#039;&#039;&#039;Scatter Laser&#039;&#039;&#039;&lt;br /&gt;
**The longest ranged gun your jetbikes can carry can also be the most temperamental. Its range does allow you to simply have your Windriders camp back and blast enemies downfield, though most craftworlders will suffer hit penalties if they need to reposition for any reason. This isn&#039;t a major issue though and can be negated entirely by running {{W40Kkeyword|Saim-Hann}} if you so wish. Honestly a solid choice either way for dealing with infantry focused armies and despite lacking any AP, can still try to deal chip damage to heavier targets by virtue of their rate of fire. &lt;br /&gt;
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*&#039;&#039;&#039;Wasp Assault Walker (Forge World):&#039;&#039;&#039; You know what doesn&#039;t suck? [[Awesome | A War Walker that deep strikes and flies.]] Retains the loadout configurations of the ground walker, 5++, can still form up into squadrons, still has a profile that doesn&#039;t degrade with a bonus Wound for good measure, Battle Focus, you name it. What do you need them to do? Shred infantry, murder tanks, hunt TEQs, harass careless characters... the Wasp can do it all. All this, and not hobbled by melee; just bounce out and keep shooting. As a Fast Attack unit, the Wasp Walker is exceptionally durable (by eldar standards at least) and can bring its two heavy weapons of any choice for roughly the same price as single Windrider squad (depending on your loadout, obviously). In Saim-Hann detachments, Vypers are more ideal since they&#039;re one of the 3 biker units that benefit from moving heavy weapons without penalty, and are marginally cheaper for it. Alaitoc and Ulthwe are great for more generic lists, while shuricannon Wasps do enjoy Biel-Tan&#039;s re-roll support (though you have cheaper, more ideal shuriken platforms for that craftworld perk).&lt;br /&gt;
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&#039;&#039;&#039;Weapon Loadout Options&#039;&#039;&#039;: Despite being Forge World exclusive, the Wasp Assault Walkers&#039; selection is just as standard as its ground-bound variant. Alongside simply being a better War Walker, the Wasp also has the privilege of not taking up your hotly contested Heavy Support slots. You may mix and match these as you see fit.&lt;br /&gt;
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*&#039;&#039;&#039;Shuriken Cannon&#039;&#039;&#039;&lt;br /&gt;
**A decent choice for Biel-Tan walkers, though it is somewhat point inefficient compared to your Windriders or even the vanilla war walker for this role. Not to say that it doesn&#039;t benefit greatly from having Battle Focus and the ability to deep strike and ambush backline gunners, it&#039;s just that by the time your walkers are able to deep strike outside your deployment zone, any of your biker units could have easily rushed into position with their superior movement speed.&lt;br /&gt;
*&#039;&#039;&#039;Scatter Laser&#039;&#039;&#039;&lt;br /&gt;
**Honestly a pretty great choice for dealing with infantry and arguably your second most cost effective scatter laser platform (Saim-Hann windriders excluded). The sheer mobility and deployment options the Wasp possesses allows it to get into an ideal position to act as a turret to pick away at enemy lines, though the usual problems from the lack of AP and accuracy on the move apply.&lt;br /&gt;
*&#039;&#039;&#039;Starcannon&#039;&#039;&#039;&lt;br /&gt;
**Giving your Wasp a pair of these can make it an ideal executioner of smaller MEQ/TEQ squads like inceptors or aggressors while posing a decent threat against light vehicles, but the drastically reduced number of shots will make the Wasp struggle against model heavy units or particularly tough vehicles/monsters. While reasonably priced guns, you should probably field no more than one or two Wasps kitted out with starcannons if you want them to effectively earn back their points.&lt;br /&gt;
*&#039;&#039;&#039;Bright Lance&#039;&#039;&#039;&lt;br /&gt;
**A solid choice for your Wasps, kitting it out with two of these lets it effectively hunt harder targets like dreadnoughts fairly reliably. Like most units with access to them, it does face some minor overlap with the AML now due to costing the same and should probably only be picked over it if you are expecting vehicle/monster heavy armies.&lt;br /&gt;
*&#039;&#039;&#039;Aeldari Missile Launcher&#039;&#039;&#039;&lt;br /&gt;
**The most flexible, if expensive choice, the AML can effectively balance between GEQ/MEQ targets with its D6 shots or vehicle/monster targets with its single D6 damage shot. The Wasp can take great advantage of this weapon&#039;s range alongside its flexible deployment/movement to grant it near perfect coverage over the battlefield.&lt;br /&gt;
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*&#039;&#039;&#039;Hornet (Forge World):&#039;&#039;&#039; A speedy and sturdy vehicle, the Hornet is essentially a jacked up Vyper: T6 at 8 Wounds with no degrading statline keeps it on the field for quite a while, even under relatively sustained fire at peak efficiency. This can be augmented in a pinch by the inbuilt &#039;&#039;Lightning Assault&#039;&#039; ability, which incurs a -1 to-hit penalty against units targeting the Hornet if it advances. Unfortunately, taking advantage of this ability does disable 5/6 of its guns for the rest of the turn, so outside gimmicky builds this should only be done in relative emergencies. That said, at 50 points baseline with the ability to take up to three Hornets per slot makes them quite reasonable vectors for heavier firepower. Slapping a CTM on them actually makes them the quickest and most accurate platform for such firepower available to you (with the usual caveat the CTM incurs) and should definitely be considered if you&#039;re not running Vypers under Saim-Hann.&lt;br /&gt;
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&#039;&#039;&#039;Weapon Loadout Options&#039;&#039;&#039;: In addition to the standard fare of heavy weapons available to most vehicles, Hornets also have access to their own unique gun; arguably the best in its arsenal.&lt;br /&gt;
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*&#039;&#039;&#039;Shuriken Cannon&#039;&#039;&#039;&lt;br /&gt;
**Normally a decent if subpar choice, a hilarious niche the Hornet holds with the shuriken cannon is the synergy it has with &#039;&#039;lightning assault&#039;&#039;. As the only weapon at the hornet&#039;s disposal that can fire after advancing, taking a pair of these is important for people looking to abuse the hornet&#039;s speed and natural defenses while still providing some degree of firepower. Without re-roll support through the Guide psychic power or a tag-a-long Autarch, you will notice a fairly significant dip in the Hornet&#039;s accuracy playing this way.&lt;br /&gt;
*&#039;&#039;&#039;Scatter Laser&#039;&#039;&#039;&lt;br /&gt;
**The scatter laser, as always, is a great choice for dealing with infantry heavy lists while keeping overall unit price tags comparatively low, though like the rest of the standard heavy weapons, it&#039;s arguably outdone by the pulse laser even in this regard.&lt;br /&gt;
*&#039;&#039;&#039;Starcannon&#039;&#039;&#039;&lt;br /&gt;
**While the starcannon is just over half the price of the pulse laser, it is completely outclassed by it in every regard. Avoid taking this.&lt;br /&gt;
*&#039;&#039;&#039;Bright Lance&#039;&#039;&#039;&lt;br /&gt;
**A decent choice, for an anti-vehicle/monster Hornet, but it&#039;s arguably worse than the pulse laser in most matchups.&lt;br /&gt;
*&#039;&#039;&#039;Aeldari Missile Launcher&#039;&#039;&#039;&lt;br /&gt;
**The most flexible choice, the AML can effectively balance between GEQ/MEQ targets with its D6 shots or vehicle/monster targets with its single D6 damage shot. Like several of the Hornet&#039;s options, it is pretty outclassed by the pulse laser due to the AML&#039;s variable and unreliable number of shots and/or damage output per shot.&lt;br /&gt;
*&#039;&#039;&#039;Hornet Pulse Laser&#039;&#039;&#039;&lt;br /&gt;
**The signature Hornet pulse laser, while expensive at 25 points per, is honestly the most attractive due to its excellent range, rate of fire, solid AP values and a flat 2 damage letting it slaughter GEQ, MEQ, TEQ, light vehicles and even slightly weaker monsters in quick order. It can also prove effective against heavier targets due to its good strength and AP, all things considered. Pair with a CTM to ensure you can keep accurate on the move.&lt;br /&gt;
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&#039;&#039;&#039;Vehicle Upgrade Options&#039;&#039;&#039;: As fully fledged vehicles, Hornets are completely eligible for any and all vehicle upgrades. Of course, if multiple Hornets are taken in a single slot, all of them must be upgraded in the same manner as one another.&lt;br /&gt;
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*&#039;&#039;&#039;Crystal Targeting Matrix&#039;&#039;&#039;&lt;br /&gt;
**A fantastic choice that lets your Hornet maneuver without completely sacrificing accuracy in order to do so. If you have the points, you should definitely pair this with a pulse laser Hornet. Of course, as it only removes the penalty for shooting the closest target after moving, do note that positioning is key.&lt;br /&gt;
*&#039;&#039;&#039;Soul Stones&#039;&#039;&#039;&lt;br /&gt;
**Like most vehicles, Hornets can appreciate the potential to ignore incoming wounds, but taking these can drastically increase the price of your Hornet(s), especially if they&#039;re packing pulse lasers. Like literally every vehicle, don&#039;t take these if you&#039;re running your hornets under Ulthwe.&lt;br /&gt;
*&#039;&#039;&#039;Star Engines&#039;&#039;&#039;&lt;br /&gt;
**A nifty but largely unnecessary upgrade. Hornets are plenty fast as is and there&#039;s almost no instance a standard advance won&#039;t provide the extra speed you&#039;ll need.&lt;br /&gt;
*&#039;&#039;&#039;Vectored Engines&#039;&#039;&#039;&lt;br /&gt;
**Now this one has potential for some gimmicky cheese. Pairing this with the Hornet&#039;s &#039;&#039;lightning assault&#039;&#039; will guarantee a -2 to-hit debuff on units targeting your Hornet, which stacks with Alaitoc&#039;s Fieldcraft attribute for a -3 to-hit at ranges of 12&amp;quot; or more. Use the &#039;&#039;lightning reflexes&#039;&#039; stratagem if you wish to transcend that debuff to a comical -4 to-hit modifier. This can make sure your Hornet is borderline untouchable for a quick repositioning, or you can run two shuriken cannons to zip around and hassle enemy units while they can only shake their fists at you. Just keep in mind that if you&#039;re running anything but shuricannons and do this, your Hornet won&#039;t be contributing jack shit for the rest of the turn. &lt;br /&gt;
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===={{W40kKeyword|Aspect Warriors}}====&lt;br /&gt;
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*&#039;&#039;&#039;Shining Spears:&#039;&#039;&#039;  Taking a glance at their stats, they look like Windriders with +1 Ld, but they are more expensive. That is before you look at their special abilities and weapons, and the fact that they got to keep their 3+ armor save. You gain a S6 AP 4 D2 weapon (the Exarch can upgrade to a S8 version for basically 2 extra points) in addition to the twin shuriken catapult, and a &#039;&#039;&#039;4+ invulnerable save vs shooting&#039;&#039;&#039; allowing for some shoot, charge, withdraw, shoot shenanigans that will leave the Mon&#039;Keigh raging. They have been vastly improved from 7th Edition, and can cause some serious damage when charging, though their cost might be prohibitive. Remember to always shoot the twin shuriken catapults! It&#039;s very easy to forget about them. Honestly, they are the hidden gem of the CW Index and borderline OP in a {{W40Kkeyword|Ynnari}} list.  A minimum unit is effectively immune to morale, and for 102 points, you can either shoot anything 28&amp;quot; away for up to 6 damage (by Advancing and then shooting the Lances at no penalty, thanks to Battle Focus), or shoot and reliably charge anything 22&amp;quot; away for up to 20 damage.  Even better with a Warlock Skyrunner along to cast Quicken, of course; an {{W40Kkeyword|Alaitoc}} warlord skyrunner can support them with a morale immunity bubble if you&#039;re worried about making the unit large.&lt;br /&gt;
** Just make sure you blast Sabaton whenever you declare a charge with these guys. You will thank me later.&lt;br /&gt;
**These guys got a significant points drop in CA 2019 which seems fair given that ynnari shining spears are now incomparably inferior to what they once were.&lt;br /&gt;
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&#039;&#039;&#039;Exarch Powers:&#039;&#039;&#039; Shining Spear Exarchs have &#039;&#039;&#039;Expert Hunter&#039;&#039;&#039; as standard issue powers, giving them wound re-rolls against {{W40Kkeyword|Monster}} and {{W40Kkeyword|Vehicle}} units. Like the others, you may replace or pair this power with one of these using the respective stratagem.&lt;br /&gt;
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*&#039;&#039;&#039;Blademaster&#039;&#039;&#039;&lt;br /&gt;
**Your Exarch&#039;s paragon sabre does a flat 3 damage.  Generally speaking, hot garbage - the situations in which this is better than a Star Lance paired with Lancer are so few you may as well ignore them.&lt;br /&gt;
*&#039;&#039;&#039;Heartstrike&#039;&#039;&#039;&lt;br /&gt;
**Your Exarch&#039;s melee weapons generate a mortal wound on an unmodified hit roll of a 6 on top of all other damage dealt.  Never take this - like Blademaster, this will almost always behave like Lancer but worse, assuming you take the Star Lance you should be taking.&lt;br /&gt;
*&#039;&#039;&#039;Lancer&#039;&#039;&#039;&lt;br /&gt;
**The Exarch generates an additional hit on an unmodified hit roll of 6 while using a Laser/Star Lance. Notably works at range and melee, and will generally behave like +1 to hit, which it will also stack with.  This power plus a Star Lance should &#039;&#039;always&#039;&#039; be your choice over Blademaster or Heartstrike; while it will stack with Expert Hunter, if you&#039;re choosing between them, Lancer is better against lighter targets, and Expert Hunter is better against heavier ones.&lt;br /&gt;
*&#039;&#039;&#039;Skilled Rider&#039;&#039;&#039;&lt;br /&gt;
**The Exarch (and only the Exarch) has a 3++ invulnerable save against shooting attacks (1 better than stock). A Warlock Skyrunner tagging along casting protect gives the Exarch a disgusting [[cheese|2++ invulnerable save]], bar a potential followup FAQ. As of now, there&#039;s nothing saying you can&#039;t use CP rerolls on them, either.  The downside is that you have to take shots on the Exarch to use this, so anything that gets through will kill off the most valuable squad member.&lt;br /&gt;
*&#039;&#039;&#039;Swooping Dive&#039;&#039;&#039;&lt;br /&gt;
**While the Exarch is alive, the entire unit adds 1 to all charge rolls made. Generally speaking, the best option available, since Shining Spears &#039;&#039;really&#039;&#039; want to be in melee to do their jobs.&lt;br /&gt;
*&#039;&#039;&#039;Withdraw&#039;&#039;&#039;&lt;br /&gt;
**While the Exarch is alive, the entire unit may fall back at the end of the fight phase 6&amp;quot; like it was their movement phase. Useless if your opponent Falls Back (or dies), so it&#039;s primarily useful when you&#039;re on the &#039;&#039;receiving&#039;&#039; end of a charge, allowing you to functionally fall back, shoot, and then charge, without any CP or specialized detachment investment, instead of being forced to choose between falling back and shooting, or hanging out in melee without the charge bonus to your strength.&lt;br /&gt;
**Alternative take, this is far and away the best Exarch power as it allows you to move out of combat in your opponents fight phase to move shoot and charge normally in your turn. Wrap your spears around an enemy unit in your turn preferably one that doesn&#039;t pose a threat to them in combat, wait out their shooting phase in combat, then at the end of their turn, back your unit out no strings attached. &lt;br /&gt;
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&#039;&#039;&#039;Exarch Weapons:&#039;&#039;&#039; Shining Spear Exarchs can trade in their Laser Lance for any of the below:&lt;br /&gt;
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*&#039;&#039;&#039;Paragon Sabre&#039;&#039;&#039;&lt;br /&gt;
**Trap. It costs the same as a laser lance, so it&#039;s effectively free, but you not only give up the lance&#039;s shooting profile, you drop to S3 all the time, and D1; S3 is useless against the Shining Spears&#039; primary targets, which are {{W40Kkeyword|Monster}}s and {{W40Kkeyword|Vehicle}}s. The Exarch is re-rolling wounds against your main target anyway, and it&#039;s not like the Aeldari are starved for To-Hit buffs anyway, so what&#039;s the point? The Exarch already has a ton of attacks for a unit leader, so you want to up the quality of your Exarchs attacks which leads to:&lt;br /&gt;
*&#039;&#039;&#039;Star Lance&#039;&#039;&#039;&lt;br /&gt;
**Pay 2 more points for a buffed up laser lance with S8 on charges and shooting.  A minimum unit is still 2 laser lances and a star lance, but you&#039;ll have 4 laser hits and 3 star hits in melee.  Easily worth it.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;Swooping Hawks:&#039;&#039;&#039; The anti horde option. Deep Striking, great movement and great firing range means that the unit has an absurd threat range. With their lasblasters being Assault 4 with S3 they do appreciate Doom, to-hit re-rolls and big unit sizes, so going MSU with these is a bad idea. At 13 points per model they will still be comparably cheap. If they get trapped somehow, Skyleap will be a good &amp;quot;get out of jail free&amp;quot; option, which can be used in any turn. Bounce at will, ladies. One may be tempted to make excessive use of their grenade packs by landing next to or flying over enemy units. However, even under best circumstances, a max size unit will achieve only 1-2 mortal wounds against a 10+ enemy unit. Given that their typical targets will be guards, gaunts and similar GEQ, 2 mortal wounds will be probably negligible. By doing so the Hawks are put directly into retribution range, which they will probably not survive. In most cases it will be more beneficial to stay save at 24&amp;quot; and only use the grenade launchers if two mortal wounds will make any impact. [[Derp|For some reason they forgot how to use Haywire Grenades.]] An alternative use may be a minimum sized unit for 65 points without upgrades for objective grabbing and finishing off remains of enemy units. In this case you should field some other means of anti horde weapons as well.&lt;br /&gt;
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&#039;&#039;&#039;Exarch Powers:&#039;&#039;&#039; Swooping Hawk Exarchs have &#039;&#039;&#039;Herald of Victory&#039;&#039;&#039; as their default power, uniquely granting +1 Leadership to all {{W40Kkeyword|&amp;lt;CRAFTWORLD&amp;gt;}} units within 3&amp;quot; of them. This does have its own minor uses, such as buffing a Mind War Farseer or supporting blobs of Guardians. Outside those specific uses, this generic ability certainly doesn&#039;t compare to the selection below, so don&#039;t feel compelled to waste a command point on HoV&#039;s behalf.&lt;br /&gt;
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*&#039;&#039;&#039;Intercept&#039;&#039;&#039;&lt;br /&gt;
**Your Exarch and the unit accompanying him may reroll hit rolls against units that {{W40Kkeyword|Fly}}. Kind of handy given the general abundance of that keyword, but not the most useful of these powers.&lt;br /&gt;
*&#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039;&lt;br /&gt;
**When your Exarch fires overwatch, the charging enemy must subtract 2 from their charge rolls. This can make your Swooping Hawks a fantastic screening unit against combat heavy armies.&lt;br /&gt;
*&#039;&#039;&#039;Exarch Evade&#039;&#039;&#039;&lt;br /&gt;
**Your Exarch confers a squad-wide 5+ invulnerable save. A good defensive power for fighting a variety of different armies.&lt;br /&gt;
*&#039;&#039;&#039;Rapid Assault&#039;&#039;&#039;&lt;br /&gt;
**When your Swooping Hawks successfully charge/get charged, your Exarch adds 2 to their attack characteristic for the turn.&lt;br /&gt;
*&#039;&#039;&#039;Fast Shot&#039;&#039;&#039;&lt;br /&gt;
**Exarchs alter their ranged weapon profiles to Assault 6. [[Dakka|Dakka Dakka Dakka!]]&lt;br /&gt;
*&#039;&#039;&#039;Swooping Barrage&#039;&#039;&#039;&lt;br /&gt;
**Your Exarch and his unit add 1 to all Grenade Pack rolls, triggering mortal wounds on a 5 and 6. Just like the scorpions, doubling your chances to deal mortal wounds (especially since all your hawks need to do is land near or move over enemy units) is awesome, especially when running larger units.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Exarch Weapons:&#039;&#039;&#039; Swooping Hawk Exarchs can take a power sword in addition to trading in their lasblaster for either gun below:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Power Sword&#039;&#039;&#039;&lt;br /&gt;
**This does not replace your lasblaster and can be taken with either of the two below. For 4 points it gives you a bit of melee bite, especially because you will typically have them within charge range of a lot of units if you make use of their grenade packs. However, you don&#039;t want to have your Hawks to end up in close combat anyway and 2 power sword attacks won&#039;t make any noticeable impact. In the end it feels like a waste to spend points on equipment you don&#039;t want to use in the first place, and you are better off spending these on other units (like spears for your Warlocks and Farseers).&lt;br /&gt;
*&#039;&#039;&#039;Hawk&#039;s Talon&#039;&#039;&#039;&lt;br /&gt;
**Lasblaster that costs 3 points more and gives you S5. This is the more straight-forward upgrade for the anti-infantry role the Hawks are designed for. Definitely worth the points, although equally good as the sunrifle. Take whatever tastes better.&lt;br /&gt;
*&#039;&#039;&#039;Sunrifle&#039;&#039;&#039; - &#039;&#039;&#039;Legends&#039;&#039;&#039;&lt;br /&gt;
**Lasblaster that costs 4 points more and gives you -2AP, which will probably negate any armour save your typical targets have. Additionally it causes -1 to Hit if any damage was done. Unfortunately this -1 to Hit debuff lasts only until the end of the turn, therefore it will only have an effect on the consecutive close combat phase, making it rather useless. You could potentially support one of your close combat units like Scorpions or Banshees with it, or imagine the trolling when you kill someone in Overwatch with it! However, most probably you will take this weapon for the AP, not for the blinding effect.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warp Spiders:&#039;&#039;&#039; These were one of the main reasons everyone hated playing against eldar in 7th. While they lost most of their mobility tricks, the one they kept is still hilariously good: instead of advancing, they can increase their move by 4D6&amp;quot; and gain the {{W40Kkeyword| Fly}} keyword without any other restrictions. That&#039;s right, Warp Spiders are now faster than jetbikes almost half the time. Their guns work in much the same way, 2 Shots at Str 6 with an AP of -4 if you roll a 6. Their Flickerjump ability doesn&#039;t actually move them, but imposes a -1 to hit in the enemy shooting phase, although rolling snake eyes will kill one of them.  For the love of Khaine keep these guys in cover. A 3+ save isn&#039;t much when you&#039;re &#039;&#039;&#039;always&#039;&#039;&#039; in Rapid Fire &#039;&#039;and&#039;&#039; Charge range. 2+ save and -1 To Hit? Now we are getting somewhere! Also because the Spiders rely so much on drowning opponents in saves, and because they can re-roll morale tests, going MSU isn&#039;t really the best idea with these guys. With the Fire and Fade Stratagem they also get JSJ back, which again favours big units. The Codex makes them 18 points per model, and confirms that they can use the Jump Packs to Fall Back- in fact, since they get the &#039;&#039;&#039;FLY&#039;&#039;&#039; keyword when using it, they can still shoot afterwards! Bounce at will! They also finally re-learned how to deep-strike!&lt;br /&gt;
**&#039;&#039;&#039;How to become [[That Guy]]&#039;&#039;&#039;: Argue that Flickerjump is not limited to once per turn, but can be activated every time the enemy shoots at you (that&#039;s how it&#039;s written) and will stack without limits to -3, -4, -5 and so on (that&#039;s not explicitly written, but is the wet dream of That Guy). FAQ may change this in the future.&lt;br /&gt;
**&#039;&#039;&#039;How to counter[[That Guy]]&#039;&#039;&#039;: Main Rulebook FAQ already indicates that the effects of rules with the same name, do not stack unless they say they do.  So while you can activate Flickerjump multiple times RAW, the end result is still only a -1 to hit rolls.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exarch Powers:&#039;&#039;&#039; Warp Spider Exarchs have &#039;&#039;&#039;Iron Resolve&#039;&#039;&#039;, granting them rerolls to failed Morale tests. Due to their smaller unit sizes and good leadership, this isn&#039;t the best vanilla power and unless you really plan on maxing out squad sizes, there&#039;s little need to spend a command point to keep this and whatever much superior ability listed below you want.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Surprise Assault&#039;&#039;&#039;&lt;br /&gt;
**On a turn in which your Warp Spider Exarch and his unit set up on the field, each model can reroll a hit roll for their deathspinners. A nice supportive power that negates any real need for a Swooping Hawk/Jump Pack Autarch to accompany your dudes.&lt;br /&gt;
*&#039;&#039;&#039;Withdraw&#039;&#039;&#039;&lt;br /&gt;
**Like Shining Spears and Striking Scorpions, Warp Spider Exarchs and their unit may fall back at the end of the fight phase 6&amp;quot; as if it were their movement phase. A touch redundant since your Warp Spiders could already use their jump packs to just teleport away without much consequence regardless. Leave the charge-withdraw-charge shenanigans to units designed for melee combat.&lt;br /&gt;
*&#039;&#039;&#039;Whim of Deceit&#039;&#039;&#039;&lt;br /&gt;
**Your Exarch and his unit can exit the battle field at the start of your movement phase and redeploy at the end of it via Deep Strike rules. This can only be done once per battle. This is &#039;&#039;slightly&#039;&#039; underwhelming; it can certainly act as a get out of jail free card and it removes the unpredictable variance the jump pack&#039;s 4D6 movement can cause, but it seems less useful compared to a few of the other perks here.&lt;br /&gt;
*&#039;&#039;&#039;Spider&#039;s Lair&#039;&#039;&#039;&lt;br /&gt;
**If your Exarch and his unit are fully on or in cover or terrain feature and an enemy unit successfully charges them, roll a D6. On a 3+, that enemy unit takes d3 mortal wounds. Now this is the kinda power you&#039;re going to want! Given how ridiculously maneuverable Warp Spiders are, it&#039;s very easy to put them in a position of deep cover where enemy units will be highly encouraged/tempted to dive in after them. That said, savvy opponents will catch onto this tactic quick and will sooner attempt to smoke your spiders out of hiding than risk that kind of damage.&lt;br /&gt;
*&#039;&#039;&#039;Flickering Assault&#039;&#039;&#039;&lt;br /&gt;
**Your Exarch and his squad pile in 6&amp;quot; instead of 3&amp;quot;. Again, Warp Spiders aren&#039;t really meant for melee. Sure, they can survive in it due to their 3+ armor, Flickerjump rules and semi-capable Exarch wielding powerblades, but why would not use units like Shining Spears for that purpose instead?&lt;br /&gt;
*&#039;&#039;&#039;Spider&#039;s Bite&#039;&#039;&#039;&lt;br /&gt;
**Your Exarch&#039;s powerblades get a +1S buff and deal 2 damage per swipe. A much more usable melee buff than the others here, but once again, why not just take a squad of Shining Spears if you want fast, hard-hitting melee units?&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; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exarch Weapons:&#039;&#039;&#039; Warp Spider Exarchs can trade in their deathspinner for either gun below. The Exarch also has the option to pay 4 points to buy a pair of powerblades, very useful now we know they can Warp out of combat at will.&lt;br /&gt;
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*&#039;&#039;&#039;Powerblades&#039;&#039;&#039;&lt;br /&gt;
**AP-2 and +1A; your Warp Spiders don&#039;t want to be in melee, but if they do find themselves there, this is absolutely worth the cost.  Still, you&#039;re better off saving your points and playing them as dedicated to being shooty.&lt;br /&gt;
*&#039;&#039;&#039;Two Deathspinners&#039;&#039;&#039;&lt;br /&gt;
**Warp Spiders rely on popping up in cover near a high value target and drowning them in armour saves. This helps them be better at that. Always take this if you can afford the extra 8 points since it&#039;s definitely cheaper than another Warp Spider.&lt;br /&gt;
*&#039;&#039;&#039;Spinneret Rifle&#039;&#039;&#039; - &#039;&#039;&#039;Legends&#039;&#039;&#039;&lt;br /&gt;
**It&#039;s 4 points cheaper than two deathspinners and with -4 AP, but with Rapid Fire it kinda sucks. You need to be within 9&amp;quot; to get your 2 shots, which won&#039;t happen if you deep-strike them (and you&#039;d need them to get any use out of this). While statistically better than even two deathspinners against high armor value, TEQs and MEQs shouldn&#039;t really be your preferred targets in the first place. Not really a good option.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flyers===&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: All Eldar Flyers have special rule called &amp;quot;Wings of Khaine&amp;quot;, which means they advance 20&amp;quot; without rolling, and more importantly, it gives the old vector-dancer: pivot up to 90°, move 20-60&amp;quot;, and then pivot again up to 90°, which is something even Dark Eldar do not get. This rule mean that now Eldar flyers can potentially fly between 2 points all the time, good luck positioning your Crimson Hunters in a 6&amp;quot; bubble near Asurmen.   &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Hemlock Wraithfighter]]&#039;&#039;&#039;: Easily the best flyer for the [[Craftworld]] Eldar (though it faces some stiff competition from the Dark Eldar for the title of &amp;quot;Best [[Aeldari]] Flyer&amp;quot;), and overall one of the best support units in the list. For 210 points you get 16&amp;quot; Assault 2d3 S12 AP-4 D2 shots that autohit, wound easily, and do lots of damage, though the 16&amp;quot; range does put you in Rapid Fire range of Plasma Guns and Hellblasters, and Bikers and Assault Marines with Melta can easily swoop in and cause serious damage, so be careful with your positioning. The 12&amp;quot; -2Ld aura (-3 with Horrify) to enemies is very strong in this morale meta, especially if it forces your opponent to burn CP auto-passing morale tests. Don&#039;t forget the psychic power too! See below for a breakdown, as all have their niche. It also keeps Vector Dancer, so it&#039;s easy to keep it on the board, too!  One of the reasons this is the best Flyer you can take in the Codex is that it can actually use its automatic 20&amp;quot; advance and still shoot - note that this makes its Movement 20-80&amp;quot;, which, combined with the size of its base, means it can reach anywhere on the table from anywhere on the table.  It also has built-in Spirit Stones for a 6+++ FNP, unlike the other Flyers, who can&#039;t take anything from Vehicle Equipment. &lt;br /&gt;
**With the recent increase in crimson hunter exarch point cost, the hemlock may be seeing a lot more competitive play in the near future.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Psychic Powers:&#039;&#039;&#039; The Hemlock Wraithfighter, as mentioned, is one of the precious few {{W40kKeyword|Vehicle}} units in the game that is also a {{W40kKeyword|Psyker}}, but it comes with a slight caveat. Aside &#039;&#039;Smite&#039;&#039; (which can be replaced with a Rune of Fortune if you wish), each Hemlock may only know one Rune of Battle and may only target enemy units with it (effectively, they only know the hex half). With only one cast and denial available per turn, you&#039;ll have to choose wisely based on how you want your Hemlock to synergize with your army.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Runes of Battle&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Reveal:&#039;&#039;&#039; Use this to negate cover saves on your target. The Hemlock&#039;s D-Scythes punch through armor with laughable ease, only models a 2+ armor save and no invuln save to fall back on will have any hope of surviving a blast from these soul-shredders. If you&#039;re looking to support other units with this power, take it on a warlock.&lt;br /&gt;
#&#039;&#039;&#039;Horrify:&#039;&#039;&#039; Use this to apply a -1 Ld modifier on your target - if you&#039;re trying to make a morale bomb, this is a convenient way to improve your Mindshock Pods.&lt;br /&gt;
#&#039;&#039;&#039;Drain:&#039;&#039;&#039; The target takes a -1 modifier to hit in the Fight phase. For a number of reasons, you should never take this on a Hemlock; use a warlock if you&#039;re looking to cripple enemy units in the fight phase.&lt;br /&gt;
#&#039;&#039;&#039;Jinx:&#039;&#039;&#039; Use this to debuff your target&#039;s saves (armor and invuln!) by -1. This is the best supporting power for an offensive mindset, as it&#039;ll let your Hemlock more effectively engage targets with notable invulnerable saves &lt;br /&gt;
#&#039;&#039;&#039;Restrain:&#039;&#039;&#039; Target halves their Move. Careful not to use this on an enemy Flyer without reading its datasheet - for many of them, what you&#039;ll end up doing is applying a buff, since you&#039;re reducing their problem of being forced to move a minimum distance. It&#039;s not really useful against the Hemlock&#039;s preferred targets, but can be used to help hold a particularly fast target relatively close to the rest of your army so they can kill it.&lt;br /&gt;
#&#039;&#039;&#039;Enervate:&#039;&#039;&#039; Target subtracts 1 from their wound rolls. Again, you have far more cost efficient vectors to use these sort of powers, don&#039;t take it on a Hemlock.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;tl;dr:&#039;&#039;&#039; Use Horrify to improve your [[Mindshock Pods]], Jinx to upgrade your Heavy D-Scythes and help the boots on the ground, and Enervate to protect other elements of your army from a potent melee threat. The rest are situational and/or usually best left to the Warlocks to handle.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Crimson Hunter]]&#039;&#039;&#039;: This is a Crimson Hunter [[Exarch]] that is even less accurate, since it doesn&#039;t re-roll 1s to hit, and is only marginally cheaper. Generally, skip - take an Exarch or don&#039;t take a Crimson Hunter at all (although a Hemlock is still better).&lt;br /&gt;
*&#039;&#039;&#039;Crimson Hunter Exarch&#039;&#039;&#039;: For 15 points more than the base version it gains re-rolls of 1s to hit or better (see below). Has twin Bright Lances and a Pulse Laser, and can swap the bright lances for starcannons.  Re-rolls failed wounds against targets with {{W40Kkeyword|fly}}, but at only BS4+ re-rolling 1s against enemies with Hard to Hit, and with low shot volume for dealing with jetbikes and jump infantry, broadly worse than just taking a Jinx Hemlock for solving the same problems. Oddly enough our dedicated fighter aircraft is worse at shooting down planes than the earth-bound Dark Reapers. As an anti-monster/vehicle or anti-MEQ/TEQ unit, however, CHEs are not to be underestimated. The default underslung Pulse Laser is a significant threat to any multiwound models not packing storm shields and the semi-flexible loadout options give them a little more customizable utility when compared to Hemlocks or standard Hunters.&lt;br /&gt;
**However, if you spend a CP to make your CHE have marksmans eye and Hawkeye, it boosts its expected damage output (v a collection of 8 common vehicles) significantly and makes it hit harder than the hemlock for fewer points. Use bright lances with this combo. &lt;br /&gt;
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&#039;&#039;&#039;Exarch Powers:&#039;&#039;&#039; One of the defining features the Crimson Hunter Exarch has over its basic version is &#039;&#039;&#039;Marksman&#039;s Eye&#039;&#039;&#039;, the aforementioned ability to re-roll hit rolls of 1. While it&#039;s good, other powers are better, so you&#039;ll only keep it when you want to spend a CP on both.  Generally speaking, your best bet is Hawkeye, followed by Hawkeye + Marksman&#039;s Eye, but Aerial Predator and Evade can both be used effectively if you have a particular use in mind.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Aerial Predator&#039;&#039;&#039;&lt;br /&gt;
**Ranged attacks deal 1 more damage against enemies that {{W40Kkeyword|fly}}. D4 pulse laser shots and either D1d3+1 (usually 3) damage starcannon shots, or D1d6+1 (usually about 4.5) bright lance shots. Whichever combo you choose is sure to leave a hell of a dent in a significant portion of the game.  Because the damage benefit triggers only against targets you already re-roll wounds against, you should generally always choose starcannons for this, as you&#039;ll get +4 damage out of it instead of +2, due to the doubled rate of fire - between the guns being cheaper and your wound re-rolling making up for the strength difference, the starcannons should end up outperforming the bright lances against just about anything. Works wonders considering the pesky primarine repulsor bricks have FLY just as those damn Rapetides.&lt;br /&gt;
*&#039;&#039;&#039;Evade&#039;&#039;&#039;&lt;br /&gt;
**A free 5++ invulnerable save. Can&#039;t argue with that! Pair with {{W40Kkeyword|Iyanden}}, {{W40Kkeyword|Alaitoc}}, or {{W40Kkeyword|Ulthwé}} for particularly durable combinations.&lt;br /&gt;
*&#039;&#039;&#039;Hawkeye&#039;&#039;&#039;&lt;br /&gt;
**You no longer suffer movement penalties for your heavy weapons, letting your CHE actually use its BS2+ fully! This obviously works wonderfully with Marksman&#039;s Eye if you choose to keep it using the stratagem to do so.&lt;br /&gt;
***As for the math: On the move, your accuracy is 24/36 base, 28/36 with Marskman&#039;s Eye, 30/36 with Hawkeye, and 35/36 with both.  This means you should &#039;&#039;always&#039;&#039; take this over Marksman&#039;s Eye, as you have way to stop moving, and this has a better benefit.&lt;br /&gt;
*&#039;&#039;&#039;Strafing Assault&#039;&#039;&#039;&lt;br /&gt;
**Attacks against targets that &#039;&#039;can&#039;t&#039;&#039; fly re-roll wound rolls of 1. Absolutely worthless, because it&#039;s Marksman&#039;s Eye but worse, in that it only works against some targets, and it&#039;s also always going to be worse than Hawkeye.&lt;br /&gt;
*&#039;&#039;&#039;Eye of Khaine&#039;&#039;&#039;&lt;br /&gt;
**Units targeted by your CHE don&#039;t receive the benefits of cover. Since all of your guns are AP-3 or AP-4 to begin with, you can reliably give this one a miss.&lt;br /&gt;
*&#039;&#039;&#039;Aerial Maneuvering&#039;&#039;&#039;&lt;br /&gt;
**You may pivot 180° instead of &#039;&#039;just&#039;&#039; 90°. This one is laughably unnecessary since virtually all craftworld fliers can bounce back and forth between any two points on the board like coke addicts thanks to their Wings of Khaine rule. Unless you&#039;re trying to confuse and misdirect your opponent with semi-random twists and turns along the way, it&#039;s better to pick something that actually boosts your CHE&#039;s damage or accuracy.&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; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exarch Loadout:&#039;&#039;&#039; Unlike their standard counterparts, Crimson Hunter Exarchs can choose to pair their built in pulse laser with either two bright lances or two starcannons.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Bright Lances&#039;&#039;&#039;&lt;br /&gt;
**These are the most expensive choice, but they have the most synergy with the pulse laser. The bright lances also offer the highest potential damage output against a single target; a few lucky rolls can let your Crimson Hunter vaporize a tank with a single S8 four-shot volley. On the other hand, the D6 damage of the bright lances can be just as much of a curse as a boon given the fewer shots per turn and highly variable damage compared to the slightly weaker yet more consistent starcannons.&lt;br /&gt;
*&#039;&#039;&#039;Starcannons&#039;&#039;&#039;&lt;br /&gt;
**For the cheaper, more flexible approach. Four S6 shots and two S8 shots can fully wipe a MEQ squad and severely threaten a TEQ squad or monster. The D3 damage of the starcannons might not have quite the same impact the bright lances have against harder targets, though having double the number of shots per gun does let it compete or even outperform it against anything T5 and lower.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nightwing (Forgeworld):&#039;&#039;&#039; Corrected from Fast Attack to Flyer in errata. Clocking in at 139 points and effectively benefiting from many of the flyers’ best upgrades, the Nightwing Interceptor is one of the undiscovered gems of the Aeldari hangars. Sure, a payload of just a twin linked shuriken cannon and a twin-linked bright lances might sound like a small arsenal to put on your Flyer of choice, but thanks to the embedded CTM and the quite versatile movement you acquire with the Vector Shift ability, you can dash right in to make that tank at 60” go boom without penalties on to hit. All in all, the Nightwing Interceptor is a little solid choice that won’t turn the tides of the battle by itself, but when paired with other specialist units- which abound in the CW Codex- or even another Nightwing, becomes a fearsome threat for every responsible player. But it comes at a price of being a soft T6 target that tends to run straight into enemy line to use the CTM, so beware you WILL go down and go down you will. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phoenix (Forge World):&#039;&#039;&#039; Corrected from Fast Attack to Flyer in errata. &#039;&#039;&#039;Not&#039;&#039;&#039; The cheapest of all the Aeldari &amp;quot;Flyers&amp;quot; though it has more wounds then most of the Space Elf flyers AND more shots than all of them too! Built-in CTM means you can shoot the underslung heavy weapons at the closest unit without the -1 to hit penalty. Due to flyer movement this is a little trickier to utilize than other eldar flyers, so watch out.  The Phoenix Pulse Laser has one more strength than the normal Pulse Laser, so it&#039;s more likely to wound T8 Super-Heavy vehicles like Knights and Baneblade variants than standard bright lances and pulse lasers. Twin StarCannons are very expensive but 4 shots semi-guarantee death (even with the FAQ errata for D3 damage instead of 3). Nightfire missiles averaging 7 shots a turn can be used as an anti-horde option, and includes a debuff if you wound the enemy if you&#039;re playing an apocalypse game.  Phoenix Missiles are similar to [[starcannons]] with only D6 variable shots and flat 2 damage, so they&#039;re unreliable for big damage output but can trim a few enemy Terminators or [[Primaris Space Marines]] from any squad. Finally the nose-mounted Twin Shuriken cannons add more anti-infantry and since they are assault, can shoot even at far targets without the -1 to-Hit penalty.&lt;br /&gt;
&lt;br /&gt;
===Heavy Support===&lt;br /&gt;
*&#039;&#039;&#039;Dark Reapers:&#039;&#039;&#039; Easily one of the best units in the Heavy Support slot in the entire Aeldari Faction (which is saying something, given the competition they face), if not the entire game. Their Reaper Launchers offer you a single shot at S8 AP-2 flat D3 for your vehicle and monster killing needs, or two shots at S5 AP-2 flat D2 for taking out infantry. They always hit on a 3+ in the Shooting phase, no matter what, even if they are shooting at a supersonic aircraft at night on the move. Including movement they have a threat range of 54&amp;quot;, although probably they will be sitting still in some warm and cozy, high piece of cover. All in all they are a great firebase that can nuke anything. Due to their reputation your opponent will try hard to eliminate them as soon as possible, which is why you should take extra precautions, especially when fielding larger units. At 34 points per model every loss hurts and reduces their output. While 3-men-squads are too unimportant to bother, you should take care about 5-10 men squads. When deploying them you should consider setting them up either inside a Wave Serpent or at least behind some LOS blocking terrain, so that they are safe in the case that your opponent gets the first turn. For obvious reasons, they love belonging to Alaitoc. If you field a big squad, a Farseer with Guide and Fortune will immensely enhance the reliability and damage output AND will make them an excellent target for the stratagem Forewarned in order to counter any enemy&#039;s reserves (remember that Guide will still be active!). As such, your unit will be a massive [[DISTRACTION CARNIFEX]], and hence they will appreciate any additional Protect or Conceal they can get.&lt;br /&gt;
**Just remember to kill your opponent&#039;s LOS-ignoring units before you disembark these guys from their wave serpent. Losing even two Dark Reapers per turn to basilisk fire is unsustainable.&lt;br /&gt;
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&#039;&#039;&#039;Exarch Powers:&#039;&#039;&#039; Dark Reapers Exarchs come with the &#039;&#039;&#039;Crack Shot&#039;&#039;&#039; ability, allowing them to re-roll hit rolls of 1 for their ranged attacks. But, just like all the other Aspects, they can either trade in Crack Shot or pay 1CP (one use only) to take one of these supplemental powers.  Generally speaking, you should do this - unless you&#039;re bringing a Tempest Launcher, Rapid Shot is strictly better than Crack Shot.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Shot&#039;&#039;&#039;&lt;br /&gt;
**Your Exarch adds 1 to the number of ranged shots he makes per turn. Pretty decent, it lets him double-tap or triple-tap Reaper Launchers and Missile Launchers. This ability is &#039;&#039;better&#039;&#039; for the Tempest Launcher than Rain of Death, below - assuming you would only use it when you ought to, Rapid Shot is negligibly better (8 instead of 7 35/36 shots on average).  It&#039;s also worse than Crack Shot (which is 76, which is better than the 8/7 this provides), so you should only take this on your Tempest Launcher when you&#039;re burning CP on taking 2 powers.  On any other weapon you can take, this is &#039;&#039;better&#039;&#039; than Crack Shot, and the effects will stack if you take both.&lt;br /&gt;
***Assuming you take this, always swap to the Aeldari Missile Launcher - it will outperform the Reaper Launcher against hard targets.  The Tempest Launcher will be better against GEQ/MEQ and the Reaper Launcher better against TEQ, but the AML will generally speaking serve you best, particularly since you can split the squad&#039;s fire if you feel the need.&lt;br /&gt;
*&#039;&#039;&#039;Rain of Death&#039;&#039;&#039;&lt;br /&gt;
**The Exarch may re-roll the 2D6 used to determine the number of Tempest Launcher shots he makes per turn. &#039;&#039;Never&#039;&#039; take this - Rapid Shot is functionally the same thing but better.&lt;br /&gt;
*&#039;&#039;&#039;Grim Visage&#039;&#039;&#039;&lt;br /&gt;
**When an enemy unit is within 6&amp;quot; of a Dark Reaper squad with this Exarch, they subtract 1 from their Leadership. First, if a enemy unit is 6&amp;quot; away from your Dark Reapers, you&#039;re either playing them wrong or your opponent is [[Anal Circumference|playing you]]. You already have tons of leadership debuffing abilities and powers, this is not worth either trading Crack Shot or 1CP for.&lt;br /&gt;
*&#039;&#039;&#039;Long-Ranged Fire&#039;&#039;&#039;&lt;br /&gt;
**Your Exarch and the squad he&#039;s in add 6&amp;quot; to their weapon ranges. This is the only ability that affects the entire Dark Reaper squad and it&#039;s pretty ok. Reaper Launcher ranges already cover a majority of any standard tabletop, but this does grant considerable wiggle room for those squads table corner camping.&lt;br /&gt;
*&#039;&#039;&#039;Deadly Touch&#039;&#039;&#039;&lt;br /&gt;
**When your Exarch makes an unmodified wound roll of 6 in melee (yikes, why would you allow him to be there?), it deals a flat 2 mortal wounds on top of any other damage done. While that&#039;s certainly impressive, I think it goes without saying that this is a dedicated gunline unit. Bar &#039;&#039;the&#039;&#039; most desperate last stand or gamble, there&#039;s no reason you should commit these guys to melee; their guns will always do more damage than their Exarch will even if he rolls nothing BUT 6&#039;s in melee (unless they&#039;re charging something insanely durable, like a forge world titan).&lt;br /&gt;
*&#039;&#039;&#039;Focused Fire&#039;&#039;&#039;&lt;br /&gt;
**Your Exarch may target and shoot enemy {{W40kKeyword|Character}} models within 18&amp;quot; of him even if he&#039;s not the closest enemy model. Despite the 18&amp;quot; caveat, this is very easily workable and a very good power (especially if paired with a MotIC Autarch/Wraithseer) for when you want to go character killing. The Tempest Launcher can be particularly brutal against GEQ/MEQ characters (especially since it ignores LoS) while the Reaper Launcher serves fantastically for MEQ/TEQ or &amp;lt;10 wound monster characters. Like all exarch powers, there&#039;s no limit on the number of squads who can take this power, so stuff 3 MSU squads with this power in a Wave Serpent with a MotIC Reaper Launcher Autarch, a Jinx Warlock and perhaps a Doom/Mind War Farseer. The standard Reapers can split fire at whatever nearby foes might pose a threat to your drive-by deathstar while your Warlock and Farseer debuff the hell out of that character you want dead. Then unload either 4 S8 AP-2 3 Damage shots into that character, or 6D6 S4 shots if you wish to cheekily hide out of LoS, rerolling hits of 1 and all failed wound rolls.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exarch Weapons:&#039;&#039;&#039; The fare afforded to Dark Reaper Exarchs in exchange for their Reaper Launcher.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Reaper Launcher&#039;&#039;&#039;&lt;br /&gt;
**If you are lacking anti-vehicle measures in your list, it is not a bad idea to keep the default weapon, maximizing the amount of hard hitting shots.&lt;br /&gt;
*&#039;&#039;&#039;Tempest Launcher&#039;&#039;&#039; &lt;br /&gt;
**Pay 5 more points to trade in your Reaper Launcher for a [[Dakka |Heavy 2d6 S4 AP-2 D1 weapon]] that doesn&#039;t need LoS to help with clearing out blobs. Just remember it has a shorter range than the Reaper Launchers. Although this choice lessens the anti-vehicle damage of your squad, the overall damage will increase, because the Exarch alone will typically take out several single-wound models each round. If you are not super-short on anti-vehicle weapons, this should be your default choice.&lt;br /&gt;
*&#039;&#039;&#039;Aeldari Missile Launcher&#039;&#039;&#039;&lt;br /&gt;
**Shave off 2 points from your default Reaper Launcher to get the same versatile AML that we all know and love. As usual, a versatile weapon will always be worse than a specialized one. Although the damage characteristic of the single S8 D1d6 shot is on average slightly bigger (3.5) than flat 3, but luck will typically play against you. When you need lots of damage, you roll a 1, and when the enemy model only has left 2 wounds, you roll a 6. The reliability of a solid 3 shouldn&#039;t be underestimated. The multi-shot profile is embarrassingly worse than the Tempest Launcher due to less shots and less AP. The mode of 2 S5 shots is lost completely with this weapon. At least it legitimates for the Starhawk Missile stratagem. All in all, a very rare choice, and in most of the cases you should stick to one of the two weapons above.&lt;br /&gt;
*&#039;&#039;&#039;Shuriken Cannon&#039;&#039;&#039; &lt;br /&gt;
**Hard pass. While it is technically the cheapest Shuriken Cannon in the game, your Reapers should never be close enough to make use of it. We have far better options to field Shuriken Cannons. If you are that short on points you can&#039;t even afford a basic Reaper Launcher then you should take a long, hard look at your list first.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Falcon:&#039;&#039;&#039; Your trademark Falcon serves you in the exact same way it always has; a flexible transport that sacrifices some of its capacity and defensive utility for some extra firepower. The inbuilt Pulse Laser is a Heavy 2 S8 AP-3 gun that does a solid 3 damage per shot, making it reasonably effective against any MEQ, TEQ, vehicles and monsters thrown your way. With 6 slots available for your dudes, filling one full of Fire Dragons or Dark Reapers and slapping on a CTM with Starcannons or Bright Lances is a perfectly viable way to transport a small team of your more elite units. That said, it is &#039;&#039;still&#039;&#039; outperformed by Dark Reapers themselves and the Night Spinner as an anti-vehicle or anti-infantry platform respectively, and Wave Serpents still outclass it in general utility, durability and point-cost without competing with other units for a slot. That said, running at 120pts base, it is slightly cheaper than your Wave Serpent and is still very much a transport option if you max out your Wave Serpent capacity (for games/tournaments utilizing datasheet usage restrictions).&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Loadout Options&#039;&#039;&#039;: Falcons, just like all the Wave Serpent, can choose to fit its turret with any of the standard heavy weapons available to many of your units. Additionally, like literally all of its sister tanks, it has the option to upgrade the underslung twin-shuriken catapult into a shuriken cannon.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Twin-Linked Shuriken Catapults&#039;&#039;&#039;&lt;br /&gt;
**Your default underslung gun has its uses in those Falcons that intend to get up closer to the enemy to drop off a squad of Aspect Warriors and is the best choice for Falcons looking to keep it cheap. On your tanks that you plan to keep further away, however, it will probably be in your best interest to upgrade to a shuricannon.&lt;br /&gt;
*&#039;&#039;&#039;Shuriken Cannon&#039;&#039;&#039;&lt;br /&gt;
**Upgrading the underslung gun into a shuriken cannon is recommended if you can afford the points; it has a more workable range that can mesh with the rest of your Falcon&#039;s armament. Although you could take one on the turret as well, it is recommendet to run the single one in addition to two of your other heavy weapons instead to give your tank a bit more flexibility in its targets.&lt;br /&gt;
*&#039;&#039;&#039;Scatter Laser&#039;&#039;&#039;&lt;br /&gt;
**The scatter laser, as always, is a great choice for dealing with infantry heavy lists while keeping overall unit price tags comparatively low, and compliments the underslung shuricannon rather well. The pulse laser can help deal with the targets these two weapons would otherwise struggle to crack. You may opt to supplement this further by having a squad of Fire Dragons ride inside as well.&lt;br /&gt;
*&#039;&#039;&#039;Starcannon&#039;&#039;&#039;&lt;br /&gt;
**A good middle of the road option, the starcannon seems a little lackluster compared to your other options in this slot. Its performance is overshadowed by the much superior pulse laser built into the tank, which in turn would appreciate being paired with either the bright lance or AML for more synergy.&lt;br /&gt;
*&#039;&#039;&#039;Bright Lance&#039;&#039;&#039;&lt;br /&gt;
**A good choice that pairs rather well with your pulse laser to make a fairly effective anti-tank/monster platform for a rather decent price. Put a CTM on this and slap a squad of Howling Banshees or Dire Avengers inside to help screen or deal with whatever fell out of the enemy transport you just cracked open, and you have a rather flexible unit on your hands.&lt;br /&gt;
*&#039;&#039;&#039;Aeldari Missile Launcher&#039;&#039;&#039;&lt;br /&gt;
**While the AML doesn&#039;t quite punch through enemy armor the way the pulse laser or bright lance do, it still pairs quite nicely with the former due to their similar strength and damage values. The obvious perk that the AML has over the bright lance is that it can actually deal with infantry blobs without needing a squad of aspect warriors to shore up that shortcoming. Since it is the same price as the bright lance, you may as well take this if you have the points to spare.&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; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vehicle Upgrade Options&#039;&#039;&#039;: Aside one or two exceptions, the Falcon and its sister tanks are the only ones who actually have their pick of the vehicle upgrades still available.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Crystal Targeting Matrix&#039;&#039;&#039;&lt;br /&gt;
**A fantastic choice that lets your Falcon maneuver without completely sacrificing accuracy in order to do so. Since this benefits the pulse laser &#039;&#039;and&#039;&#039; your turret mounted weaponry, there&#039;s really no reason not to take one of these. Arguably essential to the Falcon that&#039;s transporting Aspect Warriors about.&lt;br /&gt;
*&#039;&#039;&#039;Soul Stones&#039;&#039;&#039;&lt;br /&gt;
**Iyanden and Alaitoc Falcons might find these quite handy since they add a layer of damage mitigation that compliments their Craftworld Attributes rather well. Of course they work just fine for Saim-Hann and Biel-Tan as well, but Ulthwe gains absolutely nothing from these. Outside that last Craftworld, take these if you have a few extra points to spend. &lt;br /&gt;
*&#039;&#039;&#039;Star Engines&#039;&#039;&#039;&lt;br /&gt;
**A nifty but largely unnecessary upgrade. Falcons have pretty good movement on their own already, but you won&#039;t be able to fire most of your weaponry whenever you take advantage of this.&lt;br /&gt;
*&#039;&#039;&#039;Vectored Engines&#039;&#039;&#039;&lt;br /&gt;
**Kind of a similar boat as the star engines. They stack well with them and also stack with Alaitoc&#039;s attribute, but a turn you advance with your Falcon is a turn you choose not to shoot anything.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fire Prism:&#039;&#039;&#039; The other archetype of Grav-Tank. The Lance mode on its Prism Cannon is probably the highest-stat weapon in the Eldar arsenal (not counting superheavies, of course), with S12, AP-5, and D1d6. The Focussed mode (D3 shots, S9, AP-4, D1d3) is more suited for hunting 2-wound infantry like TEQ, and the Dispersed mode (D6 shots, S6, AP-3, D1) is great against single-wound targets like MEQ. It can [[Awesome |double tap the main gun]] at the same target with the same profile, [[Leman Russ Battle Tank |as long as it moves under half its current move or remains stationary.]] With its 60&amp;quot; range you will probably stay out of range of any counter-fire most of the time, therefore the CTM is optional depending on your game plan. Unless you face a pure horde army without any big targets the Fire Prism will probably always earn back its points, especially if you field two of them and make extensive use of the &#039;&#039;Linked Fire&#039;&#039; stratagem.&lt;br /&gt;
** When shooting without &#039;&#039;Linked Fire&#039;&#039; it is advisable to use either the Dispersed or the Focussed mode, because then an unlucky hit or wound roll won&#039;t hurt you that much. &lt;br /&gt;
** On the other hand use &#039;&#039;Linked Fire&#039;&#039; to make sure the few precious Lance shots come through&lt;br /&gt;
** Statistically, Focused mode is actually marginally better than the Lance on anything with a 3+ armour safe at T7 or T8. For your opponent it is also more difficult to negate multiple shots via CP re-rolls of invulnerable saves. However, having a random number of shots as well as a random amount of damage makes this mode less reliable against big targets than the Lance mode.&lt;br /&gt;
** When using &#039;&#039;Linked Fire&#039;&#039; the first Fire Prism always resolves all of its shots at the end of the shooting phase, which limits its usefulness on cracking up transports. Because your shooting phase will be over, you won&#039;t be able to shoot at the passengers any more.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Options:&#039;&#039;&#039; Due to the Fire Prism being a specialized tank, it is considerably less flexible with its optional loadout than your traditional Falcon. That said, you do have your standard choice in underslung weaponry.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Twin-Linked Shuriken Catapults&#039;&#039;&#039;&lt;br /&gt;
**Your default option for when you want to pay as little as possible for the Fire Prism. If you&#039;re planning on using this outside of emergency overwatch shots against backfield deepstrikes, you should probably reconsider what type of tank you want to bring. At the ranges your main prism cannon typically fires at, your TWSC isn&#039;t going to be contributing jack.&lt;br /&gt;
*&#039;&#039;&#039;Shuriken Cannon&#039;&#039;&#039; &lt;br /&gt;
**Probably the choice to take if you can afford the extra points. At a more workable 24&amp;quot; range, your backline fire support will have a much easier time finding targets to safely engage with this compared to the TWSC.&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; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vehicle Upgrade Options&#039;&#039;&#039;: Just like everything using the Falcon-chasis, your Fire Prism has its pick of all your vehicle upgrades. Arguably only two are useful to it though.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Crystal Targeting Matrix&#039;&#039;&#039;&lt;br /&gt;
**A fantastic choice that lets your Fire Prism maneuver without completely sacrificing accuracy in order to do so. All profiles of the prism cannon are classified as Heavy and seeing as that&#039;s the main reason you&#039;re taking one of these over a Falcon or Wave Serpent, you should probably try to make the most out of using it.&lt;br /&gt;
*&#039;&#039;&#039;Soul Stones&#039;&#039;&#039;&lt;br /&gt;
**Iyanden and Alaitoc Fire Prisms might find these quite handy since they add a layer of damage mitigation that compliments their Craftworld Attributes rather well. Of course they work just fine for Saim-Hann and Biel-Tan as well, but Ulthwe gains absolutely nothing from these. Outside that last Craftworld, take these if you have a few extra points to spend. &lt;br /&gt;
*&#039;&#039;&#039;Star Engines&#039;&#039;&#039;&lt;br /&gt;
**A fairly useless upgrade for your Fire Prism. With a range of 60&amp;quot; on their main gun, Fire Prisms will very rarely be wanting for the extra possible mobility these provide. This is worsened by the fact that advancing sacrifices the use of your biggest selling point of the tank for the turn. &lt;br /&gt;
*&#039;&#039;&#039;Vectored Engines&#039;&#039;&#039;&lt;br /&gt;
**These can be &#039;&#039;potentially&#039;&#039; handy in emergency scenarios where you need to get your tank to safety while maximizing their defensibility while doing so. However, the same issues plaguing the Star Engines apply here; traditionally, there will be next to no reason to advance your Fire Prisms under any other circumstance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Night Spinner:&#039;&#039;&#039; With 2d6 shots and D2 on its main cannon, all while keeping the rending effect and barrage-like ability to fire without LoS, the Night Spinner is looking good. Be sure to get a Crystal Targeting Matrix so you can make full use of that amazing 16&amp;quot; move. With each Doomweaver shot hitting at S7 and doing that flat 2 damage with potential AP-4 hits, this thing is gonna eat MEQ/TEQ units for breakfast. The only thing that hurts is that it lost the torrent fire mode. Costs 112 points with the catapult, ten points less than a vanilla Falcon. &lt;br /&gt;
**For an extra 13 points you can take both a Shuriken Cannon and a Crystal Targeting Matrix which gives you a unit that is very good at both clearing objectives and responding to incoming threats before they happen.&lt;br /&gt;
**When combined with the Doom psychic power some night spinners can prove extremely dangerous even to T8 units as re-rolling your wound rolls will yield a considerable number of AP -4 2d shots, only 8 need to get through to destroy a land raider.&lt;br /&gt;
**This unit is almost a perfect counter to tau triptide lists, as your opponent will be forced to take these hits on their drones as each hit is 2 damage.&lt;br /&gt;
**With the recent points drop they are no longer mathematically worse than a fire prism. I hope you all magnetized.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Options:&#039;&#039;&#039; Due to the Night Spinner being a specialized tank, it is considerably less flexible with its optional loadout than your traditional Falcon. That said, you do have your standard choice in underslung weaponry.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Twin-Linked Shuriken Catapults&#039;&#039;&#039;&lt;br /&gt;
**Your default option for when you want to pay as little as possible for your Night Spinner. Though ideally you won&#039;t want enemies within the range these can fire at, they can contribute more consistent firepower to help supplement your main cannon&#039;s variable number of shots.&lt;br /&gt;
*&#039;&#039;&#039;Shuriken Cannon&#039;&#039;&#039; &lt;br /&gt;
**Probably the choice to take if you can afford the extra cost. At a more workable 24&amp;quot; range, your Night Spinner will have a much easier time finding targets to safely engage with this compared to the TWSC. Its strength values and potential rending also compliment your main Doomweaver cannons, seeing as how they function virtually identically to each other.&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; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vehicle Upgrade Options&#039;&#039;&#039;: Just like everything using the Falcon-chasis, your Night Spinner has its pick of all your vehicle upgrades. Arguably only two are useful to it though.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Crystal Targeting Matrix&#039;&#039;&#039;&lt;br /&gt;
**A fantastic choice that lets your Night Spinner maneuver without completely sacrificing accuracy in order to do so. Due to not needing line of sight to target enemy units, this upgrade isn&#039;t usually necessary, but it does keep your options open when you&#039;re in doubt.&lt;br /&gt;
*&#039;&#039;&#039;Soul Stones&#039;&#039;&#039;&lt;br /&gt;
**Iyanden and Alaitoc Night Spinners might find these quite handy since they add a layer of damage mitigation that compliments their Craftworld Attributes rather well. Of course they work just fine for Saim-Hann and Biel-Tan as well, but Ulthwe gains absolutely nothing from these. Outside that last Craftworld, take these if you have a few extra points to spend. &lt;br /&gt;
*&#039;&#039;&#039;Star Engines&#039;&#039;&#039;&lt;br /&gt;
**A fairly useless upgrade for your Night Spinners. With a range of 48&amp;quot; on their main guns and the ability to ignore line of sight, your Night Spinners will very rarely be wanting for the extra possible mobility these provide. This is worsened by the fact that advancing sacrifices the use of your biggest selling point of the tank for the turn. &lt;br /&gt;
*&#039;&#039;&#039;Vectored Engines&#039;&#039;&#039;&lt;br /&gt;
**These can be &#039;&#039;potentially&#039;&#039; handy in emergency scenarios where you need to get your tank to safety while maximizing their defensibility while doing so. However, the same issues plaguing the Star Engines apply here; traditionally, there will be next to no reason to advance your Night Spinners under any other circumstance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support Weapons:&#039;&#039;&#039; Now a single model unit rules-wise, with one guardian per gun being some sort of decoration. Similarly to the War Walkers, your Support Weapons are the &amp;quot;poor man&#039;s&amp;quot; option for Heavy Support slots. Costing between 35 to 60 points per platform, depending on your flavor of gun, these are excellent long range fire-support options for players looking to save points for other slots or when trying to cheaply fund a Brigade detachment. Additionally, like War Walkers, Support Platforms can be taken in squadrons of up to 3 models in a single slot and act as individual units after deploying in coherency. If positioned carefully, you can set up and move your Support Platforms so that everything on the table is within their firing arcs. This is made considerably easier when two of the three gun choices ignore line of sight when firing, letting you stick them in deep cover for extra protection. Another positive note is that as a {{W40Kkeyword|GUARDIAN}} unit, it can take advantage of the &#039;&#039;Celestial Shield&#039;&#039; and Ulthwe&#039;s &#039;&#039;Discipline of the Black Guardians&#039;&#039; stratagems to bolster one of your gun&#039;s durability/accuracy in a pinch (admittedly probably best saved strictly for D-Cannon platforms though). That all said though, these Support Weapons are one of the two vehicles in the Craftworld Codex that lack the {{W40Kkeyword|FLY}} keyword, and unlike the War Walkers, also lack any non-webway gate deepstriking options (stratagems or otherwise). This hampers their mobility and deployment options significantly, makes them vulnerable to being tied up in melee and prevents them from being able to scale buildings beyond the first floor. Because of this, you need to be very mindful with their initial deployment if you want to get the most bang for their buck.&lt;br /&gt;
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&#039;&#039;&#039;Weapon Loadout Options&#039;&#039;&#039;: In addition to a standard issue Shuriken Catapult (presumably wielded by the otherwise decorative Guardian Defender included with the platform), your Support Weapons come in three unique flavors, each with their own uses.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Shadow Weaver&#039;&#039;&#039;&lt;br /&gt;
**Discount Night Spinners, a single Shadow Weaver platform costs a third of the cost of a vanilla Night Spinner tank and packs half the total number of shots the tank can bring. Since it&#039;s not remotely as maneuverable or quite as durable as the tank, why bring it? Well, a maxed out &amp;quot;unit&amp;quot; of Shadow Weavers is a point cheaper than the Night Spinner with 3d6 LoS-ignoring shots that can be split against multiple targets as opposed to 2d6 shots that can only target one unit. Against GEQ-type armies or units, this is considerably more useful since the extra point of strength and damage per Night Spinner shot is negligible against such targets. Additionally, where the Night Spinner suffers from a degrading statline, your three 5-wound platforms don&#039;t and due to their smaller size and ability to spread out independently, are much easier to tuck away into deep cover where the enemy can&#039;t see/shoot them.&lt;br /&gt;
*&#039;&#039;&#039;Vibro Cannon&#039;&#039;&#039;&lt;br /&gt;
** Long time ago it used to be a pretty funny weapon, now it just makes d3 shots with S7, AP-1 and d3 damage. The more Vibro Cannons shoot at the same target, the better the wounding and the AP. However, because it needs a line of sight and the model being relatively small it will be rather challenging to find a target to shoot at, and pretty much impossible on maps with ruins. Even if it finds a target, most of the time it won&#039;t do any notable amount of damage. The only funny thing is that if the target does get damaged, it may not advance in the next turn - this can be used to troll large horde units of Orks or Tyranids. As it is now the cheapest option, it is worth considering a little more freely.&lt;br /&gt;
*&#039;&#039;&#039;D-Cannon&#039;&#039;&#039; &lt;br /&gt;
**The most expensive option with half the range of the other two guns, but with considerably more punch. Like the Shadow Weaver, the D-Cannon can shoot its d3 shots at targets regardless of LoS. This compensates for its otherwise average range, especially when those shots are slamming those targets with staggering S12 AP-4 hits that&#039;ll ruin the day of any multi-wound targets relying on toughness and/or high armor saves to protect it. In terms of utility and range, units like your Fire Prism will outperform it individually, though you can take two of these guns for slightly less than the cost of a single Fire Prism for more average shots while also having access to those Guardian stratagems mentioned above.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;War Walkers:&#039;&#039;&#039;  For 55 points you can get one of these on the table with two Shuriken Cannons, or replace said Shuricannons with any other standard Heavy Weapon. The codex returned its ability to flank, essentially allowing you to deep strike, though with an additional caveat of placing the unit within 3&amp;quot; of a table edge on top of the usual 9&amp;quot; from enemies rule. As far as a Heavy Weapon platform goes, it sacrifices staying power for mobility and durability, making it more of a skirmisher-type unit than an anti-tank/monster platform. A 4+/5++ on top of a decent toughness with the ability to flank makes it ideal for assaulting backline infantry or objectives deeper in enemy territory. It also has the benefit of being a modestly priced Heavy Weapons platform and no degrading statline to hamper its accuracy or mobility the more damaged it is. Recommended in Ulthwe or Biel-Tan detachments where it appreciates the extra durability or Shuriken Cannon support respectively. Also an ideal Heavy Weapons platform if you&#039;re looking to cut down on costs for other unit categories. Falls behind Dark Reapers, Fire Dragons, Fire Prisms or Wraithguard in the anti-tank/monster game, and if outflanking your enemy isn&#039;t a priority, Falcons/Wave Serpents or Windriders are recommended Shuricannon platforms instead.&lt;br /&gt;
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&#039;&#039;&#039;Weapon Loadout Options&#039;&#039;&#039;: Your War Walkers are arguably your single-most cost effective platforms for your standard Heavy Weapons, given what they bring to the table for how much you&#039;re paying. As mentioned, each War Walker can take two of these in any combination you desire.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Shuriken Cannon&#039;&#039;&#039;&lt;br /&gt;
**Shuriken cannons are a great choice for War Walkers looking to take advantage of their impressive mobility to harass key infantry units in your Opponent&#039;s flanks or backline gunners. This also makes them very well suited as part of a Biel-Tan detachment.&lt;br /&gt;
*&#039;&#039;&#039;Scatter Laser&#039;&#039;&#039;&lt;br /&gt;
**The cheapest choice, and not a bad one at that. Two of these on a War Walker brings the total cost to a rather respectable 49 points for 8 S6 shots a turn.&lt;br /&gt;
*&#039;&#039;&#039;Starcannon&#039;&#039;&#039;&lt;br /&gt;
**A good middle of the road option, the starcannon is somewhat lackluster unless taken in pairs. Even then, a maximum of 4 shots will not fully clear out any single standard infantry squad in one turn. The lower strength value of these guns compared to your bright lance or AML also makes it somewhat challenging for these to contribute against targets larger than said infantry units. That said, if you have a couple of War Walkers equipped with these, they can prove very effective at slaughtering MEQ targets wholesale.&lt;br /&gt;
*&#039;&#039;&#039;Bright Lance&#039;&#039;&#039;&lt;br /&gt;
**A good choice, especially when taken in pairs, for dealing with enemy tanks or monsters. Despite their mobility, War Walkers are quite content to sit in one spot as needed and just provide heavy fire to key targets across the field&lt;br /&gt;
*&#039;&#039;&#039;Aeldari Missile Launcher&#039;&#039;&#039;&lt;br /&gt;
**Probably the best choice for mixed lists if you have the points. Two AMLs effectively gives each War Walker either 2 S8 AP-2 D1d6 shots or 2d6 S4 AP-1 shots for a very wide variety of targets. Just like the bright lance, taking two of one or one of each will double the cost of your War Walker, so make sure you plan accordingly for it.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wraithlord:&#039;&#039;&#039; The Eldar answer to the Space Marine Dreadnought. Bare bones, it runs 80 points at S7, T8, 10W, compared to the S6, T7, W8 Dreadnought statline, which will likely cost more on average once both are kitted out. The Wraithlord does contend with a degrading statline unlike its Imperial counterpart, but several of the Craftworld attributes can help mitigate that downside (big shoutout to Iyanden). So while the degrading statline sucks, there are a lot of ways to plan around it. With a loadout of two heavy weapons and up to two shuriken catapults/flamers, it is a very flexible and capable choice for your heavy support slots, but it does suffer from some notable competition. War Walkers offer a cheaper, more mobile platform for heavy weapons and have an inbuilt invuln save for extra protection while your tanks can hit harder from farther away. And of course, Dark Reapers. However, unlike literally anything else in this category, Wraithlords are CQC monsters, even if you don&#039;t give it the Ghostglaive. Additionally, as a Spirit Host unit, it can be supported by Spiritseers and Wraithseers for extra synergy. Do also note that as a Wraith unit, the ability to be healed not just by Bonesingers, but the Tears of Isha stratagem shouldn&#039;t be overlooked either. On a modelling note, the plastic Wraithlord has some pretty cool looking assembly options like a sniper rifle style Bright Lance in its hands or the ability to attach the Heavy Weapons to its arms so your model looks far more unique and less derpy than the Bird Walker if that is important to you.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Loadout Options&#039;&#039;&#039;: In addition to the optional and exclusive Ghostglaive, Wraithlords have their pick of any standard Heavy Weapon topped off with a couple of wrist-mounted choices that can let your giant statue fill a number of roles on the field.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Shuriken Catapult&#039;&#039;&#039;&lt;br /&gt;
**A Wraithlord&#039;s default wrist guns that are free of charge. These are always a viable choice, but typically you&#039;ll be sticking with them when you want a mid to long range loadout on your Wraithlord.&lt;br /&gt;
*&#039;&#039;&#039;Flamer&#039;&#039;&#039;&lt;br /&gt;
**One of the few units in your entire army list that can take standard flamers, and damn does it know how to use them. Though taking one or two of these can spike your Wraithlords&#039; point cost, they are shockingly effective on CQC loadouts where the (2)D6 autohitting shots can soften up targets on the charge (yours or theirs). If you&#039;re loading your Wraithlord with longer ranged firepower via bright lances or missile launchers, you&#039;ll probably want to avoid taking these so you aren&#039;t overpaying on the Wraithlord.&lt;br /&gt;
*&#039;&#039;&#039;Shuriken Cannon&#039;&#039;&#039;&lt;br /&gt;
**Shuricannons are fantastic for CQC Wraithlords, as they are the only &amp;quot;heavy&amp;quot; weapons that don&#039;t drop accuracy on the move; a necessary act for one seeking to punch things. They synergize decently with the shuripults if you want to keep it dirt cheap, though the flamers are arguably a better pairing all things considered.&lt;br /&gt;
*&#039;&#039;&#039;Scatter Laser&#039;&#039;&#039;&lt;br /&gt;
**The cheapest choice, though the increased volume of shots will be tempered by the accuracy reduction induced by movement and the degrading statline. Still, it&#039;s a decent anti-GEQ choice for Wraithlords keen on keeping some distance between them and their foes.&lt;br /&gt;
*&#039;&#039;&#039;Starcannon&#039;&#039;&#039;&lt;br /&gt;
**A good middle of the road option, the starcannon is somewhat lackluster unless taken in pairs. Even then, a maximum of 4 shots will not fully clear out any single standard infantry squad in one turn on their own. The lower strength value of these guns compared to your bright lance or AML also makes it somewhat challenging for these to contribute against targets larger than said infantry units. That said, a pair of shuripults costs nothing and can potentially pick off the remaining squaddies left in the wake of these bippers.&lt;br /&gt;
*&#039;&#039;&#039;Bright Lance&#039;&#039;&#039;&lt;br /&gt;
**While the bright lance is a decent answer for bigger, stronger targets like enemy tanks and monsters, the Wraithlord arguably isn&#039;t a good wielder of them. Sure, it can take two of them, but unlike a lot of the vehicles that can take these, Wraithlords have no way to compensate for accuracy debuffs from its damage table or simply from moving. Additionally, if armed with a Ghostglaive, it is much more effective at tank busting in melee with its four S9 attacks hitting at the same AP and Damage values these guns have. Take these on something like a War Walker if you desperately need them.&lt;br /&gt;
*&#039;&#039;&#039;Aeldari Missile Launcher&#039;&#039;&#039;&lt;br /&gt;
**A mixed bag, the AML can function against a much wider array of targets than a lot of the Wraithlord&#039;s other choices here, but it is tied with the bright lance as the most expensive option and encourages a more sedentary playstyle for the Wraithlord; something other units in your army can do more cost effectively than it can. A pair of these matched with a couple flamers can unleash 4d6 shots (2d6 at AP-1 of course) against a single target and be semi-reliably followed up with a charge for maximizing damage, though such a loadout maximizes your Wraithlord&#039;s point cost and the problems of accuracy on the move with these still haunt it.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warp Hunter (Forge World):&#039;&#039;&#039; A Falcon-chassis tank that decided the Pulse Laser didn&#039;t have enough oomph, and tossed the twin heavy weapon turret in exchange for a giant Distortion gun. The onboard D-Flail isn&#039;t quite as powerful as a conventional D-Cannon (S10 as opposed to S12), but it makes up for this slight weakness by a longer base range of 36&amp;quot; and a slight bump up from Heavy d3 to Heavy 2d3 when targeting infantry blobs of 10 or more models. Additionally, it has an autohitting Heavy d6 12&amp;quot; S10 AP-4 D1d6 flamer profile for ripping apart anything that gets a bit too close. While these weapons make the Warp Hunter quite versatile against infantry and vehicles alike, it does have a few shortcomings compared to the other tanks in your Heavy Support list. At a reduced price point of 175 (much more reasonable for what it was before CA 2018), it is still your single-most expensive Falcon chassis tank while not really offering anything that outshines one of your cheaper options. Yes, the D-Flail can punch holes in tanks, but Fire Prisms can do so for cheaper and farther away. The rift profile may shred infantry, but the Night Spinner does so with more shots and more consistent damage for considerably less. It is, however, flexible enough to perform well for any real role in your list and is certainly worth considering if you can spare the points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lynx (Forge World):&#039;&#039;&#039; At a staggering 325 points base, the Lynx comes stock with a Shuriken Cannon and a Lynx Pulsar with the option to trade in the Shuricannon for any other standard heavy weapon, as well as its Lynx Pulsar for a Sonic Lance. Depending on how dead you want your targets, the Sonic Lance fires off a slew of shots that always wound infantry on a 2+ at AP-3, or you can stick with the vanilla Lynx Pulsar for some long range heavy bombardment depending on the mode. In addition to the sheer firepower this thing can lay on the table, it&#039;s capable of shifting from a ground-bound hover tank into a skyward Lumbering Flyer to deliver its steaming payloads on unsuspecting targets far more quickly than they may have anticipated. Keep in mind that as a lumbering flyer, it&#039;s not nearly as maneuverable as any other flyer the eldar can take, so plan ahead before you rush your pricey flying tank into a tight spot. At toughness 7 with 16 Wounds and only a 3+ save (and no -1 to hit even while airborne), it can very easily succumb to massed fire if carelessly positioned.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Loadout Options&#039;&#039;&#039;: Your Lynx has two primary choices for their main weapon and is privileged with its fair choice of standard heavy weapons it can sling as a side arm.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Shuriken Cannon&#039;&#039;&#039;&lt;br /&gt;
**Your standard choice and debatably the weakest choice. Sure, you can advance and still fire this, but that niche is completely unnecessary on a vehicle that can turn itself into a standard flier and back at will. You&#039;ll either want to take something to reduce the cost you&#039;re paying or compliment the main gun you&#039;re using.&lt;br /&gt;
*&#039;&#039;&#039;Scatter Laser&#039;&#039;&#039;&lt;br /&gt;
**The cheapest choice and the best for maximizing how many shots you put out a turn. This should probably be your &amp;quot;default&amp;quot; if nothing else really interests you.&lt;br /&gt;
*&#039;&#039;&#039;Starcannon&#039;&#039;&#039;&lt;br /&gt;
**Normally a decent enough choice, the starcannon offers very little to compliment the lynx compared to your other options. As they say, go big or go home.&lt;br /&gt;
*&#039;&#039;&#039;Bright Lance&#039;&#039;&#039;&lt;br /&gt;
**A decent enough choice to pair with the pulsar, aside the drop in strength, the bright lance shares the same AP and damage values as the Salvo mode, making it a fairly decent follow up against hard targets.&lt;br /&gt;
*&#039;&#039;&#039;Aeldari Missile Launcher&#039;&#039;&#039;&lt;br /&gt;
**A solid enough choice for either of the main guns, the AML can both compliment the strengths or offer coverage over whatever main gun it&#039;s tethered to. Just note, if you take one of these with the sonic lance, you&#039;re spending 405 points on a single 16 wound tank &#039;&#039;without&#039;&#039; upgrades. Consider what else you can buy for that pile of points (and cash, if you&#039;re looking to actually buy one) before you settle on it.&lt;br /&gt;
*&#039;&#039;&#039;Lynx Pulsar&#039;&#039;&#039;&lt;br /&gt;
**The default cannon and a pale imitation of the &amp;quot;real deal&amp;quot; pulsars that can be found among your super-heavy tanks, the Lynx Pulsar has two firing modes. The first, Salvo, fires two S12 AP-4 Dd6 shots a decent 36&amp;quot; down range, making it an effective vehicle/monster killer. The second mode, Saturation, fires 48&amp;quot; 2d3 S7 AP-3 Dd3 shots across the table, making it better at dealing with MEQ/TEQ squads. If you want to take a pulsar but don&#039;t want to be burdened with some kind of Super Heavy detachment tax, then the lynx pulsar &#039;&#039;can&#039;&#039; fill that role. You&#039;d be better off just taking two Fire Prisms for what you&#039;re paying though; literally every profile on their prism cannon is better than what the lynx pulsar provides for under half the cost.&lt;br /&gt;
*&#039;&#039;&#039;Sonic Lance&#039;&#039;&#039;&lt;br /&gt;
**For a staggering 60 point upcharge, you get a single profile cannon with a tragically impotent range of 18&amp;quot;. However, it makes up for this literal shortcoming with a hellstorm of fire; 3d6 shots at AP-3 will shred all {{W40kKeyword|Infantry}} on a 2+, letting it punch through any single squad a turn, bar perhaps the biggest blobs of Boyz/Gaunts. Against anything else, it wounds non-infantry on a 4+, reasonably better than many dedicated anti-infantry guns in the game. This would be a fantastic weapon if not for the fact that it brings the Lynx just shy of 400 points, a price that could be better spent on cheaper, cost effective options that can do the job just as reliably.&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; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vehicle Upgrade Options&#039;&#039;&#039;: Like a lot of your fully fledged tanks, you may choose to enhance the Lynx with the standard selection of bits and baubles that improve its performance offensively and defensively.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Crystal Targeting Matrix&#039;&#039;&#039;&lt;br /&gt;
**As ever, this one&#039;s practically a must-have; especially if you plan on utilizing the Sky Hunter ability. A measly 5 points to prevent accuracy dips when you move your lynx is definitely worth it, even if it does restrict your targets a bit.&lt;br /&gt;
*&#039;&#039;&#039;Soul Stones&#039;&#039;&#039;&lt;br /&gt;
**Another worthy upgrade to consider, a 6+ FNP can come into play quite frequently given the 16 wounds the Lynx has (in an ideal world). Pair this with the usual Iyanden/Alaitoc or Students of Vaul craftworld attributes to maximize your durability.&lt;br /&gt;
*&#039;&#039;&#039;Star Engines&#039;&#039;&#039;&lt;br /&gt;
**Given that you can shift the Lynx into a flier with a minimum movement of 20&amp;quot;, you&#039;re &#039;&#039;not&#039;&#039; ever going to find a situation you regret not taking this. So don&#039;t.&lt;br /&gt;
*&#039;&#039;&#039;Vectored Engines&#039;&#039;&#039;&lt;br /&gt;
**Less of a hard pass compared to the star engines, the vectored engines are marginally more useful when you&#039;re trying to get the lynx out of dodge. However, as every gun on the lynx is classified as heavy (bar the shuricannon), you&#039;re sacrificing all the firepower you spent 330-410 points on for the turn. Probably not something you should be planning on doing.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Firestorm (Forge World, Open/Narrative Play only):&#039;&#039;&#039; A Falcon-Chassis tank that functions as an effective anti-air platform, the Firestorm&#039;s main gun fires 12 Scatter Laser shots up to 60&amp;quot; away, gaining a to-hit bonus against any units with the {{W40Kkeyword|FLY}} keyword, and suffering a to-hit penalty against anything without it. Otherwise, it is functionally a Falcon, retaining the same statline and vehicle equipment options available to the other tanks in this category. It is even able to transport up to 6 models, even if the range on its Scatter Lasers encourages a sedentary gun-line role for the tank. Despite Forge World providing a data-sheet with updated rules for the Firestorm, it is unfortunately restricted to Open and Narrative play; no point values have been assigned to this unit and, for the foreseeable future, will not be.&lt;br /&gt;
&lt;br /&gt;
===Lords of War===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Wraithknight]]:&#039;&#039;&#039; Your one and only non-Forgeworld Lord of War and the eldar answer to the Imperial Knight. While the Wraithknight has a couple advantages over the Imperial Knight in the form of flexible psychic support, it is &#039;&#039;very&#039;&#039; outclassed in terms of durability and firepower and can still underperform even with babysitter Farseers and Spiritseers doing everything in their power to help your WK earn its points back. Thankfully GW has noticed the general lack of Wraithknights in official tournaments over the past few years and has consistently been lowering its point cost to encourage its use. Unfortunately, even at a newly revised 285pts base, it&#039;s still a bit too expensive for what it brings to the table (you could bring ten Wraithguard for the cost of one Heavy Wraithcannon Wraithknight. Just saying, 10 S10 AP-4 shots are better than 4 S16 AP-4 shots if you&#039;re looking for anti-tank/monster options). In larger point games (1800+) it might be worth bringing as a semi-[[DISTRACTION CARNIFEX]] because despite its impracticality, it is still a very powerful unit that can and will kill everything it engages at range or in melee.&lt;br /&gt;
**It&#039;s worth noting that with the Wraithguard vs Wraithknight comparison one important factor is missing - range.  Beyond 12&amp;quot; Wraithguard kill absolutely nothing and a full unit of 10 have to slog it across the table on foot unless you spend a CP to drop them in or throw points at a Vampire.&lt;br /&gt;
**Apparently someone took one of these to an ITC major and actually did pretty well. The strategy revolves around using Expert Crafters for consistency with its Wraithcannon shots, along with a wraith host spiritseer giving it a 4++ every turn with the Spirit Shield stratagem. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Loadout Options&#039;&#039;&#039;: Wraithknights come stock with Titanic Wraithbone Fists (which you won&#039;t be using believe me) and a stomp equivalent Titanic Feet that can be used now as a weapon (now go to), Titanic feet if chosen as a weapon gives 3 attacks instead of 1, pumping Attacks up to 12 (4*3), having S:8, AP-2 and dealing d3 damage each.  And this is a statistically better weapon against everything short of another Superheavy. Each Wraithknight also comes with a primary weapon loadout that you can compliment with an assortment of shoulder mounted Heavy Weapons.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Shuriken Cannon&#039;&#039;&#039;&lt;br /&gt;
**Shuricannons are a legitimate waste of a slot here. Wraithknights don&#039;t suffer hit penalties for moving and shooting heavy weapons, so the one advantage the Shuricannon has over the other heavy weapons that you can still advance and shoot (with penalties). Skip this one.&lt;br /&gt;
*&#039;&#039;&#039;Scatter Laser&#039;&#039;&#039;&lt;br /&gt;
**The Scatter Laser is the best anti-horde choice you can pair with your Wraithknight. Two of these can help alleviate the low shot volume the double Heavy Wraithcannons suffer from and can still contribute towards harder targets for the lucky chip damage here and there. It&#039;s also your cheapest choice, so stick with it as the default if you&#039;re short on points.&lt;br /&gt;
*&#039;&#039;&#039;Starcannon&#039;&#039;&#039;&lt;br /&gt;
**A good premium option that pairs very nicely with the Suncannon for rather obvious reasons. Great for taking on anything with half a decent armor save or multiple wounds to their name but is your most expensive shoulder option.&lt;br /&gt;
* &#039;&#039;&#039;Double Heavy Wraithcannons&#039;&#039;&#039;&lt;br /&gt;
**A go to long-range vehicle/monster wrecker now each one is an Assault 2 S16 AP-4 d6 dmg, which will punch through most armor saves and wound basically everything in the game on a 2+. While these potent cannons can cast down everything from Leman Russ tanks to other Wraithknights, it does nothing to ease how many points you&#039;ll be spending to field this beast.&lt;br /&gt;
* &#039;&#039;&#039;Suncannon and Scattershield&#039;&#039;&#039;&lt;br /&gt;
**Still a viable TEQ killer now Heavy 2d6 AP-3 and 2 dmg. A bit more survivable with a scattershield but quite a bit weaker with variable shots and still forced to roll to hit after. But if you look closely you&#039;ll see it&#039;s actually Avenger knight minigun, but it&#039;s not Heavy 12.&lt;br /&gt;
* &#039;&#039;&#039;Titanic Ghostglaive and Scattershield&#039;&#039;&#039;&lt;br /&gt;
**Now the cheapest variant, and the most situational dealing flat 6 damage and wounding everything on 2+ due to Str 16, but with only 4 attacks hitting on 3+ it might find its use only in matchups against other Superheavies, ranged loadouts in particular. If you&#039;re expecting the enemy titans to be CQC oriented, it may be in your better interest to take the Wraithcannon loadout. Against anything else, take the Suncannon or Wraithcannons; stomping attacks are considerably more effective against everything else.&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;
*&#039;&#039;&#039;Skathach Wraithknight (Forge World):&#039;&#039;&#039; Essentially a premium Wraithknight, the Skathach variant shares the exact same statline of the standard WK, though it serves a significantly different role than the basic version. To start, the Skathach lacks the melee potential the normal Wraithknight has since it can&#039;t take the sword. Additionally, all of the guns available to it lack the eye-watering strength that the Heavy Wraithcannons posses. In exchange, the Skathach is far more equipped to face infantry hordes and lighter vehicles due to its much higher shot volume compared to its basic brother. Additionally, the regular WK lost the ability to deepstrike in the transition from 7th to 8th where the Skathach retains this ability as well as the ability to leave the battlefield and re-deepstrike on the next turn. Take caution, however, as if the game ends before it gets a chance to return, it is considered slain. &lt;br /&gt;
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&#039;&#039;&#039;Weapon Loadout Options&#039;&#039;&#039;: Skathach Wraithknights share the same Titanic Wraithbone Fists, shoulder-mounted heavy weapons and Titanic Feet that regular Wraithknights have. Unlike the regular version, the weapon loadout available to the Skathach Wraithknight is a bit more flexible this edition than it used to be; it can mix and match the primary weapons with each other as you see fit. Take two, one of each, or pair one or the other with a scattershield depending on what you want this behemoth to do.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Shuriken Cannon&#039;&#039;&#039;&lt;br /&gt;
**Shuricannons are a legitimate waste of a slot here. Skathach Wraithknights don&#039;t suffer hit penalties for moving and shooting heavy weapons, so the one advantage the Shuricannon has over the other heavy weapons is rendered moot. Skip this one.&lt;br /&gt;
*&#039;&#039;&#039;Scatter Laser&#039;&#039;&#039;&lt;br /&gt;
**The Scatter Laser is the best anti-horde choice you can pair with your Skathach Wraithknight. Pair these with your Deathshroud Cannons to erase blobs indiscriminately. It&#039;s also your cheapest choice, so stick with it as the default if you&#039;re short on points.&lt;br /&gt;
*&#039;&#039;&#039;Starcannon&#039;&#039;&#039;&lt;br /&gt;
**A good premium option. Great for taking on anything with half a decent armor save or multiple wounds to their name but is your most expensive shoulder option.&lt;br /&gt;
* &#039;&#039;&#039;Deathshroud Cannon&#039;&#039;&#039;&lt;br /&gt;
**Take these when you want your Wraithknight to become the biggest Warp Spider in existence. The loss of templates hurts the effectiveness of this once formidable blob blender. It retains its two firing modes; being able to fire a focused blast at 10&amp;quot; for Heavy 2D6 shots at S7 AP0, or a dispersed blast at 48&amp;quot; for only Heavy D6 S8 AP-2 shots doing D3 damage apiece. Similar to its tinier Deathspinner cousins, the Deathshroud cannon gets a juicy AP-4 for every wound roll of a 5+ you get. While it will still effectively end whatever infantry (and even some light vehicles) it blasts with this gun, it can no longer indiscriminately erase those 20+ conscript blobs marching across the field in one shooting round the way it used to.&lt;br /&gt;
*&#039;&#039;&#039;Inferno Lance&#039;&#039;&#039;&lt;br /&gt;
**This puppy is essentially what you get if you upsized a Fire Dragon&#039;s Fusion Gun and churned out the dakka; 24&amp;quot; Heavy D6 S8 AP-4 for D6 damage that lets you roll 2D6 and discard the lowest roll at half range. This gun will let you ruin the day of whatever tank that looks at you funny. Keep in mind though, unless all those puny little infantry models within that 12-24&amp;quot; range are either more eldar or armed with nothing but knives, expect heavy amounts of return fire.&lt;br /&gt;
* &#039;&#039;&#039;Scattershield&#039;&#039;&#039;&lt;br /&gt;
**The option to make your overcosted titan less so, this will give the SWK a 5++ at the cost of one of its other unique cannons. Honestly the best choice since it&#039;ll help stretch those 12 wounds that keep your Wraithknight remotely effective while giving you 40+ points to spend on more infantry or upgrades for other, more cost effective vehicles you may be fielding with it. A Deathshroud+Scattershield SWK is the cheapest loadout available if you&#039;re looking to pinch pennies.&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;
*&#039;&#039;&#039;Scorpion (Forge World):&#039;&#039;&#039; Your first superheavy tank and the most suited to taking on anything from infantry blobs to enemy tanks. With a BS of a 2+ and a range of 60&amp;quot; on the twin Scorpion Pulsar, you can safely camp this in your back line and thoroughly erase any single unit with its jaw-dropping 4d6 S12 AP-4 D3 (D6 on wound rolls of 6+) shots a turn. The inability to target more than one unit a turn with this potentially high shot volume does mean that your super tank will struggle to earn back its points in most standard games (and at 700pts base, it&#039;s got a &#039;&#039;lot&#039;&#039; of work to do to be worth it). Defensively, it is equipped with the same Distort Fields all your Forgeworld Titanic vehicles come with and is relatively stacked at T8 and 26W. Take it as either Iyanden, Alaitoc or make one of the custom attributes the Students of Vaul to capitalize on this durability.&lt;br /&gt;
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&#039;&#039;&#039;Weapon Loadout Options&#039;&#039;&#039;: The Twin Scorpion Pulsar is your only primary weapon and the single reason you&#039;d consider bringing this tank. It does, however, have one standard heavy weapon equipped in addition that you can equip as you see fit.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Shuriken Cannon&#039;&#039;&#039;&lt;br /&gt;
**Shuricannons are the default option and the only one that will work if you need to advance your Scorpion for some reason (though you &#039;&#039;really&#039;&#039; should never advance the Scorpion, or that&#039;s 700 points you&#039;re not using that turn). It is a...decent choice that has the potential to rend, but the inconsistency of it isn&#039;t really worth taking over the scatter laser.&lt;br /&gt;
*&#039;&#039;&#039;Scatter Laser&#039;&#039;&#039;&lt;br /&gt;
**The Scatter Laser is the cheapest choice and arguably the best to pair with the pulsar for laying down as many shots a turn as possible. 4 S6 shots at a 36&amp;quot; range is quite nice as a source of supplemental firepower for what it costs. May as well take it.&lt;br /&gt;
*&#039;&#039;&#039;Starcannon&#039;&#039;&#039;&lt;br /&gt;
**The starcannon, while great for killing MEQ targets, lacks the firepower damage, volume and range that would allow it to perform even decently as an addon to your Scorpion. Pass.&lt;br /&gt;
*&#039;&#039;&#039;Bright Lance&#039;&#039;&#039;&lt;br /&gt;
**A pretty hard pass. You&#039;re not hurting for high strength or high AP firepower, and the very variable d6 damage just can&#039;t compare to the flat 3 or 6 damage the pulsar deals per wound.&lt;br /&gt;
*&#039;&#039;&#039;Aeldari Missile Launcher&#039;&#039;&#039;&lt;br /&gt;
**Another weapon to skip. It doesn&#039;t matter if you want to use the single shot S8 d6 damage profile or the d6 shot S4 profile, it&#039;s just far too tempermental to pair with the pulsar. &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;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vehicle Upgrade Options&#039;&#039;&#039;: The Scorpion can take any and all of the standard vehicle upgrades, and with the points you&#039;re spending on it, several of these are seriously worth considering.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Crystal Targeting Matrix&#039;&#039;&#039;&lt;br /&gt;
**A measily 5 more points lets your Scorpion keep its fantastic BS 2+ after moving, even if it limits your targeting options. For anyone looking to take advantage of the Scorpion&#039;s distort fields, this is a must.&lt;br /&gt;
*&#039;&#039;&#039;Soul Stones&#039;&#039;&#039;&lt;br /&gt;
**Given you&#039;re spending at least 700 points on this tank, spending a mere 10 more points to give it a 6+ FNP should be an easy sell. With 26 wounds, you won&#039;t be hurting for opportunities for this to come into play and when paired with Iyanden or Alaitoc, possibly even Bonesinger support, you&#039;ll have a disgustingly durable tank. That said, if you have a Fortune Farseer or for some inconceivable reason wish to run this in an Ulthwé detachment, you can skip this.&lt;br /&gt;
*&#039;&#039;&#039;Star Engines&#039;&#039;&#039;&lt;br /&gt;
**Never take this. There&#039;s virtually never a time you&#039;ll be hurting for an excuse to use the extra d6 movement when you advance, even if it makes it easier to improve your distort field saves.&lt;br /&gt;
*&#039;&#039;&#039;Vectored Engines&#039;&#039;&#039;&lt;br /&gt;
**Kind of a similar boat as the star engines. Yes, especially when paired with Alaitoc, the -1 to hit on top of the distort field invuln can make your tank especially frustrating to target. But as it&#039;s only active if you advance (and it&#039;s very challenging to find a legitimate reason to advance and forgo a round of shooting your Twin Scorpion Pulsar), it isn&#039;t worth investing in.&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;
*&#039;&#039;&#039;Cobra (Forge World):&#039;&#039;&#039; The premier anti-tank/superheavy available to craftworlders at a hefty 550 points, the Cobra&#039;s main armament consists of the D-Impaler; a Heavy d6 S16 AP-5 gun that does an extra d3 mortal wounds per wound roll of a 6+ you make. When it has 15+ wounds (or 8+ for {{W40Kkeyword|Iyanden}} Cobras), it hits on 2&#039;s, so you&#039;ll have plenty of opportunities for those wound rolls! Aside this primary gun, it only has one other standard Heavy Weapon (of your particular choice) that it can fire, meaning that while this tank can all but ensure whatever it shoots gets thoroughly erased; it is particularly ineffective against horde/infantry-focused armies. Like most {{W40Kkeyword|Titanic}} models of the Craftworlders, the Cobra &#039;&#039;can&#039;&#039; take advantage of inbuilt Distort Fields to confer movement-based invuln saves, though this can only be reasonably done for the 9-16&amp;quot; 5++ range (with CTM support to remove the penalties somewhat). Should your Cobra become the center of your opponent&#039;s attention, you&#039;ll probably want to make sure no allied models are within a foot of the thing should it be close to death; if you roll a 4+ when the Cobra dies, everything within 2d6&amp;quot; takes d6 Mortal Wounds as the Cobra implodes into a Warp-Rift. You could try to take advantage of this and suicide bomb a severely wounded Cobra deep into enemy lines to quite literally rip a hole in their defenses, though it requires a fair bit of luck on your part and plain ignorance on your opponent&#039;s. Still a pretty hilarious way to get the last laugh though.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Loadout Options&#039;&#039;&#039;: The D-Impaler is your one and only main weapon and the single reason you&#039;d consider bringing this tank. It does, however, have one standard heavy weapon the Cobra can side arm in situations that call for it.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Shuriken Cannon&#039;&#039;&#039;&lt;br /&gt;
**Shuricannons are the default option and the only one that will work if you need to advance your Cobra for some reason (though you &#039;&#039;really&#039;&#039; should never advance the Cobra, or that&#039;s 540 points you&#039;re not using that turn). It is a...decent choice that has the potential to rend, but the inconsistency of it isn&#039;t really worth taking over the scatter laser.&lt;br /&gt;
*&#039;&#039;&#039;Scatter Laser&#039;&#039;&#039;&lt;br /&gt;
**The Scatter Laser is the cheapest choice and arguably the best to pair with the D-Impaler for laying down as many shots a turn as possible. 4 S6 shots at a 36&amp;quot; range is quite nice as a source of supplemental firepower for what it costs. May as well take it.&lt;br /&gt;
*&#039;&#039;&#039;Starcannon&#039;&#039;&#039;&lt;br /&gt;
**The starcannon, while great for killing MEQ targets, lacks the firepower damage, volume or range that would allow it to perform even decently as an addon to your Cobra. Pass.&lt;br /&gt;
*&#039;&#039;&#039;Bright Lance&#039;&#039;&#039;&lt;br /&gt;
**A pretty hard pass. You&#039;re not hurting for high strength or high AP firepower, and the singular d6 damage can&#039;t really compare to the 2d6 damage each D-Impaler shot deals, ignoring the potential for mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Aeldari Missile Launcher&#039;&#039;&#039;&lt;br /&gt;
**Another weapon to skip. It doesn&#039;t matter if you want to use the single shot S8 d6 damage profile or the d6 shot S4 profile, it&#039;s just far too tempermental to pair with the D-Impaler. &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;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vehicle Upgrade Options&#039;&#039;&#039;: The Cobra can take any and all of the standard vehicle upgrades, and with the points you&#039;re spending on it, several of these are seriously worth considering.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Crystal Targeting Matrix&#039;&#039;&#039;&lt;br /&gt;
**A measily 5 more points lets your Cobra keep its fantastic BS 2+ after moving, even if it limits your targeting options. For anyone looking to take advantage of the Cobra&#039;s distort fields, this is a must.&lt;br /&gt;
*&#039;&#039;&#039;Soul Stones&#039;&#039;&#039;&lt;br /&gt;
**Given you&#039;re spending at least 540 points on this tank, spending a mere 10 more points to give it a 6+ FNP should be an easy sell. With 26 wounds, you won&#039;t be hurting for opportunities for this to come into play and when paired with Iyanden or Alaitoc, possibly even Bonesinger support, you&#039;ll have a disgustingly durable tank. That said, if you have a Fortune Farseer or for some inconceivable reason wish to run this in an Ulthwé detachment, you can skip this.&lt;br /&gt;
*&#039;&#039;&#039;Star Engines&#039;&#039;&#039;&lt;br /&gt;
**Never take this. There&#039;s virtually never a time you&#039;ll be hurting for an excuse to use the extra d6 movement when you advance, even if it makes it easier to improve your distort field saves.&lt;br /&gt;
*&#039;&#039;&#039;Vectored Engines&#039;&#039;&#039;&lt;br /&gt;
**Kind of a similar boat as the star engines. Yes, especially when paired with Alaitoc, the -1 to hit on top of the distort field invuln can make your tank especially frustrating to target. But as it&#039;s only active if you advance (and it&#039;s very challenging to find a legitimate reason to advance and forgo a round of shooting your D-Impaler), it isn&#039;t worth investing in.&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;
*&#039;&#039;&#039;Vampire Raider (Forge World):&#039;&#039;&#039;  After a year and a half of being merged in 7th, the two Vampires are separate entries again. The Vampire Raider distinguishes itself by its insane transport capacity of 30 units that can easily drop passengers up to 70&amp;quot; away in only one turn. That&#039;s fuck&#039;n fast! in addition, the Raider enjoys a rather sturdy 32 wounds at T8 with the Distort invuln save usually reserved for Titans. Unlike said titans, it&#039;s actually rather likely the Raider will be making full use of the 5+ or 4+ profile. The built in CTM allows it to fire off its Scatter laser and both Twin Pulse Lasers (Heavy 4 S8 AP-3 3 damage profiles each) against the closest threats without penalty; a plus for a rather fast aerial unit (note that with the Chapter Approved update it always counts as Stationary when moving, so the CTM has no use anymore). Not only does it enjoy the Wings of Khaine special rule, but it may also shift to a Hover mode to remain sedentary should you need. Doing so costs it Hard to Hit, Wings of Khaine and Airborne abilities, so be cognizant of its surroundings if you do so. Keep in mind, the Vampire Raider benefits from Craftworld Attributes, so taking it in an Iyanden or Alaitoc detatchment will maximize its efficiency/durability and is highly recommended (especially if you want to drop 10+ Wraithguard/blades on your opponent all at once) In addition Errata gave it the Colossal Flyer rule that the other Superheavy Flyers have, adding 12&amp;quot; to ranges meaning bolters right under it can&#039;t Rapid Fire at them anymore, and it never gets a penalty for firing heavy weapons.&lt;br /&gt;
** Both of the Vampires technically do not count as a Flyer Battlefield Role (FOC slot) as they are Lords of War, so they are able to control objectives, and do not count as Flyers for &amp;quot;Boots on the Ground&amp;quot;. &lt;br /&gt;
*&#039;&#039;&#039;Vampire Hunter (Forge World):&#039;&#039;&#039; Essentially a Scorpion that moves faster, has more HP, -1 to hit and is currently out of production from FW.  Being able to fire the Pulsars in any direction was a huge improvement.  Twin Pulsar is Heavy 4 D6, Str12, AP-4 D D6 and 6&#039;s to wound do an extra D6 damage, and it never gets a penalty for firing heavy weapons. With Craftworld attributes affecting vehicles this is one of the best flyer available. If you go Iyanden your precious LoW is staying effective for twice as long; something no other army can claim. Alaitoc and Colossal Flyer will always confer a -2 to hit which can go even to -3 with stratagems which is hilarious for a LoW. With 8 pulse laser shots and 4d6 S12 pulsar it can be the most annoying DISTRACTION CARNIFEX to get rid of and surely the most mean.&lt;br /&gt;
** Errata gave it the Colossal Flyer rule that the other Superheavy Flyers have, adding 12&amp;quot;  to ranges meaning bolters right under it can&#039;t Rapid Fire at them anymore. And it no longer gets -1 to hit when moving (which will be nearly always).&lt;br /&gt;
** Chapter Approved 2017 puts the cost of The Vampire Hunter (not the Raider) at a ridiculous 1500pts - a whopping 62% increase!&lt;br /&gt;
** Both of the Vampires technically do not count as a Flyer Battlefield Role (FOC slot), but Lords of War, so they are able to control objectives, and do not count as Flyers for &amp;quot;Boots on the Ground&amp;quot;.&lt;br /&gt;
 &lt;br /&gt;
====Conclave Titans====&lt;br /&gt;
These are the largest and most powerful aeldari war machines you could ever use... if they weren&#039;t so eye-wateringly expensive to both buy and field. The only realistic time you could expect to field even one of these would be in an Apocalypse game, or in a ≥3000 point list and even then, they&#039;ll leave virtually no wiggle room for any other units you might want to support them with. Another significant downside is, unlike literally everything else listed on this page, Revenant and Phantom titans are {{W40Kkeyword|&amp;lt;Conclave&amp;gt;}}, not {{W40Kkeyword|&amp;lt;Craftworld&amp;gt;}}. According to forgewold xenos index the &amp;lt;Conclave&amp;gt; is the same as craftworld. Therefore you can use stratagemts, powers and get attributes. If you do field one of these titans, take advantage of their prodigious range to rain hell upon your foes from the other side of the table (or from a table away, if you&#039;re playing a big enough game) to keep these behemoths alive.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Revenant Titan (Forge World):&#039;&#039;&#039; Elegant scout titan that can {{W40Kkeyword|fly}}, and is the equivalent to the Imperium&#039;s Reaver/Scout Titan. With a toughness of 9 and 32 wounds, you would expect that the Revenant titan would be rather difficult for your opponent to put down without a titan of their own. But, having only a 3+ Armor save and an invulnerable save &#039;&#039;entirely&#039;&#039; reliant on moving/advancing as far as possible means that even S5 weapons with any AP value stand an honest chance of shaving off some wounds. What&#039;s worse, is that while the Revenant has an impressive 32&amp;quot; movement (with an auto 18&amp;quot; advance) and the ability to give no fucks about ground-bound things like terrain and enemy units, the Revenant&#039;s damage table drops that movement down to 24&amp;quot;, 18&amp;quot; and 8&amp;quot; respectively, making it mandatory to advance just to keep some semblance of an invuln save as it gets worn down. Granted, now that this thing costs 2000 (seriously, what the flying fuck?) points for only 8 more wounds than a single Wraithknight, who can also have an invuln save not reliant on movement, there is absolutely no reason to take this. Ever. Literally everything it can bring to the table even other eldar &#039;&#039;Titans&#039;&#039; can do cheaper.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Loadout Options&#039;&#039;&#039;: Revenant Titans are equipped with a Titanic Stride (S9 AP-3 D3 stomp attacks that make 3 hit rolls per attack like the Wraithknight&#039;s stomp attack) and a Cloudburst Missile Launcher ( 2d6 S8 AP-2 D1d3 that adds +1 to hit against units that {{W40Kkeyword|fly}}). Outside of that, they have exactly two choices in primary armament.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Pulsar&#039;&#039;&#039;&lt;br /&gt;
**The default loadout, each Pulsar is a Heavy 2d6 S12 AP-4 cannon that does d6 damage on a normal wounding roll, and 2d6 on a wound roll of 6+. All in all a pretty good weapon, but again is relatively underwhelming for a Titanic unit given that it&#039;s a Heavy weapon as opposed to a Macro. I guess at least it can fire Overwatch and has massive range?&lt;br /&gt;
*&#039;&#039;&#039;Sonic Lance&#039;&#039;&#039;&lt;br /&gt;
**One of the few good blob-blenders that still exist. Each Sonic Lance, while pitifully ranged at 18&amp;quot;, fires an unholy 3d6 shots that wounds Infantry on a 2+ with an AP of -3 to erase most standard saves. That said, taking these means that your Revenant is always going to be in range of some heavy hitting weapon or another. Additionally, if your opponent is smart and fielded Monsters, Vehicles, or a Titan of their own, then you&#039;ll only hurt those on a 4+. Not ideal odds for such a pricey unit. Unless your opponent is idiotic enough to field only infantry against your Revenant, it&#039;s probably better to stick with the Pulsars. 60&amp;quot; range great for staying out of mid-to-long ranges and S12 will wound basically all infantry on a 2+ anyways with most vehicle/monsters getting hit with a harder AP that wounds on a 3+ doing d6 damage instead of just 1 at the cost of d6 more shots (inconsequential for most infantry units anyways, with their 5-10 man average).&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;
*&#039;&#039;&#039;Phantom Titan (Forge World):&#039;&#039;&#039; At 60 wounds with access to the only Macro weapons in the entire Aeldari arsenal, the Phantom is basically the best (and only real) option when it comes to dealing with equivalent enemy titans. Despite nearly being twice as durable as a Revenant titan with access to heavier firepower, the Phantom clocks in at only 400 points more than its half-sized kin. In addition to all the other standard Titanic unit rules, the Phantom can also buff other {{W40Kkeyword|&amp;lt;Conclave&amp;gt;}} units (if you&#039;re playing in such an absurdly high-point Apocalypse game to begin with) by letting them re-roll failed to-hit rolls once every turn.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon Loadout Options&#039;&#039;&#039;: Phantom Titans are equipped with a Titanic Stride (S9 AP-3 D3 stomp attacks that make 3 hit rolls per attack like the Wraithknight&#039;s stomp attack) and a Voidstorm Missile Launcher ( 2d6 S8 AP-3 D1d3 that adds +1 to hit against units that {{W40Kkeyword|fly}}). Outside of that, they have three interchangeable weapon choices in primary armament per arm and a support weapon mounted in the chassis.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Starcannon&#039;&#039;&#039;&lt;br /&gt;
**The default gun wedged into the missile silos, the Starcannon is the default and cheapest choice in this slot. With only two S6 shots, there&#039;s precious little this weapon can really contribute to targets that you&#039;ll actually want your Phantom Titan engaging. Given you&#039;re already nearly 2400pts for this, just go ahead and spend the extra 7 points to replace this with a bright lance. You have &#039;&#039;far&#039;&#039; more cost effective means to field starcannons if you really want them.&lt;br /&gt;
*&#039;&#039;&#039;Bright Lance&#039;&#039;&#039;&lt;br /&gt;
**For just a couple pennies over the starcannon, give your Phantom a single shot gun more in line with the Voidstorm Missile Launcher profile (S8) that can be used in conjunction with it as a finishing flourish, as needed. May as well take it.&lt;br /&gt;
*&#039;&#039;&#039;Dire Pulsar&#039;&#039;&#039;&lt;br /&gt;
**The longest ranged weapon available to it, as well as its default weapon, the Dire Pulsar is the first of the Phantom&#039;s two Macro weapons. Firing 2d6 shots at S14 at AP-5 120&amp;quot; downrange, whatever it&#039;s hitting is not getting an armor save. Additionally, like the smaller Pulsar, a 6+ wound roll causes it to do 2d6 damage as opposed to just a d6.&lt;br /&gt;
*&#039;&#039;&#039;D-Bombard&#039;&#039;&#039;&lt;br /&gt;
**Though D-Strength is gone, S16 at AP-5 comes about as close to it as you can get anymore. While it sacrifices the range and volume of shots the D. Pulsar fires off, this Macro weapon causes 3 Mortal Wounds per wound roll of a 6+ in addition to the 2d6 damage each salvo causes. It&#039;s a tough call, but this makes the D-Bombard more ideal for dealing with enemy titans compared to the Pulsar.&lt;br /&gt;
*&#039;&#039;&#039;Wraith Glaive&#039;&#039;&#039;&lt;br /&gt;
**The anti-titan melee option, this Sx2 (S18) AP-5 armblade does a flat 9 damage a cleave, proccing additional attacks on hit rolls of a 6 (with the extra attacks not proccing more). Since this will bypass Void Shields, it&#039;s honestly the most reliable anti-titan weapon you can give the Phantom. Additionally, while not exactly amazing, it does have a built in starcannon to help contribute a smidge more firepower to compensate for the loss of other ranged options. Unfortunately, it&#039;s also the only primary weapon that costs additional points to take over either of the guns.&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;
===Fortifications===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Webway Portal&#039;&#039;&#039;:  For 120 points you can finally pick this giant arc. Fluffwise, it is the very reason of Eldar trollobility to suddenly appear and disappear without a trace. Crunchwise, it&#039;s a massive arc with T8, 14 wounds, 3+ and 5++ which lets you deepstrike one unit a turn. It can be set up anywhere on the battlefield more than 12&amp;quot; from enemy deployment zone and their units during your deployment (and like all scenery must be 3&amp;quot; away from any other scenery - which makes it VERY difficult to place)(remember, hills[i.e. simple LOS blocking terrain] are not considered to be terrain features) and, like any other structure, is completely immobile. During deployment, the owning player may set up any of their {{W40kKeyword|AELDARI}} units in the Webway (aka Necron style Tomb World), where-upon they may be set up 9&amp;quot; away from enemy units and completely within 3&amp;quot; of the gate in a fashion very much like standard deep-striking. Of course, if the gate is destroyed, all units that were in the gate&#039;s Webway (This doesn&#039;t affect units using the &#039;&#039;&#039;Webway Strike&#039;&#039;&#039; stratagem ) are slain. On the one hand, it does let you save some CP for not using aforementioned &#039;&#039;&#039;Webway Strike&#039;&#039;&#039; Strat and allows you to deep strike units the stratagems do not cover, like Wraithlords and Support Weapons. You can also use this in tandem with said stratagems; if you utilize the &#039;&#039;&#039;Cloud Strike&#039;&#039;&#039; Stratagem for fliers or grav-tanks, you can use the Portal to Deep Strike a squad of Howling Banshees or Wraithguard, as an example. Still, the restriction for model placement (9&amp;quot; away from the enemy and within 3&amp;quot; of the gate itself) can be problematic against horde-based opponents, [[Not as Planned | who can clog up the gate and keep anything from actually leaving it]]. Even though it is impressively durable, without built-in weapons to defend itself with, a canny opponent can shut down hundreds of points worth of your army without even firing a shot. The model itself is still very nice though, so don&#039;t restrain yourself from using it as a piece of terrain for Aeldari-themed battlefields if you don&#039;t actually want to use it.&lt;br /&gt;
** Keep in mind, that to use Webway Gate specific Stratagems from Harlequins Codex you need to have a small detachment of this nice and deadly murderclowns (and pray to any god of your choice for this to be FAQed and &#039;&#039;&#039;Labyrinth Laughs&#039;&#039;&#039; and &#039;&#039;&#039;Webway Ambush&#039;&#039;&#039; to be accessible to all {{W40kKeyword|AELDARI}}, as it actually affects all of them).  You also need a Fortification Detachment just to field the Portal, so to effectively use this piece you need to chew up 2 detachments.&lt;br /&gt;
** Also remember that it actually isn&#039;t a bad way to make sure that your Vehicles survive if you aren&#039;t going first, as the gate has high toughness and has a 5++. Something to consider for that Fire Prism of yours.&lt;br /&gt;
** Deploying this thing is difficult, due to it&#039;s massive footprint and that it can&#039;t be within 3&amp;quot; of any other scenery.  Just hope that  your table has a 12&amp;quot; x 8&amp;quot; area of totally clear terrain otherwise you can&#039;t place it. (remember, hills[i.e. simple LOS blocking terrain] are not considered to be terrain features)&lt;br /&gt;
** RAW all models must be set up &amp;quot;Wholly&amp;quot; within 3&amp;quot; of the portal.  Since the struts are so small, RAW you can&#039;t deploy anything larger than a Wraithlord because anything bigger wont&#039; fit completely within 3&amp;quot; - meaning even the photo on the box of the WraithKnight is illegal.  Look for an FAQ or just play RAI.   Or just model your Phantom Titan to be balancing on one tiptoe, ballerina style, on a 3&amp;quot; base.&lt;br /&gt;
***Or just put it between the arcs, which, considering their size, won&#039;t be a problem.&lt;br /&gt;
**** The arcs must be set up with the bases 5&amp;quot; apart (the tips would be about half an inch apart), the overlap between the 3&amp;quot; from either leg (since you must measure to the nearest part of the webway portal) is too skinny to fit anything between them while being within 3&amp;quot; of either leg.  RAW you don&#039;t measure from the arch, you measure to the nearest part of the arch... which is the base.[[File:geometry3.jpg]]&lt;br /&gt;
***** To be honest, it may simply be more practical to upgrade to the Skathach Wraithknight if deepstriking Wraithknights are such a priority. It&#039;d be roughly the same cost as a Webway Portal + Wraithknight combo anyways, though it comes with an arguably more flexible weapon loadout and the ability to leave the battlefield and re-deepstrike at will; an ability the one-and-done Webway Portal doesn&#039;t confer. Additionally, the Skathach is only limited by the standard Deepstriking rules when it comes to deployment where as the Standard WK would be forced to come out of the extremely visible and extremely present Webway Portal, making it harder to predict and prevent deployment. Finally, you&#039;d only be utilizing just the one extra detachment for the Superheavy as opposed to two for the Superheavy and Fortification detachments.&lt;br /&gt;
&lt;br /&gt;
==Ynnari Overview==&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;
|[[File:Ynnead rune 1.jpg|50px|left|]]&lt;br /&gt;
| The reborn aeldari from all walks of life, united in their war against Slaanesh under the banner of Ynnead and his chosen champions. At least in fluff, or in notably segregated squads as far as the crunch goes. All non-character Ynnari units function virtually identically to their original counterparts, with some minor caveats listed below. To declare a detachment {{W40Kkeyword|Ynnari}}, simply include Yvraine, the Visarch or the Avatar of Ynnead in any Battle-Forged detachment and choose to make it a Ynnari detachment. In this instance, all {{W40Kkeyword|&amp;lt;Craftworld&amp;gt;}} units become {{W40Kkeyword|Reborn Asuryani}}.&lt;br /&gt;
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====Restrictions====&lt;br /&gt;
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Bad news out of the way first. Once a detachment is designated as {{W40Kkeyword|Ynnari}}, it and all units within lose access to all vanilla eldar Attributes, Relics, Stratagems, Psychic Disciplines and named Characters. For Craftworlders, this means all of the Phoenix Lords, Eldrad, Yriel, Illic and the Avatar of Khaine may not be included in a Ynnari detachment. In order to remain Battle-Forged, these detachments must follow the Battle Brothers rule and maintain only Craftworld, Drukhari or Harlequin units in any single Ynnari detachment. Craftworld Aspect Warriors also lose access to the list of Exarch Powers introduced within the Psychic Awakening book, restricting them to their default abilities. Additionally, {{W40Kkeyword|Ynnari}} units cannot be targeted by or benefit from an allied vanilla detachment&#039;s psychic buffing or debuffing powers.&lt;br /&gt;
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====Pros====&lt;br /&gt;
*The Ynnari have access to some &#039;&#039;really&#039;&#039; good Warlord Traits and Relics, some potent enough to consider taking at least a small detachment of Ynnari just to use them.&lt;br /&gt;
*When benefitting from Soulburst, Ynnari factions &#039;&#039;can&#039;&#039; be among the best CQC factions in the game; a borderline universal WS of 2+ on the charge makes units like Harlequin Troupes, Wraithblades or Shining Spears absolutely menacing. This is more a testament to those Craftworld, Harlequin or Dark Eldar units themselves being beasty units, not really by any virtue of Strength from Death.&lt;br /&gt;
*Yvraine and the Visarch are both fairly good characters in their own right. Yvraine&#039;s psychic prowess can rival or even surpass a Farseer while the Visarch functions both as a cheapish bodyguard and potent beatstick. The Yncarne can be quite effective as well, but its point cost requires you to really build around it to get the most out of it.&lt;br /&gt;
*Taking any of the eldar factions as Ynnari no longer strips them of their unit&#039;s faction wide rules, such as Battle-Focus or Power from Pain.&lt;br /&gt;
*Soulbursts now affect every unit in your list across the board, which is notably better than before.&lt;br /&gt;
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====Cons====&lt;br /&gt;
*When your units aren&#039;t soulbursting, they may as well not have any attribute at all.&lt;br /&gt;
*To say the Soulburst mechanic itself is a pale shadow of its former glory would be a dramatic understatement. It does absolutely nothing for any infantry or vehicle designed for ranged combat and melee units need to be the ones charging into combat to really take advantage of it themselves. &lt;br /&gt;
*This faction has a notorious history of back-to-back nerfing extending all the way back to late 7th edition. They certainly deserved it at first, even during the first half of 8th edition. However, from how zealously GW has continued to bludgeon this faction with the nerf bat, it&#039;s not that far of a stretch to say that running a Ynnari detachment is a significant downgrade from just sticking with the classic factions at this point.&lt;br /&gt;
*Despite characters such as Jain Zar or Eldrad being considered part of the Ynnari in every respect in the fluff, no named characters are allowed in the Ynnari outside of the original Triumvirate.&lt;br /&gt;
*Outside the Triumvirate, the Ynnari have no native units truly their own. Every single unit they can draw from is simply copy-pasted over from one of the original eldar factions, meaning for the purposes of matched play, you&#039;re just playing a slightly gimped version of that army. This rings extra true for Aspect Warriors, who despite receiving fancy new interchangeable Exarch Powers, [[Fail|get to take none of them if taken as Ynnari]].&lt;br /&gt;
*Your new stratagems, as mentioned, are garbage. With maybe one or two notable exceptions, your stratagems have very situational uses or are completely useless at worst and are overpriced or just copied from one of the original eldar factions at best.&lt;br /&gt;
*Losing access to the Runes of Battle/Fate/Fortune and Phantasmancy Discipline flat out sucks for a lot of your dudes. Indeed, even your craftworld Ynnari units can&#039;t take advantage of enemy debuffing powers like Jinx or Doom anymore.&lt;br /&gt;
*The Triumvirate special characters are arguably an overcosted tax to run a Ynnari detachment. The only real exception to this is Yvraine, who &#039;&#039;is&#039;&#039; a potent psyker in her own right. This issue has been slightly addressed through the occasional point cost drops they&#039;ve received.&lt;br /&gt;
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====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Reclaim the Galaxy:&#039;&#039;&#039; Objective Secured, Reborn Style.&lt;br /&gt;
*&#039;&#039;&#039;Allies of the Reborn:&#039;&#039;&#039; {{W40Kkeyword|Beast}}, {{W40Kkeyword|Incubi}} and {{W40Kkeyword|Scourge}} units may be included in a {{W40Kkeyword|Ynnari}} detachment without disabling Strength from Death for anybody else, though they themselves don&#039;t get the ability. Explicitly for Dark Eldar Ynnari lists, but worth noting if you plan on taking another Ynnari detachment using them.&lt;br /&gt;
*&#039;&#039;&#039;Revered Figurehead:&#039;&#039;&#039; Yvraine or the Visarch may embark on any {{W40Kkeyword|Aeldari Transport}} even if it normally restricts models to a different faction.&lt;br /&gt;
*&#039;&#039;&#039;Reborn Asuryani - Strength from Death:&#039;&#039;&#039; Whenever &#039;&#039;any&#039;&#039; unit is destroyed, all Ynnari units fight first in the fight phase for the rest of the turn. If they already could or just charged, they also add +1 to their hit rolls. This is your one and only attribute and it&#039;s...ok. This greatly benefits units such as your Howling Banshees, Striking Scorpions, Shining Spears or virtually anything in your army with &amp;quot;Wraith&amp;quot; in its name, but it also does absolutely nothing for units that do all their work at range, such as Dark Reapers or Fire Prisms. Even if your units aren&#039;t necessarily guaranteed to fight first due to AFF&#039;s interactions regarding enemy charges, the +1 to-hit gained from charging with the ability active is certainly nothing to scoff at.&lt;br /&gt;
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====Warlord Traits====&lt;br /&gt;
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Due to the way Ynnari detachments now work, so long as a named {{W40Kkeyword|Ynnari}} character is in the detachment, you may take it as a Ynnari detachment and name any generic HQ as your warlord if you so wish.&lt;br /&gt;
#&#039;&#039;&#039;Lord of Rebirth:&#039;&#039;&#039; Heal one wound a turn automatically and ignore wounds on a 5+, a solid choice for a tanky warlord like a Wraithseer.&lt;br /&gt;
#&#039;&#039;&#039;Warden of Souls:&#039;&#039;&#039; Whenever your Warlord is affected by Soulburst, and +1 to their Strength and Attack characteristics. A decently reliable way to buff your warlord on a more consistent basis compared to the other offensive traits here, but with a notable peak in performance.  The Yncarne has this by default.&lt;br /&gt;
#&#039;&#039;&#039;Walker of Many Paths:&#039;&#039;&#039; A free hit/wound reroll every turn with a 5+ CP refund when you use a stratagem. A flexible choice that helps keep your options open when you don&#039;t know what to expect.&lt;br /&gt;
#&#039;&#039;&#039;Fear of the Grave:&#039;&#039;&#039; All enemy units within 6&amp;quot; of your warlord subtract 1 from their leadership, 2 if it&#039;s during a turn a unit was killed by the warlord. Stacks very well with leadership bombs courtesy of the Visarch and nearby Hemlocks, Wraithseers or Horrify Warlocks.&lt;br /&gt;
#&#039;&#039;&#039;Favoured of Ynnead:&#039;&#039;&#039; Consolidate 6&amp;quot; instead of 3&amp;quot; in melee. Can be handy to keep up the momentum, but runs the risk of leaving your warlord&#039;s entourage behind.  Yvraine has this by default.&lt;br /&gt;
#&#039;&#039;&#039;Master of Death:&#039;&#039;&#039; Whenever your warlord rolls a hit roll of 6 in melee, it generates two hits instead of one. A good way to help deal with hordes and fish for hits in general, but kind of unreliable.  The Visarch has this by default.&lt;br /&gt;
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====Ynnari Tactical Objectives====&lt;br /&gt;
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:;11 - Spirit Sanctuary&lt;br /&gt;
::Roll a D6; gain 1VP if no enemies control the corresponding Objective Marker. Completely random and unreliable, but a bit easier to achieve than the vanilla version in a rare twist.&lt;br /&gt;
:;12 - Harness the Spirits&lt;br /&gt;
::Successfully casting a power from a {{W40Kkeyword|Ynnari Psyker}} generates 1VP. Yvraine or a Farseer can make this one easy pickings.&lt;br /&gt;
:;13 - For Ynnead&#039;s Glory&lt;br /&gt;
::Get 1VP if three or more units were killed by attacks made by {{W40Kkeyword|Ynnari}} units this turn. Kind of a tall order for a single VP all things considered.&lt;br /&gt;
:;14 - Surety of Purpose&lt;br /&gt;
::Get d3VP if you achieved at least two other tactical objectives this turn.&lt;br /&gt;
:;15 - Death&#039;s Every Visage&lt;br /&gt;
::Score 1VP if you destroy a unit in the Psychic/Shooting/Fight phase this turn. Score d3VP if you destroy a unit in all three of them. Worse than the vanilla version.&lt;br /&gt;
:;16 - Soulsurge&lt;br /&gt;
::Score 1VP if you destroy three or more units with attacks made by {{W40Kkeyword|Ynnari}} units &#039;&#039;while&#039;&#039; they are benefiting from Soulburst in a single turn. Kinda fucked up that the more challenging version of &#039;&#039;For Ynnead&#039;s Glory&#039;&#039; doesn&#039;t offer any more VP for the extra effort needed (you&#039;ll need to wipe 4 enemy units in a single turn to get this; one to trigger the Soulburst and then the remaining 3 for the objective). Made somewhat easier if by some miracle you manage to pull off the &#039;&#039;Souls of the Strongest&#039;&#039; stratagem beforehand.&lt;br /&gt;
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====Ynnari Stratagems====&lt;br /&gt;
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A subset of stratagems to further enhance your Ynnari detachments.&lt;br /&gt;
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*&#039;&#039;&#039;Fire and Fade (1cp)&#039;&#039;&#039;: Copy-paste of the vanilla version. This lets your selected unit move 7&amp;quot; after shooting, no charging or advancing allowed. Still useful for units like your Fire Dragons.&lt;br /&gt;
*&#039;&#039;&#039;Lightning-Fast Reactions (2cp)&#039;&#039;&#039;: Another copy-paste, add a -1 to-hit modifier if targeted by a ranged or melee attack. Useful in a pinch, but a little less spammable compared to Alaitoc lists.&lt;br /&gt;
*&#039;&#039;&#039;Deadly Misdirection (2cp)&#039;&#039;&#039;: Identical to &#039;&#039;Feigned Retreat&#039;&#039;, this one lets you shoot and charge after falling back.&lt;br /&gt;
*&#039;&#039;&#039;Artefacts of Death (1/3cp)&#039;&#039;&#039;: The ever standard extra relic(s) stratagem, nothing special.&lt;br /&gt;
*&#039;&#039;&#039;Webway Ambush (1/3cp)&#039;&#039;&#039;: Your flavor of deep striking {{W40Kkeyword|Infantry}}, {{W40Kkeyword|Biker}} or {{W40Kkeyword|Beast}} stratagem. Situationally useful.&lt;br /&gt;
*&#039;&#039;&#039;Exalted of Ynnead (1cp)&#039;&#039;&#039;: Pick one of your non-warlord/named HQ characters and give them a warlord trait, no duplicates allowed. Doesn&#039;t make them a real warlord and you can only do this once. Actually quite handy, as there are some good traits to choose from.&lt;br /&gt;
*&#039;&#039;&#039;Inevitable Fate (2cp)&#039;&#039;&#039;: Pick an enemy unit at the beginning of the fight phase and all your {{W40Kkeyword|Ynnari}} stuff re-roll wound rolls against it. Can be handy, but kinda pricey.&lt;br /&gt;
*&#039;&#039;&#039;A Taste for Death (1cp)&#039;&#039;&#039;: Used when a unit&#039;s ranged weapons wipe an enemy unit, they add +1 to-hit in melee till the end of the turn. Objectively useless, as they&#039;d be benefitting from Soulburst if they kill a unit and since most decent ranged weaponry can&#039;t be fired while &#039;&#039;in&#039;&#039; combat, they&#039;d need to charge and would cap on their hit bonus from the Soulburst itself.&lt;br /&gt;
*&#039;&#039;&#039;The Great Enemy (1cp)&#039;&#039;&#039;: Largely the same as &#039;&#039;Inevitable Fate&#039;&#039;, but limited to {{W40Kkeyword|Slaanesh}} targets and only buffs one of your units. A fluffy strat that stacks with your Ancient Doom for both re-rollable hit and wound rolls that benefits quite a lot from a Soulburst, but your opportunities will be very slim.&lt;br /&gt;
*&#039;&#039;&#039;Back from the Brink (2cp)&#039;&#039;&#039;: When one of your Infantry/Biker characters dies, use this and roll a D6. On a 4+, they come back with D3 wounds and sets up as close to where they died as possible. Can only do this once per character. Can come in handy if your opponent fucks up your plans.&lt;br /&gt;
*&#039;&#039;&#039;Reborn Together (1cp)&#039;&#039;&#039;: Add +2 Leadership to all {{W40Kkeyword|Ynnari}} units that have another Ynnari unit within 6&amp;quot; of them. Sort of helpful if you&#039;re worried about leadership bombs or casualties screwing your morale.&lt;br /&gt;
*&#039;&#039;&#039;Whispering Spirits (2cp)&#039;&#039;&#039;: Basically the opposite of &#039;&#039;Reborn Together&#039;&#039;, targeted enemy unit subtracts 2 from their leadership when within 1&amp;quot; of your dudes. Stacks obscenely well with the myriad of leadership debuffs at your disposal.&lt;br /&gt;
*&#039;&#039;&#039;Acolyte of Ynnead (1cp)&#039;&#039;&#039;: If one of your psykers attempts to manifest a Revenant power in the same phase that you destroyed a unit, add 3(!) to their psychic test. On a Farseer, it guarantees a cast of whatever you want to go off. An allied vanilla detachment&#039;s Farseer spamming Smite/Mind War/Executioner can help create opportunities to use this.&lt;br /&gt;
*&#039;&#039;&#039;Ynnead&#039;s Net (2cp)&#039;&#039;&#039;: A {{W40Kkeyword|Ynnari}} biker can advance and charge in the same turn. Shining Spears still have a place in this army!&lt;br /&gt;
*&#039;&#039;&#039;United in Death (1cp)&#039;&#039;&#039;: Pick a {{W40Kkeyword|Reborn Asuryani}}, {{W40Kkeyword|Reborn Drukhari}} and a {{W40Kkeyword|Reborn Harlequin}} unit. All of them get +1 Attack in the fight phase if they&#039;re Soulbursting. Yikes, try making that happen in a Matched Play game.&lt;br /&gt;
*&#039;&#039;&#039;Shrine of the Whispering God (2cp)&#039;&#039;&#039;: Pick up to three Incubi units and they get Strength from Death. Handy, if useless to a Craftworld based Ynnari list.&lt;br /&gt;
*&#039;&#039;&#039;Souls of the Strongest (1cp)&#039;&#039;&#039;: Kill the enemy warlord, and all units with Strength from Death are soulbursted for the rest of the game even if no other units are destroyed in subsequent turns. Best take some rangers to make it work, but can take the pressure off of trying to kill something before combat every turn if you manage it.&lt;br /&gt;
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====Revenant Discipline====&lt;br /&gt;
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{{W40Kkeyword|Ynnari Psyker}} units replace either their access to the Runes of Battle or Runes of Fate disciplines with this one. These powers allow them to play both a supportive and offensive role for army. A reminder, {{W40Kkeyword|Ynnari}} units can no longer select or benefit directly from any Runes of Fate and Battle, as they cannot be targeted by them anymore. Offensive powers from allied vanilla detachments such as Executioner and Mind War are good powers to take on an allied vanilla detachment supporting a Ynnari one, as they can help trigger SfD or be used to help trigger stratagems or Tactical Objectives.&lt;br /&gt;
#&#039;&#039;&#039;Gaze of Ynnead:&#039;&#039;&#039; Essentially Smite on crack, this WC 6 power lets you choose the target, and deals mortal wounds based on a D6; a roll of 1 results in 1 mortal wound, 2-5 causes 1d3 mortal wounds, and a 6 results in 1d6 mortal wounds on the target; the total expected mortal wounds is, accordingly, 25/12, or slightly more than 2.&lt;br /&gt;
#*Like all non-Smite Psychic Powers in 8th, this is worse than Smite: the odds of it going off base are down from 30/36 to 26/36, so the total expected output is only 1.5 mortal wounds.  For comparison, Smite deals 1.79 (both results assume the Psyker survives Perils on double 6).  What&#039;s surprisingly nice here is that the reduction is small compared to two significant trade-offs: the first is that you can pick the target, and the second is that your Warlocks can cast it without a wacky special rule nerfing your mortal wound output.  Still not a great power, but other disciplines definitely have worse.&lt;br /&gt;
#*The math changes for both Yvraine and a Farseer, and for any other buff you can come up with to casting the power.  However, any buff that increases the casting total, like Yvraine&#039;s, tends to make Gaze &#039;&#039;worse&#039;&#039;, not better: Yvraine&#039;s Gaze deals 1.74 mortal wounds, but her Smite deals 2.08.  In other words, normally Smite does 19% more mortal wounds than Gaze, but for Yvraine, it deals 20% more.  The difference is negligible, but will accumulate as you incorporate more buffs, like spending CP to re-roll her cast.  It can be a solid offensive tool in the hands of Yvraine, but you&#039;ll ideally pick it up mid-battle when some of her warlock meat shields get chewed up rather than starting out with the power.&lt;br /&gt;
#&#039;&#039;&#039;Storm of Whispers&#039;&#039;&#039; An AoE aura attack, this WC 6 power lets you roll 3d6 per enemy unit within 6&amp;quot; of the caster; every roll of a 6 hits the unit in question with a mortal wound.&lt;br /&gt;
#*This power is hot garbage.  Assuming you pull it off - and you will 26/36 of the time for a standard caster, or slightly better than 2/3 of the time - each unit suffers, on average, &#039;&#039;half&#039;&#039; a mortal wound (or, in other words, every nearby enemy unit will suffer 13/36 of a mortal wound, on average, or slightly better than 1/3).  That means a normal caster needs to be within range of &#039;&#039;five&#039;&#039; units for this to compete with Smite, and Yvraine needs to be within &#039;&#039;six&#039;&#039;.  Stay the hell away from this power - you&#039;re seriously better off casting Smite additional times, even despite the casting penalty.&lt;br /&gt;
#&#039;&#039;&#039;Word of the Phoenix:&#039;&#039;&#039; WC 5, this ability no longer triggers Soulburst, but rather allows the targeted {{W40Kkeyword|Ynnari Infantry}} or {{W40Kkeyword|Ynnari Biker}} within 18&amp;quot; to heal 1d3 wounds &#039;&#039;or&#039;&#039; resurrect one model, who comes back to unit coherency with a single wound remaining. Accordingly, this is best used on as elite targets as possible (to maximize how many points you&#039;re returning to the table) with &#039;&#039;as few&#039;&#039; wounds as possible, both to maximize your chance to res rather than heal, and so that your res restores as high a percentage as possible of the target&#039;s total wounds.  For example, it&#039;ll repair Vypers at range just fine (since it doesn&#039;t care about the presence or absence of {{W40Kkeyword|Biker}}), but you&#039;ll get overall better performance on a Warlock Skyrunner Conclave.&lt;br /&gt;
#&#039;&#039;&#039;Unbind Souls&#039;&#039;&#039; A WC 6 debuff that allows units to re-roll wound rolls for melee attacks against the targeted unit. Now that Doom is more or less off the table for Ynnari units, this is the next best thing. It synergizes fairly well with the new Soulburst as it is relatively easy to cast without much hassle - and while it is easier to cast than Doom, the double nerf of shorter range AND being melee only really hurts.  &lt;br /&gt;
#&#039;&#039;&#039;Shield of Ynnead&#039;&#039;&#039; A slightly more challenging WC 7 power that grants &#039;&#039;all&#039;&#039; Ynnari units within 6&amp;quot; of the Psyker a 5++ invulnerability save. This works for literally everything in your army that doesn&#039;t already have a 5++ or better (e.g. this won&#039;t do anything to protect Wyches in melee) and can be a fantastic tool for your Wraith units, vehicles, or even the ever standard Aspect Warriors.&lt;br /&gt;
#&#039;&#039;&#039;Ancestor&#039;s Grace:&#039;&#039;&#039; This WC5 power allows the targeted friendly unit within 18&amp;quot; to re-roll hit rolls of 1 until your next Psychic phase, so both shooting and melee. A nice supplemental power, but it might be better to simply use an Autarch or Archon, who will benefit multiple units automatically with his aura (so long as you&#039;re using primarily &amp;lt;Craftworld&amp;gt; or &amp;lt;Kabal&amp;gt; Eldar in your Ynnari detachment).&lt;br /&gt;
#*As even your Craftworld Ynnari units can no longer benefit from Guide, this is the only option you have that can support your ranged units. Consider just parking an Autarch with a reaper launcher for your backline gunners in a Craftworld-focused list.&lt;br /&gt;
*Perhaps the two most worthwhile powers here are Word of the Phoenix and Shield of Ynnead; to give you a good example of them working together, if you supply a unit of Blaster Scourges with both, they go from a 4+/6++ to 4+/5++, and every time you bring a dead Blaster wielder back, you&#039;re bringing back 36 dead points.  Plus, they need Ancestor&#039;s Grace, since they&#039;re allergic to Archons.&lt;br /&gt;
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====Relics of Ynnead====&lt;br /&gt;
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Your range of relics for your generic characters. Cannot be taken on your named Ynnari characters, as per the usual standard.&lt;br /&gt;
*&#039;&#039;&#039;Hungering Blade&#039;&#039;&#039;: For you, Autarch exclusive, as it replaces his Star Glaive/Power Sword. S+3 AP-3 flat D2 sword that swats an extra mortal wound on targets for every wound roll of a 6. A decent upgrade if you plan on having him up front.&lt;br /&gt;
*&#039;&#039;&#039;Song of Ynnead&#039;&#039;&#039;: An 18&amp;quot; S5 AP-1 replacement for a shuriken pistol. Follows shuriken AP-3 rules and every time it kills an enemy model, its unit subtracts 1 from its leadership till the turn ends. Since it shoots three times, this &#039;&#039;can&#039;&#039; devastate enemy leadership in conjunction with other debuff powers/abilities. Very good for horde-based armies.&lt;br /&gt;
*&#039;&#039;&#039;Mirrorgaze&#039;&#039;&#039;: A standard &amp;quot;-1 for hit rolls against the bearer&amp;quot; relic. Notably affects all hit rolls and isn&#039;t limited to infantry.&lt;br /&gt;
*&#039;&#039;&#039;Soulsnare&#039;&#039;&#039;: Once per game, you can pick a unit within 6&amp;quot; of the bearer and roll a D6. 1 does nothing, 2-5 deals D3 mortal wounds and heals the bearer for the damage dealt, and a 6 deals D6 mortal wounds and heals for &#039;&#039;all&#039;&#039; lost wounds on the bearer. Basically a pocket mini-smite with some crazy benefits if you get lucky and obviously pays off more on characters with big health pools.&lt;br /&gt;
*&#039;&#039;&#039;The Lost Shroud&#039;&#039;&#039;: Halve all damage received, rounding up, with a 5+ FNP for good measure. Crazy good ability that can take the edge off strong weapons, but largely underwhelming on any characters with less than 6 wounds total.&lt;br /&gt;
*&#039;&#039;&#039;Corag Hai&#039;s Locket&#039;&#039;&#039;: Whenever the bearer destroys a unit, permanently add 1 to their movement and attack characteristics. There is no cap to this, meaning you can get some ridiculous stats if the owner of this racks up the kills. Stacks beautifully with Soulbursts and Warden of Souls.&lt;br /&gt;
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====Special Characters====&lt;br /&gt;
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&#039;&#039;&#039;HQ&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Yvraine:&#039;&#039;&#039; The Emissary herself, running a slightly cheaper 115 points with the advent of Psychic Awakening. With the drastic rework Soulburst received and Word of the Phoenix being retooled into a healing power, Yvraine is now more geared towards close combat than she used to be. In practice, this means she can very easily roll around with some Ghost Sword Wraithblades or even a Warlock Conclave while healing them and getting them to reroll wounds with the right psychic powers. Indeed, Warlock Conclaves can serve very nicely as a bodyguard unit since if any of them die, Yvraine gets to generate a new power from the Revenant Discipline and can optionally &#039;&#039;revive&#039;&#039; any of those Warlocks who fall using Word of the Phoenix. Just beware that despite her ability to regain wounds as {{WH40Kkeyword|Aeldari}} die within 7&amp;quot; of her on a 4+ and a 4++ invuln save, she&#039;s still T3 and will fall quite quickly if you&#039;re not careful.&lt;br /&gt;
**There are still the two differing schools on how she runs in a Craftworld Ynnari detachment: A very aggressive role where she accompanies a unit to push them as far into enemy lines as possible before potentially dying after causing considerable havoc, or a more passive supporting role accompanied by a Warlock Conclave and/or Farseer while dolling out healing, re-roll buffs and pain in equal measure. Do keep in mind which detachments your supporting Farseers and Warlocks are in if you want them to double-dip into the Revenant Discipline with her, or if you want them to provide the more offensive powers otherwise exclusive to vanilla Craftworlds.&lt;br /&gt;
*&#039;&#039;&#039;The Visarch:&#039;&#039;&#039; Now actually a better combatant than Yvraine. With Psychic Awakening&#039;s updated point cost dropping the Visarch to a bargin-bin 80 points, he is a &#039;&#039;steal&#039;&#039; of a deal both as a close combat character and as a cheap way to field a Ynnari detachment. His BFS, &amp;lt;i&amp;gt;Asu-Var, the Sword of Silent Screams&amp;lt;/i&amp;gt; is a Strength 5 Force Sword that reduces the enemy unit&#039;s Leadership by 1 allowing him to be the linchpin for Leadership Bomb setups. Very tanky as when &#039;&#039;any&#039;&#039; Aeldari model within 7&amp;quot; dies, on a 4+ he regains a lost wound, and gains +1 Attack (caps at 7) if it was a character and given his Warlord Trait he&#039;ll be bifurcating people pretty regularly. He also acts like a bodyguard to Yvraine and if he&#039;s within 3&amp;quot; of her, he can take any wounds for her as a Mortal Wound on a 2+ which plugs one of her biggest weaknesses right now, good job buddy 2 years and you&#039;ve finally found a use.&lt;br /&gt;
**Oh the Visarch he&#039;s the odd one of the three ain&#039;t he? He&#039;s the cheapest Ynnari character, and this reflects in the limited support he offers compared to Yvraine or the Yncarne. He does have a pretty neat sword though. When figuring where he fits in a Craftworld Ynnari detachment it&#039;s a game of buts, sure he could back up you&#039;re hefty CQC units &#039;&#039;&#039;but&#039;&#039;&#039; Yvraine or an Autarch do that infinitely better, you could have him help set up a leadership bomb &#039;&#039;&#039;but&#039;&#039;&#039; Warlocks, your own stratagems, or an errant Hemlock do that better, you could have him- you get the idea. On top of this with being able to take any Ynnari character as your Warlord there is next to no reason to bring him save for being a beat stick.&lt;br /&gt;
***He does give Ynnari units within 6&amp;quot; rerolls 1 to hit in combat, and given how the army works now, he can replace an Autarch for your front line attackers.&lt;br /&gt;
*&#039;&#039;&#039;The Yncarne:&#039;&#039;&#039; Our Avatar of an Eldar God (Even though the Ynnari have an Avatar of Khaine and it&#039;s the biggest and scariest one, but whatever it&#039;s not like GeeDubs is gutting the character of this army at every turn) coming in at 280 points might seem like a lot but she&#039;s equipped with &amp;lt;i&amp;gt;Vilith-shar, the Sword of Souls&amp;lt;/i&amp;gt;, an awesome weapon that is [[Rape| S6, Ap -4 and d6 Damage with re-rolls to wound. With 6 attacks, S7 A7 with her Warlord Trait, whatever it is hitting is dying]]. With the &amp;quot;rework&amp;quot; of SfD the Yncarne can&#039;t fight twice, but with her Warlord Trait hits much harder weirdly making her kill half as much, more efficiently (i.e. she&#039;ll only drop one Imperial Knight a turn in combat not 2) this all being said the Yncarne is a flying, monstrous character that can cast two of your six Revenant Discipline powers granting her impressive flexibility. The Yncarne is also pretty resilient, T6 with a 3+ armor and 4+ invuln that covers 9 wounds that regenerate on a 4+ for any Aeldari model killed near it. It also provides a 6&amp;quot; Fearless bubble any friendly Aeldari within 6&amp;quot; shrugs off any Wound or Mortal wound on a 6+. While the 8&amp;quot; of movement it has may not seem particularly fast, the Yncarne also has the unique ability &#039;&#039;&#039;Inevitable Death&#039;&#039;&#039; allowing her to teleport wherever a unit friend or foe died within 1&amp;quot; letting her appear where and when she&#039;s needed.&lt;br /&gt;
**&#039;&#039;&#039;Note&#039;&#039;&#039;: The Yncarne can&#039;t charge after arriving in this way so you ideally want him popping up on your opponents turn. You also want to be exploiting the ability to redeploy when anything dies as a mobility/escape tool. If anything else The Yncarne popping up somewhere unexpected can divert a ton of Fire away from your other units though you might want to leave the [[DISTRACTION CARNIFEX]] role to something like a Succubus, or Venom.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Corsair Overview==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
A unique little sub-division of eldar, the Corsairs are to the Aeldari as the Death Korps of Krieg are to the Imperial Guard; an overpriced Forge World exclusive faction with a fancy little twist on the standard way they&#039;d normally play. Unlike the Kriegers, the Corsairs are considerably less popular and as such, have significantly fewer units to play around with. Go figure. Regardless, Corsairs offer a much more flexible way to play your eldar factions, and practically encourage you to go wild with conversions to really make [[your dudes|your dudes]]... partly because the only visible difference between a standard Corsair Reaver and a Guardian Defender is literally just the helmet bit.&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;Pros&#039;&#039;&#039;&lt;br /&gt;
* Corsairs have the most flexible weapon loadouts of all the Aeldari factions, allowing you to either specialize against a particular unit type (like GEQ or MEQ), or kit them out to handle a wide range of threats.&lt;br /&gt;
* With the 2017 CA dropping their point costs, most of the Corsair units are actually pretty reasonably priced for what they bring to the table.&lt;br /&gt;
* Troop choices with 16&amp;quot; moves that fly make securing or contesting objectives considerably easier compared to most ground-bound armies.&lt;br /&gt;
* Between the Craftworlders, Dark Eldar and Harlequins, Corsairs have more opportunities for conversions than any other Non-imperial army; fantastic for making [[your dudes | your dudes]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* In the transition from 7th to 8th edition, most Corsair units have been liquidated. [[Fail | For some reason, this also included their HQ choices such as the Corsair Princes, Barons and Void Dreamers]].&lt;br /&gt;
* With only 5 unit data-sheets (2 of which are copy/pasted from Craftworld/Drukhari codexes), this is also the single smallest faction in the game. If you&#039;re all about diversity, look elsewhere.&lt;br /&gt;
* Like Imperial Assassins, can only be brought as a pure Corsairs detachment without an HQ, forgoing any command benefits for the detachment.&lt;br /&gt;
* As a Forge World army, its units are also the most expensive financially. Not that there&#039;s many of them left to choose from.&lt;br /&gt;
* Corsairs have all the frailty of the Dark Eldar, meaning that a single stiff wind could very easily wipe out an entire squad of your dudes. While they have access to the Falcon now, with no means to repair or mitigate damage received, it&#039;ll suffer all the more for it.&lt;br /&gt;
* For the time being (which will probably be a very long time), Corsairs lack any and all faction traits to shore up their weaknesses. With all the other Aeldari armies having Craftworld Attributes, Drukhari Obsessions and Harlequins Masque Forms, they can all perform more effectively both in defensive and offensive roles compared to the Corsairs. Coupled with your lack of unit choices, this leaves the Corsair faction with very little in-house incentive to pick them compared to what all the other Aeldari factions offer.&lt;br /&gt;
* Forge World has stopped supplying &#039;&#039;all&#039;&#039; Corsair conversion kits, meaning that you very much will need to [[counts as|pretend]] that your Swooping Hawks and Windriders are space pirates if you &#039;&#039;really&#039;&#039; want to run corsairs and don&#039;t have an existing army of them from days gone by.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reckless Abandon:&#039;&#039;&#039; Unique to Corsair units, this risk/reward ability triggers only if an enemy unit that is charging your squad loses a model to your overwatch fire. If these lofty requirements are met, you can move said squad 3&amp;quot; in any direction away from the dudes charging them. Borderline useless on the Cloud Dancer Jetbikes, though Reavers and Sky Reavers have an honest chance of triggering it between the Brace of Pistols each model has along with any flamers they might have tugged along with them. Don&#039;t get cocky though, that 3&amp;quot; potential reposition may not be enough to get your Corsairs out of their charge, and they are absolutely pathetic in a fist fight.  Not that you&#039;d want to use corsairs defensively, but with most deep-strike/infiltration at 9&amp;quot; max, the 3&amp;quot; back-out makes an instant charge all but impossible. &lt;br /&gt;
*&#039;&#039;&#039;Dancing on the Blade&#039;s Edge:&#039;&#039;&#039; This ability continues the risk/reward trend and allows Corsairs to roll an additional dice on Moral tests if they so wish, discarding the &amp;lt;s&amp;gt;lowest&amp;lt;/s&amp;gt; highest result (the typo in the original Imperial Armour: Index Xenos was corrected via FAQ). If any models bail however, then one additional model flees along with whoever you lost from the test itself. This ability is pretty double-edged; on one hand, it could reduce or negate loses through morale tests for your pirate elves with some good rolls. On the other hand, bad rolls could just finish the job your opponent started on your fairly cowardly thieves.&lt;br /&gt;
&#039;&#039;&#039;Wargear&#039;&#039;&#039;&lt;br /&gt;
Corsairs are unique in that basically everything available to your standard Aeldari Troop choices is basically open game to your pirates. Most of their loadout selection can be found between these two factions:&lt;br /&gt;
*&#039;&#039;&#039;Craftworld Weapons:&#039;&#039;&#039; &#039;&#039;Shuriken Catapult, Lasblaster, Flamer, Fusion Gun, Shuriken Cannon, Scatter Laser&#039;&#039; and &#039;&#039;Aeldari Missile Launcher.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drukhari Weapons:&#039;&#039;&#039; &#039;&#039;Shardcarbine, Blaster, Splinter Cannon, Shredder&#039;&#039; and &#039;&#039;Dark Lance.&#039;&#039;&lt;br /&gt;
The three Corsair units also come with a few extra exclusive options for their perusal (some like the &#039;&#039;Brace of Pistols&#039;&#039; being manditory) that can give them even more flexible applications based on what you need them to do.&lt;br /&gt;
&lt;br /&gt;
===Corsair Unit Analysis===&lt;br /&gt;
&lt;br /&gt;
A quick overview of the Corsair specific units available for selection can be found within this collapsible box for those interested in using them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HQs&#039;&#039;&#039;&lt;br /&gt;
Sadly, there currently aren&#039;t any Corsair-specific HQ units in 8th Edition. That said, you don&#039;t need any; per the &#039;&#039;&#039;28/09/18 FAQ&#039;&#039;&#039;, so long as your army&#039;s Warlord is {{W40kKeyword|AELDARI}}, you may bring an HQ-less Corsairs Patrol, Battalion or Outrider Detachment, though you forgo any command benefits for the detachment to do so. Additionally this means faction-specific stratagems, auras or psychic powers cannot affect them. Fielding Corsairs more as a supplementary force as opposed to your core army is strongly advised.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Troops&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Corsair Reaver Band:&#039;&#039;&#039; The most versatile troop choice among the Aeldari, it&#039;ll run you 80 points base for a 5-elf squad armed with Lasblasters and a Brace of Pistols. However, for 7 points less each, you can freely swap out said lasblasters for either Shuriken Catapults or Shardcarbines (Dropping the cost to 50 Points including Felarch), and for every 5 models in the unit (maximum of 15), [[Awesome|one of them can swap out their gun for one of several heavy or special weapons, including Flamers, Fusion Guns, Shredders, Shuriken Cannons, Dark Lances, Blasters, and even Aeldari Missile Launchers]]. While the Reavers have all the flexibility of an SM Tactical Squad and can do a lot on the field, don&#039;t forget that they&#039;re still squishy little Eldar with only a 5+ armor to save their skins. These will be your best objective holders, though even if they&#039;re geared defensively, you&#039;ll need to keep them out of LoS or in cover to survive.&lt;br /&gt;
**&#039;&#039;&#039;Chapter Approved&#039;&#039;&#039;: Interestingly, aside the Wraithseer, the only Eldar units to receive point &#039;&#039;drops&#039;&#039; were [[awesome|all of the Corsair units, including the Reavers, Skyreavers and Cloud Dancer Jetbikes.]] Reavers dropped from 9 points per model to 7, and the Felarch from 14 to 12.&lt;br /&gt;
**&#039;&#039;&#039;Felarch Weapons&#039;&#039;&#039;: While the corsairs as a whole have their fair selection, their Felarch only has the &#039;&#039;Dissonance Pistol&#039;&#039; and &#039;&#039;Void Sabre&#039;&#039; to choose from, aside the standard fare. The Dissonance Pistol could find some use, if you would like a little extra bite on your squad leader. The Void Sabre &#039;&#039;could&#039;&#039; find some use on a spar-glaive squad of Reavers, though a squad with that kind of a loadout is basically begging for death.&lt;br /&gt;
**&#039;&#039;&#039;Note on Costs:&#039;&#039;&#039; The default loadout for each Reaver is a Lasblaster (7p) and Brace of Pistols (2p). In almost every circumstance, you should absolutely replace the Lasblasters with Shardcarbines or Shuriken Catapults, since it will drop the cost of each model almost by half.&lt;br /&gt;
** The Brace of Pistols is a mandatory take, so it may be a good idea to build around engaging at close range to make the most of it. A Shredder/Flamer with a squad of Pistol/Spar-Glaive or Pistol/Shuriken Reavers can dish out an unholy amount of shots despite being a relatively small squad. Works doubly so on Skyreavers, who can get right in the face (Preferably 9&amp;quot;) of a squad to use their shredder for double the shots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corsair Skyreaver Band:&#039;&#039;&#039; There&#039;s only one real difference between these guys and the normal Corsair Reaver Band. Jetpacks, and some of the best jetpacks available to most infantry at that too! All the flexible goodness of the land-bound Reavers given a nice 16&amp;quot; move with the Fly and Jetpack keywords. These guys will serve primarily as your objective contesters and forward skirmishers, as they can easily get into enemy territory as soon as Turn 1 if positioned carefully. Recommended special weapons for these guys would be the Splinter/Shuriken Cannons or Flamers for anti-infantry or the Fusion Gun/Blaster for anti-vehicle; you can give them heavier firepower through the Dark Lance or AML, but given how often your Skyreavers will be moving around, they&#039;ll be less effective with them compared to your ground-bound Reaver kin will be. Additionally, do note that at 100 points base for a 5-elf squad, or 205 base for a 10-elf squad, they can get expensive fast.&lt;br /&gt;
**&#039;&#039;&#039;Chapter Approved&#039;&#039;&#039;: Like their Reaver brothers and sisters, the Skyreavers received a slight drop from 12 points a model to 10 (17 to 15 for the Felarch). It&#039;s not much, but that 10 point difference does make quite an impact.&lt;br /&gt;
**&#039;&#039;&#039;Note on costs:&#039;&#039;&#039; Identically to their Reaver twins, the default guns for the Skyreavers are the Lasblaster (7p) and Brace of Pistols (2p). Again, replacing the Lasblaster with either the Shardcarbine (recommended), Shuriken Catapult or Spar-Glaive drops their total cost by a little over a third of their original price.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dedicated Transport&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Corsair Venom:&#039;&#039;&#039; A small paper boat with a Splinter Cannon and either a Twin Splinter Rifle or a second Splinter Cannon. Now that the Twin Rifle is free but the second Cannon runs you another 15 points, it may not be too bad an idea to keep the Twin rifle. Just ask yourself, is the difference between 24&amp;quot; Rapid Fire 2 and 36&amp;quot; Rapid Fire 3 worth 15 points? Either way, it transports a single 5-elf squad of Reavers. It&#039;s also now 2&amp;quot; faster than the Raider, so zip around and crap out a massive amount of poison.&lt;br /&gt;
**&#039;&#039;&#039;Alternative Take&#039;&#039;&#039;: One thing people have missed out about the Twin Linked Splinter Rifles is that closing in to Rapid Fire the thing results in either 1) The Venom dying to Lasguns, Bolters, Melta Guns or a random Krak Grenade following a round of Rapid Firing Bolters, 2) The Venom just getting charged (6&amp;quot; move plus 6&amp;quot; Charge ain&#039;t hard to make) which loses you a turn of shooting for the passengers, assuming the Venom survived combat, 3) You not quite getting into Rapid Fire Range Turn 1 resulting in you losing the unit 4) A combination of the above. Remember that while Venoms can be spammed, they are not exactly expendable. You take the additional cannon for extra firepower at range while skirting just outside the range of weapons that can reliably threaten it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Attack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Corsair Cloud Dancer Band:&#039;&#039;&#039; Corsairs with Jetbikes. While they have nearly the same statline (worse leadership unless you pay 5 extra points for the Felarch to bring it back up) as Windriders, they have a few extra options they can take, like Dark Lances, Splinter Cannons and Dissonance Cannons (of which, only the Splinter Cannon and Shuriken Cannon aren&#039;t Heavy Weapons). All in all, they are a pretty decent and relatively durable unit that is very flexible, though their lack of any rules to alleviate the penalty for moving with heavy weapons does hurt their effectiveness as a vector for heavy firepower.&lt;br /&gt;
**&#039;&#039;&#039;Chapter Approved&#039;&#039;&#039;:  Their cost was dropped down to 27 points per model, making them considerably more cost effective than they used to be.&lt;br /&gt;
**&#039;&#039;&#039;Note on Modelling&#039;&#039;&#039;: With the Corsair Jetbike bits from Forge World moving to the &amp;quot;Last chance to buy&amp;quot; category, it looks like future players looking to field Corsair Cloud Dancers will either need to get lucky on ebay or kitbash some miscellaneous Aeldari jetbike bits if they don&#039;t want to rely on &amp;quot;counts as&amp;quot; rules. Fortunately, since Corsairs are all about stealing their kin&#039;s rides, there are plenty of opportunities to get creative with [[your dudes | your dudes]] pimped out bikes.&lt;br /&gt;
**&#039;&#039;Pay No Attention to the rules behind the curtain&#039;&#039;: &amp;quot;The Felarch may replace its lasblaster with [...]&amp;quot;, but doesn&#039;t have a lasblaster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Support&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Corsair Falcon:&#039;&#039;&#039; Functionally, the Corsair Falcon is the exact same as the Falcons Craftworlders have, and has access to all the bells and whistles that come with theirs. While the Corsair Falcon does have some transport capacity, being able to tote up to 6 Corsair Reavers along with it, its main use is as a fast, fairly durable heavy weapons platform (given that it is your only Heavy Support choice). A Falcon equipped with two Starcannons and a Shuriken Cannon will be quite versatile, and better able to deal with MEQ and TEQ targets that your Shard Carbine Corsairs may struggle with. If you want to give the Falcon some extra support, you can spice up a Corsair Reaver squad with Shard Carbines and take either a Splinter Cannon for anti-infantry, or a Dark Lance for anti-tank, and have the Reavers hang out in the Falcon until they&#039;re needed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Building and Tactics==&lt;br /&gt;
&lt;br /&gt;
===Army Building===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Building up your forces:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Getting Started with Bundles:&#039;&#039;&#039; To those who have considered creating a CW Eldar army, or those who are looking to expand their existing forces, now is a pretty good time to do so. There are several bundles available to the frugal player that can save both new and old players quite a bit of money&lt;br /&gt;
***&#039;&#039;&#039;Start Collecting! Craftworlds ($90):&#039;&#039;&#039; This repackaged bundle comes with a &#039;&#039;Farseer&#039;&#039;, &#039;&#039;Wraithlord&#039;&#039;, &#039;&#039;Warwalker&#039;&#039; and a squad of &#039;&#039;Wraithguard/blades&#039;&#039;. It&#039;s a bargain for what it offers; hard-hitting durable units headed by arguably the most useful HQ choice you could take in any generic list. Unfortunately, it also has one of, if not the fewest model counts among all other get started kits with &#039;&#039;no&#039;&#039; Troops included, meaning that you&#039;ll have to purchase your Guardians/Dire Avengers separately if you&#039;re needing them. That said, the $55 odd bucks this bundle will save you will easily cover the cost of a squad or two of those.&lt;br /&gt;
***&#039;&#039;&#039;Craftworlds Army ($170.75):&#039;&#039;&#039; A premium Start Collecting! kit that includes a &#039;&#039;Wave Serpent&#039;&#039; and &#039;&#039;Guardian Defender&#039;&#039; squad in addition to the prior bundle&#039;s contents. A higher price point of $170.25 makes this bundle a touch harder on the wallet, but it comes with everything you&#039;ll need for a solid Patrol Detachment. Unfortunately, there&#039;s literally no difference in price between buying the Start Collecting! Craftworlds kit then buying a squad of Guardian Defenders and a Wave Serpent separately or just purchasing this bundle, so it really boils down to how much you&#039;re willing to spend all at once.&lt;br /&gt;
***&#039;&#039;&#039;Wake the Dead ($150):&#039;&#039;&#039; A joint narrative campaign kit with Craftworld Eldar and Primaris Space Marines. Honestly a steal of a deal, Craftworlders can get a plastic &#039;&#039;Spiritseer&#039;&#039;, &#039;&#039;Wraithguard/blades&#039;&#039;, &#039;&#039;Guardian Defenders&#039;&#039; and a &#039;&#039;Wave Serpent&#039;&#039; for effectively $75; half the price they&#039;d run individually! You can make that price literal if you can get a buddy or even local colleague to split the cost with you for the imperial forces. Alternatively, you get a bunch of Primaris Space Marines essentially for &amp;quot;free&amp;quot; if you just buy it yourself. Either way, it&#039;s a fair bargain that makes for a much more balanced starting force for new players than the basic Start Collecting! kit.&lt;br /&gt;
***&#039;&#039;&#039;&amp;lt;s&amp;gt;Battleforce Craftworlds Asuryani Bladehost ($170)&amp;lt;/s&amp;gt;:&#039;&#039;&#039;(Discontinued) Yet another bundle for vanilla Craftworlders, this package comes with a &#039;&#039;Farseer&#039;&#039;, a squad of &#039;&#039;Guardian Defenders&#039;&#039;, &#039;&#039;Dire Avengers&#039;&#039; and &#039;&#039;Windriders&#039;&#039;, a &#039;&#039;Vyper&#039;&#039; and, for some reason, a &#039;&#039;Wraithknight&#039;&#039;. This ends up being a little over $105 in savings; a pretty solid deal all things considered (it all but pays for said Wraithknight included). The unique thing about this set is the inclusion of the Lord of War unit, something very few &amp;quot;generic&amp;quot; bundles have done before. Since LoW&#039;s tend to be less common in the average detachment these days, in addition to the Wraithknight&#039;s cost to field (and debatable viability), you&#039;ll get more value by buying a different kit if you have no need/desire for the Wraithknight itself (it would in fact be cheaper to buy all the other units sans WK separately than to purchase this bundle).&lt;br /&gt;
***&#039;&#039;&#039;Craftworlds Vanguard Detachment ($170):&#039;&#039;&#039; Designed for Apocalypse games, this package comes with a &#039;&#039;Spiritseer&#039;&#039;, two &#039;&#039;Wraithlords&#039;&#039; and three squads of &#039;&#039;Wraithguard/blades&#039;&#039;. What it lacks in variety (bundles only ever seem to focus on Wraith units or guardians, but given everything else is resin, it&#039;s not like they have much to choose from) it can make up for with some punishing firepower that&#039;s more suited to the bigger scale Apocalypse games are aiming for. A solid choice if you only have a couple squads of Wraith units or plan to play it big.&lt;br /&gt;
***&#039;&#039;&#039;Wraithknight Super-Heavy Detachment ($345):&#039;&#039;&#039; The most expensive bundle (which it technically is), this package of three &#039;&#039;Wraithknights&#039;&#039; is...impractical for a number of reasons. First, it offers no discount compared to just buying the three wraithknights separately, so it really just provides the minor convenience in packaging them all in the same box. Second, even with the agreeable point discount Chapter Approved 2018 gave them to field, wraithknights are still too cost inefficient to justify taking more than one (even then, situationally) in the average list. If you&#039;re just in it for the modelling or mainly planning for Apocalypse, however, feel free.&lt;br /&gt;
***&#039;&#039;&#039;Blood of the Phoenix ($230):&#039;&#039;&#039; The first new plastic Aspect Warriors and Phoenix Lord make their debut in GW&#039;s &amp;lt;s&amp;gt;most expensive non-superheavy box set to date&amp;lt;/s&amp;gt; formerly most expensive non-superheavy box set (they wasted no time breaking that record). Uh...yay? Regardless, this set comes with &#039;&#039;Jain Zar&#039;&#039; and a squad of &#039;&#039;Howling Banshees&#039;&#039; in their sleek new plastic glory, a &#039;&#039;Falcon&#039;&#039; to carry them around in and a random &#039;&#039;Vyper&#039;&#039; since every other eldar box set released spammed Windriders as filler. &#039;&#039;If&#039;&#039; you can find a player to split the Dark Eldar units (or plan on getting them for &#039;&#039;their&#039;&#039; fancy new plastic Incubi and Drazhar models anyways), then it&#039;s arguably worth it (you know, given how inflated GW&#039;s prices are these days). Assuming Jain Zar will run $30ish dollars and the banshees run $50ish dollars, you&#039;ll save $55 on the craftworld units included compared to purchasing them individually, again assuming you find someone to split the set with. This just happens to be enough money to cover the cost of the Phoenix Rising rule book you&#039;ll want/need to buy separately if you want access to all those fancy Exarch Powers and Custom Craftworld attributes since the book included in the set [[Fail|doesn&#039;t have any of those rules included,]] [[Games Workshop|forcing you to purchase a stand alone book separately if you actually want to use them]]. While the plastic aspect warriors are certainly welcomed with open arms, there are a few issues with this set that make purchasing even one of them a tall ask; a 30~% price increase on a bundle that only includes two &amp;quot;new&amp;quot; units per faction (versus a bundle like Shadowspear, where everything included on both sides was completely new &#039;&#039;and&#039;&#039; still at a semi-standard $170) with two of the models being named characters makes this set a particularly hard sell. At most, you&#039;ll probably only want to buy this set once (if even that), even if you&#039;re splitting it with someone else.&lt;br /&gt;
***&#039;&#039;&#039;Squadrons:&#039;&#039;&#039; Players looking to fill up on more niche models can save a few bucks on the Vyper Squadron ($75) and Vaul&#039;s Wrath Support Battery ($60) bundles; each comes with three models that can either be set up either individually or as a single squad, giving players a bit of tactical flexibility when it comes to filling out their detachments.&lt;br /&gt;
**&#039;&#039;&#039;Aspect Warriors:&#039;&#039;&#039; When it comes to the Aspect Warriors, unfortunately almost all of them are online exclusive and Fine-cast Resin models (Dire Avengers and Howling Banshees being the only exceptions to both of those standards) that are not only woefully outdated aesthetically, but also consistently out of stock and difficult (if not impossible) to find on 3rd party websites. Now that much of the 40k hype has shifted towards less model intensive game-types, the availability of these units isn&#039;t as much of an issue as they used to be, though don&#039;t be surprised if it takes GW several months to restock a kit that sells out for Eldar. With the Psychic Awakening focus on the Craftworlds having come and gone, it&#039;ll likely be quite some time before any of the other Aspects get plastic overhauls like the Banshees received.&lt;br /&gt;
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===Required and Recommended Reading===&lt;br /&gt;
Here is a list of all Asuryani-applicable rule books you&#039;ll need in order to officially play the game. Outside the Codex itself, many of these books are largely optional but are good to have on hand just in case [[that guy]] incessantly insists on fact checking any obscure rule or unit you want to use. The prices listed are assuming you&#039;re looking to purchase a physical copy of the book.&lt;br /&gt;
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*&#039;&#039;&#039;Warhammer 40,000 (Core, $60)&#039;&#039;&#039; - Kind of obvious, the basic rules on how to play the game are listed within. Watered down rule booklets are often included in battle box sets that go over the basic battle round phases, but they neglect to mention any of the game modes, deployment zones or other miscellaneous information needed. That said, check with your local store or fellow gaming buddies if they already have a copy you can borrow; you might be able to get by just sharing one core rule book between the involved players if you only play rarely or casually.&lt;br /&gt;
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*&#039;&#039;&#039;Codex: Craftworlds (Core, $40)&#039;&#039;&#039; - Another &amp;quot;no shit, Sherlock&amp;quot; book you&#039;ll need to own to actually play Craftworld Eldar. For anyone just interested in playing Open/Narrative play, this and the core Rulebook are all you&#039;ll need.&lt;br /&gt;
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*&#039;&#039;&#039;Imperial Armour - Index Xenos (Forgeworld/Optional, $24)&#039;&#039;&#039; - You&#039;ll need this book if you want to field your more obscure or superheavy options available on GW&#039;s sister website [[Forgeworld]]. It seems that Forge World will be releasing updated versions of these indexes sometime later in 2020. These updates will provide new rules and reworked datasheets to bring the Forge World units in line with their fellow standard units as they are in their respective Psychic Awakening books. Once the current edition sells out on their website, they&#039;ll no longer restock copies of the index until they release the new version, so if you have any interest in picking up Forge World units before then, you should probably grab a copy soon.&lt;br /&gt;
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*&#039;&#039;&#039;Chapter Approved: (20XX/Kinda optional, $35)&#039;&#039;&#039; - An annually released book that amounts to an irritatingly necessary subscription to play competitively, as it contains the most up-to-date balance updates for all playable units across all the factions (core and Forgeworld). Needless to say, these point reevaluations override whatever point costs were listed in any prior Codexes/Indexes/CA Volumes and are required in order to field tournament legal lists. Each edition does thankfully also come with new game modes and rules to expand how you can play the game, so they aren&#039;t &#039;&#039;completely&#039;&#039; rendered obsolete each year when the new volume drops. Casual players can get away with skipping this purchase as well, especially if their local community doesn&#039;t really give a shit about the official GW stance on tournament play.&lt;br /&gt;
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*&#039;&#039;&#039;Vigilus: Defiant (Optional, $50)&#039;&#039;&#039; - Now onto the truly elective reading, Vigilus: Defiant offers access to two specialist detachments that you can upgrade your lists with, if you&#039;re playing with the compatible units. It&#039;s a bit expensive and the percentage of the book actually relevant to you is disappointingly small, but it does offer additional generic game modes and access to a variety of other faction specialist detachments if you plan on double-dipping into any of them.&lt;br /&gt;
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*&#039;&#039;&#039;Psychic Awakening: Phoenix Rising (Optional, $40)&#039;&#039;&#039; - Though it&#039;s entirely supplementary, the custom Craftworld Attributes, Exarch Powers and full Ynnari rules offer very compelling reasons to pick up a copy for players looking to enhance and customize their army. Additional game mode modifiers, like Theatres of War, add extra rules that can mix things up by granting unique effects to certain units fielded within.&lt;br /&gt;
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*&#039;&#039;&#039;Warhammer Legends: Craftworlds (Optional)&#039;&#039;&#039; - The retirement home for any models/units GW doesn&#039;t currently stock or have any intention of keeping relevant in the current tournament scene. To that end, the units or loadout options available in the Legends section are still supported for Narrative/Open/Casual Matched Play, but are illegal for use in official Matched Play tournaments and generally not recommended for locally hosted tournaments either. The only things of note in here are the expanded weapon options for your Autarch variants and a few discontinued Aspect Warrior Exarch special weapons. Craftworld players certainly got off easier than Space Marine or Ork players in this regard.&lt;br /&gt;
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Lastly, keep a sharp eye on Warhammer-Community for any FAQs published about the core rules and any of the books listed above. They can drastically change the way your units function and are necessary (for competitive players at least) in order to properly play the game. Casual players again can live without these, but as the FAQs are the only rule adjustments that are released for free, there&#039;s really no reason not to go ahead and give them a read.&lt;br /&gt;
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===Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Overview:&#039;&#039;&#039; The thing about Craftworld Eldar is that most of their infantry units are elite and highly specialized; in concept each different unit is suited to one particular job that they do exceptionally well, and struggle to do anything outside their designated roles effectively. While they reflect this in practice as well, certain units don&#039;t perform those jobs well enough to justify fielding them without having to build entire lists around them. When building a detachment, you&#039;ll need to keep your opponent&#039;s army in mind when choosing your units; find their strengths and weaknesses and exploit them with surgical precision. CW Eldar lack the tactical flexibility of Space Marines, are far too costly to field disposable blobs of infantry, and cannot afford to field units that have limited use against their opponent&#039;s forces. Battles of attrition can be particularly one-sided against Eldar due to their minimal model count, fragile durability with subpar armor and shorter-than-average range on their guns. However, with the exception of Wraith units, all your infantry units are faster than most other armies, are reliably accurate, and possess powerful guns and psychic powers that make up for their less than adequate defenses.&lt;br /&gt;
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*&#039;&#039;&#039;Aeldari, not just Asuryani:&#039;&#039;&#039; Something that you&#039;ll want to consider, is that you can and should take units from your Dark Eldar, Harlequin, and Corsair cousins. While Craftworld Eldar have access to durable, hard-hitting units (like Wraithguard, War Walkers and Wave Serpents), as well as solid psykers (Farseers and Warlocks), most of your units come with a point price tag that makes most losses you suffer hurt more than they should. Dark Eldar on the other hand have access to surprisingly cheap and hard hitting units, Harlequins themselves are pricier, but their infantry&#039;s mobility and close combat game is unrivaled and lastly, Corsairs are modestly priced, highly flexible troops that can help fill any niche your army may be lacking. Take units that&#039;ll complement your strategy.&lt;br /&gt;
**&#039;&#039;&#039;28/09/2018 FAQ Note&#039;&#039;&#039; Now that the Battle Brothers beta rule added in the 16/04/2018 FAQ has been decreed a fully fledged rule, Matched Players &#039;&#039;must&#039;&#039; ensure each faction of Aeldari is keeping to their own strictly pure-strain detachments. Even Corsairs must abide by this rule, though they now enjoy a special rule allowing them to be brought without an HQ in their detachment (since they&#039;d otherwise be unplayable), but they are limited to Patrol, Battalion and Outrider Detachments. Taking them in said detachments also negates the bonus CP they would otherwise confer. Plan accordingly if you want to take more than one flavor of eldar.&lt;br /&gt;
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*&#039;&#039;&#039;Mind your Detachments:&#039;&#039;&#039; As far as pure Craftworld detachments go, going with the standard Patrol, Battalion or Brigade formations is often not the most economical way to field an army (With the codex out however, it&#039;s far more feasible due to Dire Avenger and Ranger point reductions). Going with a Vanguard, Outrider or Spearhead detachment will allow you to field the specialized army that the Craftworld Eldar are known for without a Troop tax limiting your options. Given the large number of new stratagems that were released with the new Codex, make sure you plan out which ones you will use and how often you think you&#039;ll need to use them before committing to a lower CP cap.&lt;br /&gt;
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*&#039;&#039;&#039;Melee Combat:&#039;&#039;&#039; It sounds obvious at first, but it really does need to be said for the Eldar: you really don&#039;t want to wipe a unit in close combat in your own turn as the Craftworlds Eldar; even for the Ynnari, it&#039;s less than ideal. You want to be wiping a unit on your opponent&#039;s turn to be protected from return fire, or abuse the hell out of the Yncarne&#039;s ability to teleport next to something that just died on anyone&#039;s turn (potentially giving them the ability to teleport across the table, then charge on your turn). Given that everything but your Wraith units are T3, you definitely don&#039;t want them standing there in the open for your opponent to shoot to bits. Wraithblades, Incubi, Grotesques and Harlequins are all units easily able to wipe a unit off the board in one charge, so make sure to plan an escape for them if/when they do. Everyone else has a cheap Troop they can literally throw at your melee units (yes, even the Dark Eldar) to tie them up for a round then proceed to shoot the hell out of them next turn.&lt;br /&gt;
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===Specific Army Builds===&lt;br /&gt;
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&#039;&#039;&#039;Bike Swarm:&#039;&#039;&#039; Not a pure craft worlds list per say but close enough to be included here. With the advent of the new space marine meta quite a few of the &amp;quot;classic&amp;quot; Craftworlds lists have been rendered almost unplayable, fortunately there are a few lists out there that almost perfectly counter the AIDS of the space marines meta; this one included. Take 1 to 3 max size units of Shining Spears with the withdraw Exarch power, (Starlance exarch weapon) and three warlock Skyrunners, Jinx/protect, Empower/enervate and Quicken/Restrain (probably take a Farseer with Doom and Guide as well). You&#039;ll also need 3 units of harlequin Skyweavers with zephyrglaives and haywire cannons with a Shadowseer, Twilight Pathways and Webway Dance. Finally take an Alaitoc or custom detachment with 3x units of rangers using your Quicken/Restrain warlock and Farseer as HQ&#039;s, if after all this you have any points to spare put them into a large unit of dark reapers with Tempest Launcher and Long-Ranged fire. &lt;br /&gt;
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You probably get the idea by now, as many fast hard to kill, 2 damage toting units you can get, a list tailor made to kill those Primaris rats, with Protect and Withdraw on your lead unit of Shining Spears you&#039;ll be almost immune to melee attacks from basic space marines, S6 AP-4 and D2 will make a mockery of Primaris and Centurions alike and their fly keyword allows them to charge those pesky Stormtalons and Stormhawks. One unit of skyweavers can have a 3++ every phase for 1cp and another can be -2 to hit, don&#039;t forget they can move twice too with twilight pathways. They&#039;re hitting with 3 S5 AP-1 D2 attacks each in combat, but their true strength is against vehicles at range, doing an average of 1-2 mortal wounds per bike to any unit with the vehicle keyword - no Ironstone is going to save them this time!        &lt;br /&gt;
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&#039;&#039;&#039;Wave Serpents:&#039;&#039;&#039; The premiere tank of the Craftworlds, Wave Serpents outclass Falcons as durable transports that offer no small amount of firepower for considerably less cost than any other grav tank that you can field. However, if all it&#039;ll be transporting is a small squad of Fire Dragons/Howling Banshees, you could consider to pay a bit more for the Falcon in order to increase its fire power.&lt;br /&gt;
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*&#039;&#039;&#039;Wraith-Bus:&#039;&#039;&#039; Despite how durable wraith units are, they don&#039;t appreciate having to slowly slog it across the field with either melee or flamer-range weapons while your opponent lights them up with all manner of heavy firepower from half a table away. Wave Serpents can comfortably fit a squad of 5 blades or guard accompanied by a Spiritseer or Yvraine (or both if you wish!) while providing decent amounts of extra firepower. Wraithblades accompanied by an Enhance Spiritseer can absolutely slaughter most infantry with 20 S6 AP-2 attacks that hit on 2+ (with re-rolls!). This can be made extraordinarily terrifying if the Spiritseer is using a Psytronome of Iyanden, giving each Wraithblade within his 6&amp;quot; bubble a staggering 6 attacks on the charge (for a 5-statue squad, that&#039;s [[Rip and tear| 30 S6 AP-2 attacks!]] While this costs each affected squad d3 Mortal Wounds, you&#039;re at worst losing 1 Wraithblade in exchange for what&#039;s likely the entirety of the squad they just charged. If you&#039;re feeling feisty, you can do this with some Ynnari Wraithblades (They&#039;re still {{W40Kkeyword|&amp;lt;CRAFTWORLD&amp;gt;}} units after all, and the Psytronome applies to all {{W40Kkeyword|IYANDEN}} Wraith units) and &#039;&#039;very&#039;&#039; likely trigger a Soulburst. Just be careful that if you do this, you don&#039;t accidentally leave your Spiritseer to the [[Space Wolves|wolves]] while your Wraithblades charge off to make [[Khorne | Khaine]] proud. &lt;br /&gt;
*&#039;&#039;&#039;Fire-Bus:&#039;&#039;&#039; The much cheaper option than those pricey wraith units, these guys basically exist to be crammed into Wave Serpents for your anti-vehicle/monster needs. While they&#039;re basically throw-away units after they open up on their first target, they can do surprising amounts of damage when operating under Strength from Death. Watch your opponent pop an artery when your Fire Dragons immediately incinerate those Space Marines that tumbled out of that rhino you roasted literally seconds before them. Depending on how important those Fire Dragons are, consider taking a non-warlord Autarch or Warlock to provide re-roll support or defensive buffs so that they can do their jobs effectively and &#039;&#039;potentially&#039;&#039; even survive the following turn.&lt;br /&gt;
*&#039;&#039;&#039;Banshee-Bus:&#039;&#039;&#039; A squad of 6-8 Howling Banshees grouped up with a 4-6 elf Warlock Conclave can prove a relatively competent strike-squad that can handle &#039;&#039;most&#039;&#039; standard infantry relatively well. A Drain-Empower casting conclave can significantly buff the survivability and damage output of the Howling Banshees, who will be able to relatively reliably wound infantry up to and including MEQ squads. Drain on top of the H.B&#039;s hit modifier means that most enemies remotely competent in melee are only hitting back on a 5+. The Warlocks can also try to join the fray with their Witchblades, though MEQ targets and above can usually shake off their attacks using their standard saves. Additionally, even though the Warlocks all have a 4++ with several wounds apiece, losing 1-3 of those Warlocks will permanently handicap your Banshees due to the reduced powers per turn. Commit them only if you&#039;re certain they can survive your opponent&#039;s next combat round. As far as the number of Warlocks you&#039;re taking, if you&#039;re confident that you can keep your Warlocks safe (remember, they&#039;re not characters in a conclave), feel free to take just 4 and fill the rest of the Serpent with more Banshees. Going half-and-half will reduce your Banshee&#039;s total attack output, but will ensure your warlocks can survive a couple casualties before dropping a tier on their powers.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Take:&#039;&#039;&#039; If you have the points to spare and are able to take a secondary detachment, consider just taking a Supreme Command detachment of 2-4 Warlocks rather than cramming in a Conclave in your primary detachment. You will maximize the number of Runes of Battle your Warlocks can cast while simultaneously maximizing the number of Banshees crammed in the Wave Serpent with them. Additionally, these individual Warlocks are in fact Characters, and will be considerably easier to keep safe from enemy fire. Empower/Enervate and Enhance/Drain Warlocks are a must, and while Protect/Jinx and Quicken/Restrain warlocks are extremely helpful, are not required. Conceal/Reveal can be helpful on the approach, but as a melee specialist unit that&#039;ll likely be in a Wave Serpent if not &#039;&#039;in&#039;&#039; combat, would be a power better reserved for dedicated ranged units. Though the Embolden/Horrify power can find usage due to the Banshee&#039;s penchant for horde-killing, their naturally high leadership means that they likely won&#039;t fail many morale tests. As for the Horrify power, it is better reserved for units like the Hemlock Wraithfighter, which is far more suited for the Leadership bombing role than banshees are.&lt;br /&gt;
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&#039;&#039;&#039;Deathstars:&#039;&#039;&#039; While a good amount of eldar cheese has been toned down since 8th edition launched, there are still a couple units that can perform spectacularly when grouped together.&lt;br /&gt;
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*&#039;&#039;&#039;Banshee-Star:&#039;&#039;&#039;  With the Codex returning Howling Banshee&#039;s Overwatch immunity alongside acrobatic advances &#039;&#039;and&#039;&#039; charges (which they can now perform both in the same turn), getting into melee combat is easier than ever for these aspect warriors. Banshee Exarchs have a passive that is basically the Drain power which stacks with a Drain Warlock to make them absurdly resilient in melee. A second Warlock tagging along with Empower can help fix their poor ability to wound MEQs and above. Depending on whether or not you&#039;re going MSU with the Banshees, a standard 5-Banshee squad can appreciate having a 5-Dire Avenger squad tag along inside the Wave Serpent as a screening unit of sorts to give them a bit of cover fire. Be careful though; Unless Jain Zar is within 6&amp;quot; of your banshees, they no longer strike first in melee.&lt;br /&gt;
*&#039;&#039;&#039;Reaper-Star&#039;&#039;&#039;: Take a full unit of 10 with a Reaper Launcher or Missile Launcher on the Exarch with a Farseer for Guide and either Doom for if the enemy gets close or Fortune if you&#039;re just worried about surviving the reprisal. [[Dakka|That is 10 of your pick out of Heavy 1 S8 AP-2 D3 or Heavy 2 S5 AP-2 D2 per turn]].  [[Rage|Just make sure you keep your range to survive your opponent&#039;s reaction to this]]. Make sure you take a screening unit like Guardians or Rangers to protect from Deep Strikes. If you&#039;re concerned about ranged enemy reprisal, a Conceal Warlock can go camp with them to give anyone trying to bip your Reapers a -1 to-hit penalty, -2 if {{W40Kkeyword|alaitoc}}.&lt;br /&gt;
*&#039;&#039;&#039;Shadow-Star(Forge World; best under {{W40Kkeyword|alaitoc}}):&#039;&#039;&#039; A group of 5-10 Shadow Spectres accompanied by a Warlock Skyrunner casting conceal can be a force to be feared indeed. With 3+ armor and a -2 to-hit modifier (per successful conceal cast), Shadow Spectres can be one of, if not the most, durable CW eldar infantry choices you can take. While Wraith units are tougher with more wounds and heavier firepower, Shadow Spectre armor comes at no cost to their mobility or accuracy, which comes in at a brisk 10&amp;quot; base movement with Battle Focus letting them fire off their Prism Rifles at Coherent(S6 AP-3)/Dispersed(S5 AP-1) mode with no penalty. On top of a much lower likelyhood of even being hit in the first place thanks to their Holo-Fields. Unfortunately, they&#039;re no longer &amp;lt;i&amp;gt;as&amp;lt;/i&amp;gt; cheap as they were, at 165 points for a standard 5-elf squad. Despite that, they are still 35/60 points cheaper than a Wraithcannon/D-scythe Wraithguard squad, or 10/65 points cheaper than Ghostsword/Ghostaxe Wraithblades. An autarch joining in with Swooping Hawk wings can keep up with the Shadow Spectres and give them re-roll 1s support for their coherent beams for your MEQ blending needs as well. Of special note, Shadow Spectres can become even more of a pain to get rid of if using Alaitoc&#039;s &amp;quot;-1 to hit&amp;quot; rule, making them borderline untouchable at range (assuming your Warlock is still casting conceal on them, that&#039;s -3 to hit from 12&amp;quot; or further!). With careful positioning, Shadow Spectres can dance around and fire their Coherent Mode within that sweet 6&amp;quot; border that keeps them out of (most) rapid fire/charge ranges and keeps the -3 modifier going strong. Add the Lightning Fast Reflexes Stratagem to up that penalty &#039;&#039;&#039;further&#039;&#039;&#039; to a -4, and even units with BS 2+ will be all but incapable of hitting them. But beware of Adeptus Custodes Venerable Land Raiders- they get a Stratagem that lets them ignore all of those penalties entirely. However, given how expensive it is to do this, the Custodes will have more things to worry about from a mobile army like the Eldar, like being able to actually score objectives (though why they aren&#039;t just spamming Jetbikes against Eldar instead is another question entirely). And though the heavy Flamer profile on their Prism Rifles will likely give your opponent pause (especially since the Spectres can simply leave combat and light them up come your turn), CQC is a definite shortcoming for the Spectres; most of their to-hit bonuses will be negated (though not &#039;&#039;all&#039;&#039; of them) and they hit back about as hard as a stiff sneeze in the wind. Heavier melee units like the Custodes, Grey Knights, Blood Angels, and other Eldar Wraith units can generally tough out the overwatch and slaughter your Spectres in short order if you let them get too close.&lt;br /&gt;
*&#039;&#039;&#039;Spear-Star:&#039;&#039;&#039; Fairly straightforward; take 3 Warlocks with Enhance, Empower, and Quicken, and a Farseer with Guide/Fortune. You can take more Warlocks with less important powers like Protect, Embolden, or even Conceal if you&#039;re worried, but this is meant to punch things, not be durable.  Cast any non-Quicken buffs on the Spears, then Quicken them.  That&#039;s 38&amp;quot; of shooting threat, and 34&amp;quot; minimum (average 39&amp;quot;) of charge threat, with, at full bore, +1 to hit and wound in melee, re-rolling misses with the guns.  If you combine it with the {{W40Kkeyword|Saim-Hann}} stratagem, you can advance the bikers, shoot at no penalty, charge with re-rolling charge rolls, and then have both +1 to hit and re-rolling of 1s to hit in melee, on top of the +1 to Wound.&lt;br /&gt;
**The most important trick here is simply noting that Quicken works best on fast units, and Shining Spears are both fast, and most in need of the help, since their otherwise tremendous guns are very short range.  If you want to pull this trick more than once, you&#039;ll want Skyrunners, so your buffers can keep up with your Spears.&lt;br /&gt;
*&#039;&#039;&#039;Wraithstar (Iyanden Only):&#039;&#039;&#039; Take a unit of 5 Wraithblades with Ghostswords, a Spiritseer with Enhance, and a Farseer with Doom and Fortune, with one of the characters carrying the Psytronome of Iyanden. When you activate the Psytronome, this gives the unit [[Rape |30 S6 AP-2 Attacks, hitting on Re-rollable 2s, Wounding on a re-rollable 2+ or 3+ against Infantry]], and it is [[Awesome|able to shrug off the Mortal wounds it sustains, all while fitting into a single Wave Serpent that has a statline that degrades at half the normal rate]]. While you&#039;re at it, feel free to use the &#039;&#039;Supreme Disdain&#039;&#039; stratagem to give the wraithblades exploding attacks on their 6+ rolls! Alternatively/additionally, while a Wraithseer can&#039;t fit in a Wave Serpent with them, it can give the Wraithblades re-rollable charges, and is no slouch in melee, either, since it also benefits from the Psytronome, as well as the boost to its degrading statline. Additionally, a Bonesinger tagging along can help recover wounds lost from combat/Psytronome usage, and lay down a Smite or two in the meantime to help soften up enemies from afar. Sadly, this is a one-time thing per battle, so make sure your priorities are clear before committing to a target. You can make a detachment running this strategy into a {{W40Kkeyword|Wraith Host}} to open up access to a few more stratagems to improve their offensive/defensive capabilities.&lt;br /&gt;
*&#039;&#039;&#039;Scorpion Star:&#039;&#039;&#039; Take 9 Scorpions, Karandras and 2 Spiritseers or Warlocks with Enhance/Empower of which one is your warlord with Ambush of Blades and put them into a Serpent. Let them Charge into something in Cover. Pull the Supreme Disdain Stratagem and Drown your enemies in saves. RAW each hit on 4+ will generate 2 additional Attacks(3 Attacks for the Exarch because he gets extra attacks from 3 different sources) wounding on 3+ against T4 or 2+ against T3, each hit on 4+ will be resolved with -1AP. This will be around 50 Hits with more than a half Attacks with -1AP if you factor in an Autarch plus all Mandiblasters, Karandras and the Spiritseers. Not really cost efficient, but really fun to pull off.&lt;br /&gt;
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===Craftworld Unit Recommendations===&lt;br /&gt;
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|[[File:Alaitoc banner large by mirageknight32-d62s4fo.jpg|Border|50px|left]]&lt;br /&gt;
|&#039;&#039;&#039;Alaitoc&#039;&#039;&#039;: Alaitoc is probably the default Attribute for many armies, specialized or no, simply because an army wide -1 to hit modifier benefits almost every unit you can field. Suffice to say, longer ranged units take advantage of this much more effectively than your mid/short ranged units. Melee units will find this perk quite situational as they will either be in a transport, in melee combat and generally un-targetable in the meantime or at ranges that don&#039;t confer the attribute&#039;s bonus.&lt;br /&gt;
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*&#039;&#039;&#039;HQ Choice Recommendations&#039;&#039;&#039;: &#039;&#039;Autarchs&#039;&#039; are highly versatile HQs that have access to the Shimmerplume of Achillrial, making them extremely difficult to hit even if enemy units get a chance to shoot at him unimpeded. Works wonderfully as a force multiplier for squads of Dark Reapers, especially if given the Mark of the Incomparable Hunter trait and a Reaper Launcher to not only stay at range, but also to snipe your opponent&#039;s characters. &#039;&#039;Farseers&#039;&#039; and &#039;&#039;Spiritseers&#039;&#039; are perfectly viable as well, and can take the Shiftshroud of Allansair for consistent -2 to hit modifiers (can also take in conjunction with at Autarch and his Shimmerplume if you can spare the CP for it). &#039;&#039;Warlocks&#039;&#039; as secondary HQs are a must, as stacking the Conceal power with other to hit modifiers is what makes Alaitoc units so incredibly hard to kill.&lt;br /&gt;
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*&#039;&#039;&#039;Special Character Recommendations&#039;&#039;&#039;: &#039;&#039;Illic Nightspear&#039;&#039; is a fluffy pick that, when combined with fellow Rangers and/or even an Autarch with MotIH and a Reaper Launcher, can almost guarantee one dead character a turn. A perfect pick for all the Shadow Spectres you&#039;re inevitably going to field is &#039;&#039;Irillyth&#039;&#039;, as while he cannot abuse Alaitoc&#039;s attribute the way his aspect warriors can, he gives all Spectres an 18&amp;quot; fear bubble that can make the Morale phase for your opponent just as dangerous as your shooting phase.&lt;br /&gt;
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*&#039;&#039;&#039;Troop Choice Recommendations&#039;&#039;&#039;: &#039;&#039;Rangers&#039;&#039; are a given; they&#039;re your second cheapest troop choice and combined with their innate -1 to hit modifier, ability to deep-strike and 36&amp;quot; range guns, they are perfect for securing objectives outside your initial deployment zone, acting as buffers against enemy deep-strikers, character hunting, and just being a general pain in the ass to get rid off. Alaitoc also offers a unique stratagem that requires enemy units shooting at a squad of rangers to roll specifically a 6 in order to hit them, letting you save the Conceal power for more important units doing the killing. &#039;&#039;Guardian Defenders&#039;&#039; are a good secondary choice; while they can&#039;t contribute much firepower outside that 12&amp;quot; the Alaitoc attribute needs to stay effective, they can still plant a lot of bodies on an objective and can be a pain to clear off if utilizing the Celestial Shield stratagem and Protect psychic power. Lastly, their Heavy Weapon platforms can contribute a little bit of extra firepower with a bit more oomph than Ranger Long Rifles or Shuriken Catapults can provide.&lt;br /&gt;
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*&#039;&#039;&#039;Elite Choice Recommendations&#039;&#039;&#039;: &#039;&#039;Shadow Spectres&#039;&#039; are an obvious choice for lists allowing Forge World units. Fast flying infantry that have powerful guns that can not only punch through MEQ and TEQ targets with relative ease, but also effortlessly burn through horde armies with impunity. The dispersed mode on their guns can generally discourage even somewhat durable targets from getting too close, and anything trying to shoot them at range has to deal with a -2 to hit modifier at minimum. Stacking Conceal with Lightning Fast Reflexes makes it nigh impossible to score a shot on them; the few hits that do manage to land still have to contend with a 3+ base armor save that can easily be boosted by both Cover and Protect to an effective 1+ armor save. Anyone wishing to avoid this kind of cheese, or is unable/unwilling to field Forge World for one reason or another, &#039;&#039;Wraithguard&#039;&#039; and &#039;&#039;Wraithblades&#039;&#039; become particularly durable and are surprisingly versatile in what they can do. &#039;&#039;Howling Banshees&#039;&#039; and &#039;&#039;Striking Scorpions&#039;&#039; appreciate the extra protection Alaitoc provides, though other craftworlds (particularly Biel-Tan and Saim-Hann) offer better perks that they can utilize much more effectively.&lt;br /&gt;
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*&#039;&#039;&#039;Fast Attack Choice Recommendations&#039;&#039;&#039;: &#039;&#039;Warp Spiders&#039;&#039; can easily bump up to a -4 to hit modifier much the same way Shadow Spectres can; Flicker Jump, Conceal and Lightning Fast reflexes can all be stacked if your Spiders find themselves in a pinch, though keeping enemy units further than 12&amp;quot; away may prove challenging since that just happens to be the range of their Death Spinners. &#039;&#039;Swooping Hawks&#039;&#039; are a cheap, fast and shooty choice that can reliably keep enemy units securely outside that 12&amp;quot; danger-zone other Craftworld units need to be mindful of and offer a reliable source of Mortal Wounds for dealing with those feisty hordes. &#039;&#039;Shining Spears&#039;&#039; get an honorable mention since, even though they&#039;re a melee-focused unit, their speed and relative durability make it fairly tempting to bulk it up with to-hit modifiers. As a biker unit, a Warlock Skyrunner can also putter along and cast Conceal for a relatively reliable -2 modifier as well. Forge World &#039;&#039;Hornets&#039;&#039; happen to be the only vehicles that can also get a consistent -4 to hit modifier and are also the only units that can do so without Psyker support. However, as they need to constantly advance to get up to that point, abusing to hit modifiers on them limits their weapon loadout strictly to Shuriken Cannons and as such, may not necessarily be desirable candidates for this slot.&lt;br /&gt;
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*&#039;&#039;&#039;Flyer Recommendations&#039;&#039;&#039;: &#039;&#039;Hemlock Wraithfighters&#039;&#039; may no longer be able to cast Conceal themselves, but this attribute will at the very least allow them to keep the -2 to hit modifier they used to have before the Codex&#039;s release. Hemlocks are powerful fliers even without the added durability, S12 auto-hitting shots will make short work of MEQs, Monsters and Tanks alike, though the limited number of shots launched per turn makes it less effective against horde-based armies directly. Indirectly, Horrify combined with its Mindshock Droppods make for one of the most potent leadership bombs possible with the added bonus of being strictly from one source. Stack this with Irillyth and some Shadow Spectres to ensure any infantry that survives a salvo from either the Hemlock itself or the nearby Shadow Spectres tucks their newly formed shit-tails between their legs and books it. All the other craftworld flyers do indeed prefer the Alaitoc attribute as well, though the Hemlock is arguably the best choice if you&#039;re going to use this slot at all.&lt;br /&gt;
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*&#039;&#039;&#039;Heavy Support Choice Recommendations&#039;&#039;&#039;: &#039;&#039;Dark Reapers&#039;&#039;. Even if the -1 to hit modifier had no effect on Dark Reapers, these guys are too good at what they do to not be an immediate consideration for this slot. With 48&amp;quot; range guns, it&#039;ll be quite some time before most enemy units can slog up to a range that negates Alaitoc&#039;s attribute. If they ever even make it so close alive to begin with. On the flipside, Dark Reapers are also a perfect counter to other armies abusing to hit modifiers themselves. Since they always hit on a 3+ regardless of all these modifiers, they can humble even enemy Shadow Spectres should they get too drunk on all that cheese. Alternatively, &#039;&#039;Fire Prisms&#039;&#039; offer long range, flexible fire support that can stack the Linked Fire stratagem and Pulse Laser Discharge to erase one particular target a turn. &#039;&#039;War Walkers&#039;&#039; and Heavy Weapon focused &#039;&#039;Wraithlords&#039;&#039; also appreciate the added durability Alaitoc offers, especially if they were going to spend their time as backline gunners.&lt;br /&gt;
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*&#039;&#039;&#039;Lord of War Choice Recommendations&#039;&#039;&#039;: &#039;&#039;Vampire Raiders&#039;&#039; and &#039;&#039;Vampire Hunters&#039;&#039;, if you&#039;re lucky enough to have these out-of-production models, have natural synergy with Alaitoc. Their Colossal Flier rule forces all non-flying units to add 12&amp;quot; to their shooting/psychic powers, meaning that they will always benefit from Alaitoc&#039;s attribute. This means that against many armies, your super expensive Vampires will always have a -2 to-hit modifier on top of their distortion invulnerable saves (which, unlike virtually everything else in the LoW section, can actually practically maintain movement required for the 5+/4+ save) until/unless you choose to switch it to hover mode. &#039;&#039;Cobras&#039;&#039; and &#039;&#039;Scorpions&#039;&#039;, as gunline tanks likely parked deep in your territory, will almost always benefit from Alaitoc&#039;s trait as well, though they tend to function more efficiently under Iyanden. &#039;&#039;(Skathach) Wraithknights&#039;&#039;, while equally affected by the attribute as the rest of your non-Conclave units, perform better under Iyanden.&lt;br /&gt;
**Honestly if you&#039;re running a Footdar list it&#039;s this or Biel-Tan. The main advantage an Aliatoc Footdar list has is that the -1 to Hit will help your melee units actually get close enough to charge in the first place, something a lot of people overlook.&lt;br /&gt;
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|&#039;&#039;&#039;Biel-Tan&#039;&#039;&#039;: Tailor made for Aspect Warriors, Biel-Tan favors taking small elite squads of infantry and compliments anything Shuriken. Biel-Tan is particularly useful for lower point games, as most Aspect Warriors are relatively cost effective and can easily fit into &amp;lt;1000 lists.&lt;br /&gt;
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*&#039;&#039;&#039;HQ Choice Recommendations&#039;&#039;&#039;: &#039;&#039;Autarchs&#039;&#039; again have incredible flexibility that let them fill whatever niche you may need in your detachment. Need re-roll support and an extra Fusion gun for your Fire Dragons? Check. Want re-roll support and Overwatch suppression for your Howling Banshees or Striking Scorpions? Check. Whatever your Aspect Warriors can do, your Autarch can do slightly better while supplementing their specialized skills. &#039;&#039;Farseers&#039;&#039; are another no-brainer; though more expensive, they offer much appreciated psyker support that can more flexibly assist your army than a single Autarch can. &#039;&#039;Warlocks&#039;&#039; are also ideal, and even necessary for some of your Aspect Warriors to be utilized to their full potential.&lt;br /&gt;
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*&#039;&#039;&#039;Special Character Recommendations&#039;&#039;&#039;: Biel-Tan just screams for Phoenix Lords. &#039;&#039;Asurmen&#039;&#039; is all but mandatory, as he can make most of your army particularly tanky with his invuln buff and compliments your Dire Avengers to such a potent degree that it&#039;s simply staggering. &#039;&#039;Baharroth&#039;&#039; is another candidate for a rounded list, as he can make any nearby Aspect Warriors borderline fearless and can redeploy to anywhere on the map as needed. All the other Phoenix Lords offer particularly powerful perks, though they&#039;re all limited specifically to their respective Aspect Warriors and should probably only be used if you plan on focusing on them. Lastly, the &#039;&#039;Avatar of Khaine&#039;&#039; is a serious consideration for larger point lists; Biel-Tan&#039;s exclusive Court of the Young King stratagem is improved considerably by using it on the Avatar, and is truly a force to be feared in short range and melee combat.&lt;br /&gt;
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*&#039;&#039;&#039;Troop Choice Recommendations&#039;&#039;&#039;: &#039;&#039;Dire Avengers&#039;&#039; are basically the poster-boys for this Craftworld. They take advantage of everything this attribute has to offer at a bargain of 60 points base, and should be your primary troop choice for a more conventional list. &#039;&#039;Guardian Defenders&#039;&#039;, while more expensive and considerably more cowardly, can still easily take advantage of the Shuriken support and make for a relatively strong objective securing unit. They can also be used in a Webway Strike, popping up 9&amp;quot; from an enemy unit and filling it with anywhere from 20 (single 10-elf squad) to 80 (two 20-elf squads) shuriken shots that re-roll 1s to hit. A bit of a one-trick pony, but not much is going to be walking away from that particular volley of Shuriken shots.&lt;br /&gt;
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*&#039;&#039;&#039;Elite Choice Recommendations&#039;&#039;&#039;: &#039;&#039;Howling Banshees&#039;&#039;, &#039;&#039;Striking Scorpions&#039;&#039;, &#039;&#039;Fire Dragons&#039;&#039;, and &#039;&#039;Shadow Spectres&#039;&#039; all will be competing rather harshly for this spot. Howling Banshees are good for clearing up hordes and tying up enemies in melee combat, while Striking Scorpions are better at dealing with MEQ targets and are more suited for backline assaults compared to your other choices. Fire Dragons offer a cheap(er) answer to your vehicle/monster needs while Shadow Spectres are a very durable and flexible, if expensive choice that can deal with a wide variety of targets most of your Aspect Warriors may struggle with. If you&#039;re planning on taking a Phoenix Lord aside from Asurmen, your Elite choice will likely be the determining factor for this, and will obviously determine your list&#039;s focus should you choose to do so. &lt;br /&gt;
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*&#039;&#039;&#039;Fast Attack Choice Recommendations&#039;&#039;&#039;: &#039;&#039;Warp Spiders&#039;&#039;, &#039;&#039;Swooping Hawks&#039;&#039; and &#039;&#039;Shining Spears&#039;&#039;, needless to say. Warp Spiders are more expensive, but they&#039;re sturdier and able to handle MEQ targets better than the Hawks can. Comparatively, Swooping Hawks are cheaper, can deploy and redeploy at will, are longer ranged and able to deal with larger clumps of models better than the Spiders can. Shining Spears offer a powerful hit-and-run option that, while particularly pricey, can devastate MEQ, TEQ and put a bit of a dent in Vehicle/Flyer targets. Should you opt out of fielding Scorpions or Banshees, Shining Spears can fill the melee niche while you field Fire Dragons or Shadow Spectres for the ranged roles. &#039;&#039;Windriders&#039;&#039;, &#039;&#039;Vypers&#039;&#039; and &#039;&#039;Wasp Assault Walkers&#039;&#039; offer fast and relatively cheap platforms to field Shuripults or Shuricannons on, though they find better synergy with other attributes compared to Biel-Tan&#039;s.&lt;br /&gt;
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*&#039;&#039;&#039;Flyer Recommendations&#039;&#039;&#039;: &#039;&#039;Crimson Hunters&#039;&#039; count as Aspect Warriors and as such, benefit from the +1 Leadership (not that they&#039;d ever use it) and can benefit from Asurman&#039;s invuln buff should you manage to miraculously get it in range. &#039;&#039;Hemlock Wraithfighters&#039;&#039; are arguably more useful though, given their S12 autohitting D-Scythes and as an extra vector for Runes of Battle debuffs.&lt;br /&gt;
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*&#039;&#039;&#039;Heavy Support Choice Recommendations&#039;&#039;&#039;: &#039;&#039;Dark Reapers&#039;&#039; are once again your go-to standard. Out of all your Aspect Warriors, they offer the single longest range fire support and can flexibly bring down a wide variety of targets that your Banshees, Scorpions and Dire Avengers will be struggling with. Alternatively, &#039;&#039;War Walkers&#039;&#039; using Shuricannons can act as relatively cheap skirmishing units that can flank vulnerable areas in your opponent&#039;s deployment zone to assault backline units or secure potential objectives.&lt;br /&gt;
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*&#039;&#039;&#039;Lord of War Choice Recommendations&#039;&#039;&#039;: None. Even in 2000+ point games, the only conventional LoW you can take that even benefits from a Craftworld perk is the Wraithknight. Biel-Tan offers nothing that an eldar LoW can use, and if you&#039;re fielding an army that is large enough to support a LoW, there&#039;s a better Craftworld attribute for it.&lt;br /&gt;
**Actually the best option for MSU Footdar as +1 Ld bonus combined with Aspect Warrior leadership in general means it&#039;s a non-issue. If you lose enough to take a Morale test that squad is beyond combat effectiveness anyway.&lt;br /&gt;
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|&#039;&#039;&#039;Iyanden&#039;&#039;&#039;: Synonymous with Wraith units, it should come as no surprise that Iyanden offers the most incentives to field anything Wraith related. It is also the ideal Craftworld for a vehicle heavy list, or for maxing out footdar infantry unit sizes due to their built in commissar-esk rules (the old commissars, before the dreaded 2017 Chapter Approved).&lt;br /&gt;
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*&#039;&#039;&#039;HQ Choice Recommendations&#039;&#039;&#039;: &#039;&#039;Wraithseers&#039;&#039; are very potent candidates to be your Warlord, as Iyanden&#039;s perk keeps them in peak form until it&#039;s all the way down to 3 wounds remaining from their original 12. Not to mention a Wraithseer with MotIH as its trait and a D-Cannon is downright dirty. They also complement a Wraith focused list particularly well, granting Wraithguard/blades/lords a FNP or advance/charge re-rolls as you need. Finally, they themselves can take the infamous Psytronome of Iyanden into battle alongside their Wraith buddies. &#039;&#039;Spiritseers&#039;&#039; are another notable choice; they&#039;re cheap and act as force multipliers for your Wraithguard and Wraithblades. Spiritseers can also take advantage of Iyanden&#039;s unique Guided Wraithsight stratagem in conjunction with the Psytronome of Iyanden, Enhance psychic power and/or Supreme Disdain to ensure any one enemy unit stops existing after your Wraithblades are done with it. &#039;&#039;Autarchs&#039;&#039; and &#039;&#039;Farseers&#039;&#039; can offer very useful army wide buffs to supplement your non-statue units, should you need the extra support.&lt;br /&gt;
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*&#039;&#039;&#039;Special Character Recommendations&#039;&#039;&#039;: &#039;&#039;Prince Yriel&#039;&#039; gets special mention due to being an Iyanden specific character, though you can do better with a vanilla Autarch at a more reasonable price point. He&#039;s not a bad character in and of himself, though his abilities and loadout render him fairly situational unless a list is built specifically around him. None of the other named characters offer anything that really synergizes with Iyanden&#039;s attribute, and would likely function better in a different Craftworld.&lt;br /&gt;
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*&#039;&#039;&#039;Troop Choice Recommendations&#039;&#039;&#039;: &#039;&#039;Guardian Defenders&#039;&#039; can become extremely difficult to clear off objectives, especially if fielded in maximum squad sizes. Between Celestial Shield, Protect and effective Morale immunity, it&#039;s likely that your opponent will have to explicitly focus them down in order to properly secure whatever point your Guardians were...guarding. &#039;&#039;Storm Guardians&#039;&#039; are your cheapest choices, and due to Iyanden&#039;s Stoic Endurance protecting them from morale tests, they can be fairly resilient as well in large squad sizes. &#039;&#039;Dire Avengers&#039;&#039; and &#039;&#039;Rangers&#039;&#039; are cheaper if you plan to save your points for Wraith units, and also appreciate the morale immunity should you max out their squad sizes as well.&lt;br /&gt;
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*&#039;&#039;&#039;Elite Choice Recommendations&#039;&#039;&#039;: Between your Wraithseer and/or Spiritseers, unique stratagems and Craftworld relics, the obvious and fluffy choice would be &#039;&#039;Wraithguard&#039;&#039; and/or &#039;&#039;Wraithblades&#039;&#039;. While the Craftworld attribute itself doesn&#039;t offer much to these Wraith units compared to their bigger kin, the extra perks your HQs get access to (particularly the Psytronome) make these choices particularly fearsome in both melee and at range, with even Warhammer Community bragging about how a 5-statue blade squad can butcher a Land Raider in a single charge. &#039;&#039;Bonesingers&#039;&#039; are all but a must in a Wraith or Iyanden focused list, as they offer the only healing support for your entire army. Even when they don&#039;t have much healing to do, they are a welcome source of Smite that does not take up an HQ slot and can easily squeeze in a Wave Serpent with a squad of Wraithblades/guard and a Spiritseer for a nice little deathball.&lt;br /&gt;
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*&#039;&#039;&#039;Fast Attack Choice Recommendations&#039;&#039;&#039;: &#039;&#039;Swooping Hawks&#039;&#039; are perfect candidates for your Fast Attack slots. The near-immunity to morale phases lets you max out their unit size to ensure the maximum amount of Lasblaster shots and mortal wounds they can dish out a turn, and can fill the mid-range anti-horde roll your wraith units might struggle with. &#039;&#039;Warp Spiders&#039;&#039; also fill a slightly similar roll, and are more challenging to shoot off the board comparatively.&lt;br /&gt;
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*&#039;&#039;&#039;Flyer Recommendations&#039;&#039;&#039;: &#039;&#039;Hemlock Wraithfighters&#039;&#039; are a fluffy, effective pick that kind of appreciate the damage table modifier, but aren&#039;t really affected that much by it. Conversely, every other flier is improved exponentially by this modifier, since their BS is actually affected by how damaged they happen to be.&lt;br /&gt;
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*&#039;&#039;&#039;Heavy Support Choice Recommendations&#039;&#039;&#039;: &#039;&#039;Wraithlords&#039;&#039; essentially lose their damage tables in a manner very similar to their Wraithseer kin do, and do not have to worry about being crippled until they&#039;re essentially dead with 2/10 wounds remaining. They&#039;re also a very flexible unit at a reasonable price tag; they can bring Shuricannons and Flamers for anti-infantry roles, or can slap on AMLs or Bright Lances to deal with enemy monsters or vehicles. Regardless of what you give it, it&#039;s no slouch in melee and can easily clear off MEQ and TEQ enemies in short order bare handed (or with a big-ass Ghostglaive for extra melee punch). &#039;&#039;Fire Prisms&#039;&#039;, &#039;&#039;Falcons&#039;&#039;, &#039;&#039;Night Spinners&#039;&#039;, &#039;&#039;Warp Hunters&#039;&#039; and &#039;&#039;Lynxes&#039;&#039; all love this perk immensely as well, though &#039;&#039;Dark Reapers&#039;&#039; are arguably more cost effective than most of these choices and considerably more discreet in their placement.&lt;br /&gt;
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*&#039;&#039;&#039;Lord of War Choice Recommendations&#039;&#039;&#039;: &#039;&#039;Wraithknights&#039;&#039; and &#039;&#039;Skathach Wraithknights&#039;&#039; in particular gain much more mileage under Iyanden than the other Craftworlds, and to a lesser extent, so do the rest of your non-Conclave Lords of War. All of your bipedal titans, however, benefit from the extra Spirit Host synergies provided by Spiritseers and the Psytronome, so there&#039;s that to consider.&lt;br /&gt;
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*&#039;&#039;&#039;Specialist Detachment Recommendation&#039;&#039;&#039;: If you&#039;re going heavy on Wraith units, it may behoove you to go ahead and spend the CP to turn your detachment into a Wraith Host; particularly if they&#039;re inclined for CQC. Wraithblades and Wraithlords re-rolling charges and misses when accompanied by a RbtD Spiritseer can be fearsome enough, but with a Psytronome of Iyanden and Stratagem support, these things can [[rip and tear]] through practically anything you throw them at. Alternatively, you can have your Spiritseer toss his invuln save on your [[Distraction Carnifex|Wraithlord/Seer/knight]] just before it charges neck deep into enemy lines to make the thing even more absurdly durable than it already is.&lt;br /&gt;
**As mentioned, where Alaitoc&#039;s and Ulthwé&#039;s defenses come in through hit and wound mitigation, Iyanden&#039;s strength lies in loss mitigation. This makes Iyanden the best faction for maxing out your unit sizes for &#039;&#039;all&#039;&#039; your infantry, Wraithguard/blades included. Don&#039;t be afraid to take an extra Iyanden Patrol or Battalion detachment if you just need to have a few maxed out blobs of Guardians hold objectives while your Saim-Hann Shining Spears or Alaitoc Shadow Spectres blast about the board on the offense.&lt;br /&gt;
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|&#039;&#039;&#039;Saim-Hann&#039;&#039;&#039;: To all the jetbike fans, this&#039;ll let you slap heavy weapons back on your bikes so you can relive those 7th edition memories of &amp;quot;relentless&amp;quot; jetbikes. On the other hand, all your dedicated melee forces will enjoy re-rollable charges, making Saim-Hann very fight-friendly indeed.&lt;br /&gt;
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*&#039;&#039;&#039;HQ Choice Recommendations&#039;&#039;&#039;: &#039;&#039;Autarchs&#039;&#039; on Skyrunners can keep pace with your Shining Spear while toting the Novalance of Saim-Hann and/or a Reaper Launcher to abuse Saim-Hann&#039;s attribute with. &#039;&#039;Warlocks&#039;&#039; are necessary in lists heavy with Howling Banshees, and &#039;&#039;Spiritseers&#039;&#039; are recommended should you go the Wraithblade route with them. Given how fast most of your army will be as well, it may not be a bad idea to slap Faolchu&#039;s Wing on a footslogging Warlock or Spiritseer so that they can keep pace with their wards. Lastly, &#039;&#039;Wraithseers&#039;&#039; enjoy the charge re-rolls for two reasons: It loves shoving its S9 spear into things and because it lets it focus on casting the 6+++ FNP Deliverance power on it&#039;s Wraithblade buddies.&lt;br /&gt;
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*&#039;&#039;&#039;Special Character Recommendations&#039;&#039;&#039;: &#039;&#039;Jain Zar&#039;&#039; and &#039;&#039;Karandras&#039;&#039;, for obvious reasons. Jain Zar accompanying your Howling Banshees can make them that much more of a bitch to deal with, not necessarily due to the Always Fights First rule (though that&#039;s definitely still a plus), but the ability to disable an enemy&#039;s weapon while in combat. Against enemy units or characters that rely on one particular weapon to dish out the pain, this greatly enhances your Banshee&#039;s longevity against key targets. Karandras is the more offensive option, between his exploding attacks and buffing nearby Scorpions to do the same, they can take down key backline infantry or characters with relative ease. The &#039;&#039;Avatar of Khaine&#039;&#039; is another perfect, if costly choice due to his potency in melee.&lt;br /&gt;
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*&#039;&#039;&#039;Troop Choice Recommendations&#039;&#039;&#039;: &#039;&#039;Storm Guardians&#039;&#039; offer a cheap, if fairly ineffective, melee tarpit that can be modestly durable if given enough support through Runes of Battle/Fate and respective Stratagems. Your other troop choices don&#039;t necessarily gain anything from being in a Saim-Hann detachment, aside fielding squads of &#039;&#039;Guardian Defenders&#039;&#039; to camp objectives. &#039;&#039;Dire Avengers&#039;&#039; can participate in melee to a degree if necessary, though you have far better choices to field in this role.&lt;br /&gt;
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*&#039;&#039;&#039;Elite Choice Recommendations&#039;&#039;&#039;: &#039;&#039;Howling Banshees&#039;&#039; are your cheap, semi-squishy anti-horde infantry while &#039;&#039;Wraithblades&#039;&#039; are your expensive, durable and strong anti-horde, MEQ and TEQ infantry. The Banshees are cheaper and much more spammable compared to your Wraithblades, though they require much more babysitting in the form of Drain/Ennervate/Empower Warlocks (even with Jain Zar) than your Wraithblades do. Additionally, while the Banshees may be harder to hit, they&#039;re much easier to kill due to their pitiful toughness and single wound per model. Wraithblades can be healed with a Bonesinger and can take Forceshields for added protection. What you ultimately take in that regard should probably be determined by what kind of infantry you&#039;re expecting and whether or not you&#039;re taking Shining Spears. Regardless of your choice, a unit or two of &#039;&#039;Striking Scorpions&#039;&#039; makes for an ideal assassination unit, especially if accompanied by Karandras for the extra bite.&lt;br /&gt;
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*&#039;&#039;&#039;Fast Attack Choice Recommendations&#039;&#039;&#039;: &#039;&#039;Shining Spears&#039;&#039; stole the spotlight when it comes to Saim-Hann&#039;s Fast Attack choices, as their immense threat range makes hit and run tactics particularly potent given their re-rollable charges. A quicken Warlock can ensure any particular target on the table is within threat range, be it MEQ, TEQ or Tank. &#039;&#039;Vypers&#039;&#039; are the ideal Heavy Weapons units you can take, since they are the only unit you can have equipped with a Bright Lance, Starcannon or AML move and shoot without penalties of any kind. &#039;&#039;Windriders&#039;&#039; get to enjoy using their Scatterlasers like they did back in 7th, making for cheap, excellent sources of mid-strength dakka.&lt;br /&gt;
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*&#039;&#039;&#039;Flyer Recommendations&#039;&#039;&#039;: None in particular. &#039;&#039;Hemlock Wraithfighters&#039;&#039; are always good, but Saim-Hann only confers its Heavy Weapon benefits to Biker units. As such, Crimson Hunters and all other flyers get no particular benefit from being part of a detachment with this attribute.&lt;br /&gt;
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*&#039;&#039;&#039;Heavy Support Choice Recommendations&#039;&#039;&#039;: &#039;&#039;Wraithlords&#039;&#039; of the physical mindset appreciate getting into the thick of it much like their shorter cousins, and are the only Heavy Support units that can really take advantage of Saim-Hann&#039;s perks. &#039;&#039;Dark Reapers&#039;&#039; are always a welcome supplement, as they can soften up a target from afar before you have your Banshees, Wraithblades or Shining Spears swoop in for the kill. Everything else does better under a different Craftworld.&lt;br /&gt;
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*&#039;&#039;&#039;Lord of War Choice Recommendations&#039;&#039;&#039;: None. If your Wraithknight is unable to make its charge without this attribute into melee, it honestly deserves to get shot at.&lt;br /&gt;
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*&#039;&#039;&#039;Specialist Detachment Recommendation&#039;&#039;&#039;: Spending the CP to make your detachment a Windrider Host is definitely advised if you&#039;re going heavy on the jetbikes. While the ability to duck in and out of combat in the same player turn doesn&#039;t exactly help your standard Windriders and Vypers, your HQ Skyrunners can be particularly nasty in CQC with their Laser Lances or Witchblades.&lt;br /&gt;
**The unique Stratagem also needs to be mentioned as being able to Advance and charge as well as re-rolling 1&#039;s is very useful. An Enhance Warlock can have your Shining Spears or Striking Scorpions hitting on 2+, re-rolling 1&#039;s. &lt;br /&gt;
**It also allows for Turn 1 Charges with your Shining Spear Deathstar you will without a doubt be bringing if you are Saim-Hann. Have a Quicken Warlock and maybe an Enhance Warlock buff them up, and use the free movement phase to Advance as far up the board as you can, using the regular movement phase to get yourself into position for a charge.&lt;br /&gt;
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{|&lt;br /&gt;
|[[File:Ulthwe Banner Flag.jpg|Border|50px|left]]&lt;br /&gt;
|&#039;&#039;&#039;Ulthwé&#039;&#039;&#039;: Similar to Alaitoc, Ulthwé only confers one bonus across the entire army. A generic 6+ FNP is not a bad deal at all, as ignoring even one (mortal) wound could be the difference between a fully operational or crippled vehicle, or a passed/failed Morale Test. Unfortunately, as this rule explicitly doesn&#039;t stack with similar FNP abilities, it&#039;s a situational attribute at best. Needless to say, this attribute comes into play far more often on multi-wound models and supports vehicle-heavy builds particularly well.&lt;br /&gt;
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*&#039;&#039;&#039;HQ Choice Recommendations&#039;&#039;&#039;: &#039;&#039;Farseers&#039;&#039; are a delightfully fluffy and incredibly useful default choice for the average Ulthwé army, particularly if you&#039;re taking advantage of the unique Ghosthelm relic to dish out easier Smites. The army wide 6+++ also allows them to drop the Fortune Rune of Fate in favor of more offensive debuffs like Executioner, Doom, or even Mind War for your frontline needs. &#039;&#039;Warlocks&#039;&#039; and &#039;&#039;Spiritseers&#039;&#039; love getting the chance to shake off the odd Mortal Wound they may pick up from the stray Perils that occasionally crop up in Psyker-heavy detachments as well. For the Wraith-lovers out there, &#039;&#039;Wraithseers&#039;&#039; become the single most durable HQ choice you could ever dream off; a 3+ Armor with a 5++ Invuln on top of T7 and 12 wounds makes hurting these things a daunting task to begin with. A 6+++ not only gives it plenty of opportunities to shake off the few wounds that slip past its insane defenses, but it also allows it to focus on casting Enliven on its Wraith buddies since the Deliverance power is rendered obsolete by the attribute.&lt;br /&gt;
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*&#039;&#039;&#039;Special Character Recommendations&#039;&#039;&#039;: &#039;&#039;Eldrad&#039;&#039;. If you were planning on taking a Farseer as your HQ or Warlord, putting Eldrad in your list should be a priority. Not only is he able to cast more powers each turn compared to his generic colleagues, but he can manifest them much more easily too. Running Eldrad with the Seer Council stratagem gives him Smites that, if cast after a successful first power, manifest on a 3+ and do D6 damage on a 9+. Combined with the Executioner power, this makes him one of the most reliable sources of Mortal Wounds you can field.&lt;br /&gt;
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*&#039;&#039;&#039;Troop Choice Recommendations&#039;&#039;&#039;: &#039;&#039;Guardian Defenders&#039;&#039; are another obvious choice. Shockingly resilient despite their initial statline, Ulthwé Guardians (both Defender and Storm variants) can take advantage of the unique Black Guardian stratagem to lay down insanely accurate firepower by the bulk. Imperial Guard wishes that it could have upwards of 40 shots that hit on 2+ and rend on 6&#039;s (which with 40 fucking dice, you&#039;re getting a good number of 6&#039;s). Webway Strike two squads of maxed Defenders (Heavy Weapons platforms optional and recommended, but not necessarily required for the frugal player) and drop a Swooping Hawk Autarch next to them to guarantee the death of something your opponent thought was safe. &#039;&#039;Storm Guardians&#039;&#039; are a decent alternative, as they become slightly more durable and can also benefit from Ulthwé&#039;s stratagem to become fairly proficient objective assaulters.&lt;br /&gt;
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*&#039;&#039;&#039;Elite Choice Recommendations&#039;&#039;&#039;: &#039;&#039;Wraithguard&#039;&#039; and &#039;&#039;Wraithblades&#039;&#039;, particularly Ghost Axe variants, can become a solid wall that can weather all but the most intense firepower directed at them. Those that follow a Wraithseer around can also gain more focused support for their Advances and Charges, ensuring that footsloggers get where they need to be much more quickly then other craftworlders can. &#039;&#039;Bonesingers&#039;&#039; can ensure that the few wounds that scuff up your Wraith units or Vehicles can get spit-shined in short order, and serve as an additional vector for Smite spam should you wish.&lt;br /&gt;
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*&#039;&#039;&#039;Fast Attack Choice Recommendations&#039;&#039;&#039;: &#039;&#039;Vypers&#039;&#039; become quite durable indeed, and are reliable platforms for either twin Shuricannons or a more standard Heavy Weapon for your various needs. Forge World &#039;&#039;Hornets&#039;&#039; and &#039;&#039;Wasp Assault Walkers&#039;&#039; are also particularly durable in their own right, and can very easily serve as Heavy Weapon vectors if you wish to spam the firepower. &#039;&#039;Windriders&#039;&#039; and &#039;&#039;Shining Spears&#039;&#039; all appreciate the support as well, and can easily pick away at outlying forces while your wraiths or tanks burn through the core of your enemy&#039;s army.&lt;br /&gt;
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*&#039;&#039;&#039;Flyer Recommendations&#039;&#039;&#039;: Ulthwé &#039;&#039;Crimson Hunters&#039;&#039; and Forge World fliers all love the free FNP, given that stacks quite well with their innate -1 to hit modifiers. &#039;&#039;Hemlock Wraithfighters&#039;&#039;, while quite potent in their own right, sadly gain nothing from being fielded in an Ulthwé detachment since they already enjoy built-in Spirit Stones. That all said, Alaitoc&#039;s modifier is arguably more useful seeing as consistent -2 to hit modifiers are far more likely to keep your fliers skybound compared to the low likelyhood of making FNP saves when those shots manage to make it through.&lt;br /&gt;
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*&#039;&#039;&#039;Heavy Support Choice Recommendations&#039;&#039;&#039;: Everything you can field in this slot loves the 6+++, since it effectively gives all your tanks and walkers free Spirit Stones (For the War Walkers, this is quite the boon seeing as how they can no longer take Vehicle Equipment at all). Special mention goes to your &#039;&#039;Support Weapons&#039;&#039;, which can benefit from the Celestial Shield and Discipline of the Black Guardians stratagems. &#039;&#039;Wraithlords&#039;&#039; love the added durability, of course, and synergize quite well with a Wraithseer casting Enliven to give it a better chance to get into glorious melee combat. &#039;&#039;Dark Reapers&#039;&#039; are always a solid choice as well, should you opt for the Footdar approach with your army.&lt;br /&gt;
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*&#039;&#039;&#039;Lord of War Choice Recommendations&#039;&#039;&#039;: Ulthwé Sword-and-board or Suncannon &#039;&#039;Wraithknights&#039;&#039; can become particularly durable with their 3+/5++/6+++ string of saves, and are something to consider in games that can afford a LoW or two. Granted, it may be more cost effective to stick with the standard fair offered in the more conventional detachment slots.&lt;br /&gt;
**If you are going Guardian heavy then the unique Stratagem is actually pretty good as it lets your Guardians stick around longer. Plus that 6+ FNP can and will be the difference between a failed morale test. [[Awesome |It also allows Guardians to hit on 2+ with the Shuriken Catapults and Heavy Weapons (ormove with them and still hit on a 3+), and Storm Guardians to hit on a 2+ with Fusion Guns]].&lt;br /&gt;
**[[Creed| Another fun thing is having a maxed out 20-Elf blob of Guardians pop out of the Webway]], [[Dakka|then open up with 40 Shuriken shots all hitting on 2+, plus whatever the Weapon Platforms are shooting]]. [[Rape| Not much will be left standing after that]].&lt;br /&gt;
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===Reborn Elves vs. Regular Elves===&lt;br /&gt;
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Due to the massive rework of the Ynnari in their White Dwarf index, a lot of the incentive to run Craftworld units under them has kind of gone up in smoke.  Always fighting first is a nearly entirely useless ability on anybody - just ask Slaanesh&#039;s daemons and the Emperor&#039;s Children legion - due to the fact that the way the game is usually played, the rule won&#039;t come up: typically 1 unit at a time charges, then Falls Back the first chance it gets to allow for shooting up its target, so chargers end up going before ASF chargees despite the rule. Strength from Death also offers nothing to any of your units that rely on their ranged weaponry to deal damage. Of the three colors of Eldar, this hurts you the least, but it still hurts you plenty. The loss of not only being able to personally cast buffing powers from the Runes of Fate/Battle at all, but also being unable to be targeted by them from an allied detachment, hurts a &#039;&#039;lot&#039;&#039;, especially since your craftworlders often must rely upon those powers to supplement your rather specialized units so that they can perform their jobs effectively.&lt;br /&gt;
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&#039;&#039;&#039;Ynnari&#039;&#039;&#039;: Should you elect to combine the skills of the Aeldari as a whole into one detachment, fielding a Reborn Warhost may be the best option for you depending on what you wish to bring. This particular section will focus primarily on the Craftworld options for obvious reasons.&lt;br /&gt;
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*&#039;&#039;&#039;HQ Choice Recommendations&#039;&#039;&#039;: &#039;&#039;Warlock Conclaves&#039;&#039;, interestingly enough, make for excellent shields for your Ynnari warlords. Not only are they relatively cheap and disposable, but they can also indirectly heal their ward when slain either from combat or from a Perils of the Warp (assuming the rolls for mortal wounds are modest). Additionally, since several of the Revenant Discipline&#039;s powers affect units within a 6&amp;quot; radius, larger Warlock Conclaves can maximize this area by spreading out to encompass much more ground than any single model could. If you are taking wraith units, &#039;&#039;Spiritseers&#039;&#039; are excellent supporting characters that can ensure that they make the most out of their soulbursting fight phase, and can be used to compensate for the Ghost Axe&#039;s reduced accuracy if you decide to field that variant of Wraithblade. Spiritseers can also learn Word of the Phoenix to heal their Wraith companions and even resurrect them should they fall, a unique niche compared to other Craftworlds. Lastly, &#039;&#039;Wraithseers&#039;&#039; are an exceptionally durable HQ unit that now benefit from Strength from Death while &#039;&#039;still&#039;&#039; being able to support fellow Wraith units with its unique powers. They can also be made borderline unkillable with the right combo of Warlord Traits and Relics that can not only heal it automatically each turn, but halve all incoming damage and provide an otherwise unobtainable 5+ FNP.&lt;br /&gt;
*&#039;&#039;&#039;Special Character Recommendations&#039;&#039;&#039;: &#039;&#039;Yvraine&#039;&#039; is practically mandatory. Not only do you need a Ynnari Special Character, but as a Psyker she can offer a wide range of support to many of your units. In larger lists, the &#039;&#039;Visarch&#039;&#039; is a strong melee combatant and is an excellent emergency bullet sponge for Yvraine, but should probably only be taken in higher point games. Alternatively, he is the cheapest named character if you&#039;re looking for the bargain bin. &#039;&#039;The Yncarne&#039;&#039; is the single most expensive character the Aeldari as a whole can take, but is nearly an army all on its own.&lt;br /&gt;
*&#039;&#039;&#039;Troop Choice Recommendations&#039;&#039;&#039;: &#039;&#039;Storm Guardians&#039;&#039; are the cheapest choice Craftworlders can field who can also actually benefit from the new Soulburst to some degree. Alternatively, &#039;&#039;Dire Avengers&#039;&#039; are well rounded troop choices who&#039;s Exarch also has decent melee potential. &#039;&#039;Rangers&#039;&#039; are another good choice, especially since they are particularly ideal for deep-strike denial and character harassment.&lt;br /&gt;
*&#039;&#039;&#039;Elite Choice Recommendations&#039;&#039;&#039;: &#039;&#039;Wraithblades&#039;&#039; in particular are excellent and fluffy choices that dearly appreciate the melee buffs Soulbursting grants. All of their weapons are guaranteed to cause a unit of your choice to die horribly. &#039;&#039;Howling Banshees&#039;&#039; and &#039;&#039;Striking Scorpions&#039;&#039; in particular also perform quite well under the influence of the new Soulburst, but their lack of RoB support can hurt them even compared to regular Craftworld variants. Lastly, &#039;&#039;Fire Dragons&#039;&#039; offer a modestly cheap tank/transport busting option that can burn through heavy armor and open up those METAL BAWKSES so that your melee units can get at them.&lt;br /&gt;
*&#039;&#039;&#039;Fast Attack Choice Recommendations&#039;&#039;&#039;: &#039;&#039;Shining Spears&#039;&#039;, though slightly gimped by the loss of out-of-phase charging, love the new Soulburst mechanic. Though they ideally don&#039;t &#039;&#039;remain&#039;&#039; in combat, the +1 to hit from Charging+Soulburst makes missing an unlikely possibility and they can capitalize on several Ynnari stratagems to advance and charge then fall back and charge in relatively short order. Not much else in this slot really benefits from being in a Ynnari list, sadly.&lt;br /&gt;
*&#039;&#039;&#039;Flyer Recommendations&#039;&#039;&#039;: &#039;&#039;Hemlock Wraithfighters&#039;&#039; actually become fully fledged psykers by going Ynnari (since they lose Runes of Battle and gain the Revenant Discipline, they no longer suffer restrictions on the powers they can cast), and as such can serve as a speedy, durable vector for offensive or supportive roles in addition to doing what they do best: blowing holes in virtually everything in the game. Outside Wraithfighters, nothing else here benefits from rolling with the Reborn, so keep them in a different vanilla detachment.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Support Choice Recommendations&#039;&#039;&#039;: &#039;&#039;Wraithlords&#039;&#039;, namely CQC inclined ones, love the ability to the the first punch in whenever possible. Flamer+Shuricannon variants can keep mobile while softening up GEQ/MEQ targets for the charge. Other than them, sadly nothing else in this slot gains anything from being Ynnari. Dark Reapers or Fire Prisms could be quite handy, but you&#039;d benefit more in every regard by taking them in a secondary vanilla detachment where they&#039;d actually get some benefits.&lt;br /&gt;
*&#039;&#039;&#039;Lord of War Choice Recommendations&#039;&#039;&#039;: None. The soulbursting Wraithknights of yesteryear are but a fading fever-dream of many players suffering PTSD from 7th Edition&#039;s Ynnari. Even if they could in today&#039;s 8th edition, Strength from Death is not the game changer it used to be.&lt;br /&gt;
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==Matchups and Counterplay==&lt;br /&gt;
Last but not least, here are some general tactics and counterplay advice on dealing with the various factions you may find yourself facing.&lt;br /&gt;
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===Imperium===&lt;br /&gt;
*&#039;&#039;&#039;Space Marines&#039;&#039;&#039; - GW&#039;s posterboys are the most diverse and flexible faction you will ever face, especially if they&#039;re allied with any of the other Imperium factions. Space Marines generally have very balanced stats and reliable saves, but will suffer from a general lack of bodies and can largely be susceptible to your psychic powers. While the methods to deal with the following chapters are largely the same, each one has a unique twist that does significantly alter their playstyle compared to a generic or custom list.&lt;br /&gt;
**&#039;&#039;&#039;Black Templar&#039;&#039;&#039; - Space Marines with an emphasis on close combat, the Black Templar also specialize in shutting down enemy psykers; a problem for your Warlocks, Farseers and Spiritseers if you are expecting their support. &lt;br /&gt;
**&#039;&#039;&#039;Blood Angels&#039;&#039;&#039; - One of the most famous close-combat Space Marine chapters, the Blood Angels certainly aren&#039;t lacking for ways to get into melee and tear your squishy eldar inside out like the rabid vampires they are. Storm Guardians, Fire Dragon Exarchs and Wraithlords equipped with Flamers can discourage Blood Angels from getting too close while Shadow Spectres and D-Scythe Wraithguard can absolutely ruin the day of anyone attempting to charge them. In general though, you&#039;ll want to try to pick the Space Marines off at range where you can.&lt;br /&gt;
**&#039;&#039;&#039;Dark Angels&#039;&#039;&#039; - A gunline faction of Space Marines that&#039;s effectively immune to morale and absolutely loves plasma. They&#039;re somewhat more vulnerable to being tied up in melee than some of the other factions listed here, but that doesn&#039;t necessarily mean they&#039;re bad at fighting in it. To hit modifiers will severely discourage them from attempting to overcharge their plasma weapons while units with native invulnerable saves (like your Shining Spears, Ghost Axe Wraithblades) generally won&#039;t give a shit about the plasma&#039;s AP values.&lt;br /&gt;
**&#039;&#039;&#039;Imperial Fists&#039;&#039;&#039; - Space Marines who specialize with Bolters and are able to neutralize cover bonuses. They also have anti-building and anti-vehicle stratagems and Doctrines, so you&#039;ll want to take a care if you&#039;re fielding any tanks. Your Wraith Units can generally tough out their bolter-spam and aren&#039;t terribly bothered by the bonuses Imperial Fists bring to the table.&lt;br /&gt;
**&#039;&#039;&#039;Iron Hands&#039;&#039;&#039; - A 6+++ FNP, 5+ Overwatch and doubled wounds on vehicle damage tables make the Iron Hands a bit daunting to approach. This is made more potent by their Devastator Doctrine letting them casually cruise about and fire their Heavy Weapons without penalty, rerolling 1&#039;s to hit for good measure. Goddamn! You won&#039;t want to take half measures on Iron Hands vehicles; bring them down as quickly as you can. Wraithguard, Fire Dragons, Hemlock Wraithfighters, Fire Prisms and Dark Reapers are honestly your best bets to quickly punch through their armor, though you can endeavor to have some fast units like Windriders or Shining Spears tie up their vehicles and prevent them from participating.&lt;br /&gt;
**&#039;&#039;&#039;Raven Guard&#039;&#039;&#039; - Sneaky marines who&#039;ll be particularly tough to crack open at range and several tools for rapid deployment and battlefield control. Thankfully, your new &#039;&#039;Masterful Shots&#039;&#039; Custom Craftworld Attributes completely negates their primary Chapter Tactic while &#039;&#039;Hail of Doom&#039;&#039; and &#039;&#039;Masters of Concealment&#039;&#039; have particularly useful synergy in countering them. That said, many if not most of your units will need to get within that 12&amp;quot; range to even attack at all, so it&#039;s not like their tactic in and of itself will pose much trouble. You will ideally want screening units to ensure the Raven Guard cannot set up around your valuable gunline units.&lt;br /&gt;
**&#039;&#039;&#039;Salamanders&#039;&#039;&#039; - Pyromaniac Marines who ignore AP-1 shots and can re-roll one hit and wound roll per &#039;&#039;unit&#039;&#039;. Thankfully, since your weapons mostly tend to have either 0 AP or -3 AP, their extra tankiness won&#039;t really affect you so long as you don&#039;t take &#039;&#039;Hail of Doom&#039;&#039; as an attribute. Salamander players looking to abuse their exclusive Doctrine or play true to their fluff will typically come packing with a fair few flamers, so you&#039;ll want to avoid getting into close combat when possible. If you insist on doing so, at least make sure you have some Howling Banshee screens to shut down their overwatch before you commit anything more to the charge.&lt;br /&gt;
**&#039;&#039;&#039;Space Wolves&#039;&#039;&#039; - A particularly unorthodox chapter of Space Marines that has access to particularly brutal close-combat units. Yet another faction to generally avoid close combat with.&lt;br /&gt;
**&#039;&#039;&#039;Ultramarines&#039;&#039;&#039; - Vanilla marines, in every aspect. While they have access to their own unique psychic discipline, relics and units (like Roboute Guilliman), much of what they do is pretty much what most generic custom chapters can do.&lt;br /&gt;
**&#039;&#039;&#039;White Scars&#039;&#039;&#039; - If there&#039;s any SM faction that could rival your mobility, it&#039;d be the White Scars. All of their units get the ability to advance &#039;&#039;and&#039;&#039; charge while their {{W40Kkeyword|Bikers}} essentially gain your Battle Focus, only made better by letting them move and shoot heavy guns without penalty. Combined with their unique stratagems and psychic discipline which buffs their mobility even more, you&#039;ll find it borderline impossible to outflank these speedfreaks.&lt;br /&gt;
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*&#039;&#039;&#039;Deathwatch&#039;&#039;&#039; - The Space Marines designed to slaughter anything not human (heretic or no), and they certainly pack the tools to do it. Try to spam Mortal Wounds against Kill Teams utilizing a Terminator or Storm Shield to tank high AP hits before you light up whatever&#039;s left of their squad and beware the hell of their Frag Cannons.&lt;br /&gt;
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*&#039;&#039;&#039;Grey Knights&#039;&#039;&#039; - Everybody&#039;s a psyker and everybody is able to kill you at range or in melee. They&#039;re one of two factions in the entire game that can spam Smite without the Warp Charge increasing, though most non-elite units will only deal a flat 1 mortal wound. Save your denial roles for powers from their disciplines and engage them at range; they&#039;re significantly less dangerous and have a relative lack of dedicated gunline units. As an elite subdivision of an already elite faction, you won&#039;t find it hard to outnumber whatever force your opponent is bringing to bear. With the introduction of their Tides (combat doctrines), you&#039;ll want to pay attention and avoid engaging them in matchups that compliment their current tide. You can prevent them from changing the current Tide by denying any of their Psykers attempting to use Warp Shaping.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Astra Militarum&#039;&#039;&#039; - A horde-friendly army with no shortage of heavy armor, Astra Militarum can spam bodies and tanks from table edge to table edge and be cost effective doing it. Their main weakness is a mediocre ballistic skill and generally non-existent weapons skill (with a few select exceptions), but they make up for it by being able to fill the air with so many shots that you&#039;ll still lose something valuable by the end of the turn. To hit modifiers are the bane of Imperial Guard players, and while spamming them is a good way to avoid taking any casualties, it&#039;s also a good way to [[RAGE|lose friends]]. [[Just as Planned|But that&#039;s why you&#039;re still going to do it anyways]]. Close combat is also a pretty decent way to deal with their infantry and tie up their tanks; Howling Banshees in particular can semi-reliably carve through them without support and as long as the Exarch is up and has her War Cry ability, the retaliating Guardsmen will struggle to do the same. The lynch-pin of guard hordes are &#039;&#039;officers&#039;&#039;. A few Ranger squads taking advantage of their inbuilt -1 to hit and deep strike abilities will make a cautious guard player hug his officers close to LoS blocking terrain and gimp his effective order range since most guard players skip the range improving voxcasters to take more bodies. After that, prioritize any auto-hitting weapons such as Hellhounds and Flamer Special Weapon Squads since they don&#039;t give a damn about your hit modifiers. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adeptus Mechanicus&#039;&#039;&#039; - The Imperium&#039;s cyberpunk tech support is a mixed bag; very flexible and abundant special weapons make their basic troops particularly adept at handling virtually any standard threat while their heavier vehicles and servitors can weather no small degree of firepower before falling. Their Skitarii units share very similar statlines to aspect warriors like your Dire Avengers or Howling Banshees; reliable accuracy both at range and in melee make them significant offensive threats, but they crumble easily enough to most standard weapons. Caution should be taken around their basic Vanguard troops; not only do they put out a significant amount of dakka, but they can also debuff the toughness of anything they engage in melee. For you, this means any S4 attacks coming in on your living infantry will wound them on a 2+, a &amp;quot;privilege&amp;quot; normally reserved for nurgling swarms. Ad Mech notably lacks much in the way of in-house psychic support and are vulnerable to your offensive powers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adeptus Custodes&#039;&#039;&#039; - The most elite standard army you could face, bar a pure Imperial Knight list, that is an absolute nightmare to face in melee. Though they are exceptionally durable, they do have a notable weakness to mortal wounds, particularly those incurred from psychic powers. You also won&#039;t find it challenging to outnumber and outmaneuver them. Under ideal conditions, don&#039;t attempt to match their close combat game under any circumstances.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adeptus Sororitas&#039;&#039;&#039; - Bolters, Flamers and Melta. The holy trinity abounds in the Sisters of Battle armies and should be expected whenever you see them take to the field. Though it is in somewhat short supply, using long range units like Rangers, Dark Reapers and Fire Prisms will let you engage the sisters well outside their conventional ranges. Despite their reliable saves, sisters are also notably squishy underneath all that armor and faith; massed fire from Guardian blobs, Dire Avengers, Windriders or War Walkers will invariably whittle through them reasonably well enough. If you&#039;re bringing psykers, keep in mind that much like the Grey Knights, every single unit of sisters can attempt to deny the witch. Unlike the Grey Knights, they are limited to only 1d6 for their denials, but they have several oppressive ways to buff their rolls and debuff your psychic tests if they&#039;re close enough. Keep your Warlocks at bay.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Imperial Knights&#039;&#039;&#039; - Very big, very scary robots that can fuck your shit up sideways if approached carelessly. More often than not they&#039;ll be used to supplement detachments composed of the other Imperial factions (like the Adeptus Mechanicus, with whom they share a lot of synergy with), but they still occasionally are fielded as a pure-strain army. In the case of the later, you&#039;ll effortlessly be able to outnumber them and maintain much higher control over the table, giving you an advantage in objective-based game modes. Your Wraithguard, Fire Prisms, D-Cannon Support Weapons and Wraithknights can deal severe damage to them with enough support. You&#039;ll have no real trouble providing it either, as again they lack much in the way of stopping your Psykers from buffing or debuffing whatever you need so that you can reliably break through their defenses.&lt;br /&gt;
&lt;br /&gt;
===Chaos===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Space Marines&#039;&#039;&#039; - These guys play similarly enough to regular Space Marines that many of the same tactics that apply to them apply here as well. Key differences do start with their Daemon Engines, which regenerate automatically each turn if not completely destroyed, as well as the ability to summon in Daemon allies if they so desire. With the new legion supplements there&#039;s a wealth of sneaky combo&#039;s that CSM can pull of, -7 ld against guardian swarms can be devastating so keep an avatar or a WILL OF ASURYAN farseer close when fighting night lords, with the easy access that chaos space marines have to death star units your going to need to find a way to kill of their charecters of debuff their units without having JINX or DOOM denied, allying in a kabal of the black heart detachment for AGENTS OF VECT can be very useful hear as some CSM stratagems are so pivotal to their playstyle, Vect Concealed or Meat shields when you can as a unit of untargetable slaanesh Obliterators is going to cause you serious problems if it isn&#039;t dealt with early on. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thousand Sons&#039;&#039;&#039; - The only other faction in the game that can spam Smite to hell and back without penalty and has enough native psychic potential to rival and even outclass your own. Multi-wound weapons are arguably a must against these guys, as any 1-wound weapons actually increase their Rubric marine&#039;s saving throws by 1 (even the invuln save). Tzaangors are actually fairly threatening to engage in melee against, so much like the Death Guard, you&#039;ll want to keep your distance as you lay fire upon their ranks. You&#039;ll want to save your deny the witches for any major psychic powers your opponent attempts to cast&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Death Guard&#039;&#039;&#039; - Slow, thick and pestilent, Death Guard represents the best of what papa Nurgle has to offer; Disgustingly Resilient models that can shake off hits left and right as they gradually creep across the table. High strength/AP weapons are a must and any guns that deal multiple wounds (like Starcannons and Reaper Launchers) are ideal in order to overload any lucky FNP rolls they may get once you punch through their toughness and armor. You will have absolutely no trouble outrunning Death Guard units and keeping them from getting into combat with your &#039;&#039;much&#039;&#039; squishier infantry models.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos Daemons&#039;&#039;&#039; A general rule of thumb with Chaos daemons is that they all rely almost entirely on their invulnerable saves to deflect incoming attacks. This is exacerbated by their generally lower toughness (T3 infantry on average, Chaos God dependent). To this end, you should prioritize maximizing the number of shots your units put out as opposed to harder hitting firepower. You&#039;ll also want to bring a few psykers to both lay down mortal wounds to get through their invuln saves and to run interference against &#039;&#039;their&#039;&#039; psychic powers (particularly against Tzeentch).&lt;br /&gt;
**&#039;&#039;&#039;Khorne&#039;&#039;&#039; - Notably the only daemon faction without Psykers (given how Khorne [[RAGE|hates]] them, this is unsurprising), Khorne daemons are particularly vulnerable to your psykers and mortal wound spam in general. As an army entirely focused on melee units, they are also very vulnerable to being picked off at range, something you should have absolutely no trouble accomplishing. Bring down any Skull Cannons they may have brought and stay the hell out of melee with these guys.&lt;br /&gt;
**&#039;&#039;&#039;Nurgle&#039;&#039;&#039; - An army wide 5+++ FNP gives all Nurgle daemons some defense against mortal wounds and effectively two chances to shake off any damage that breaks through their 5++ invuln save. Their painfully slow movement speed will ensure you will have no trouble playing keep away the entire game.&lt;br /&gt;
**&#039;&#039;&#039;Tzeentch&#039;&#039;&#039; - A native buff to their standard invulnerable save means most of their standard units benefit from a 4++. Units to watch out for would be their Flamers and Blue Scribes, the later of which can make your Psykers permanently lose any power they fail at casting within 12&amp;quot; of them.&lt;br /&gt;
**&#039;&#039;&#039;Slaanesh&#039;&#039;&#039; - The subjects of She-who-thirsts and effectively the only faction you&#039;ll ever face who&#039;ll trigger your Ancient Doom ability (not that it really matters). Much like Khorne, Slaanesh daemons are dedicated melee combatants only with a heightened emphasis on speed over power. Suffice to say, pick them apart at range where you can. Dire Avengers are a cheap and decent option to intercept incoming charges due to their better overwatches.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos Knights&#039;&#039;&#039; - Evil Knights that individually are more flexible in their loadout than their imperial counterparts. As a dedicated Super-Heavy list, they are heavily limited by their minimal model count and being focus fired. Wraith units and D-Weapons in general are excellent Knight-B-Gone tools that can erase or cripple knights after a single volley. Psychic powers, namely Guide, Doom and Jinx are highly recommended to ensure every shot you make counts. Offensive powers like Smite are also great tools to bypass their toughness and armor/invuln saves. Special note, in a Battle-Forged Knight list, you can opt to use leadership buffs/nukes and Mind War against their nominated {{W40kKeyword|Character}} to lay down a large number of mortal wounds a turn. Defensively, hug LoS blocking terrain like your life depends on it; in many cases it does. You may also wish to place your more valuable units (like Wraithguard or Fire Prisms) in reserve so that they can be protected in the event you fail to get first turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Renegades and Heretics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Xenos===&lt;br /&gt;
*&#039;&#039;&#039;Craftworld Eldar&#039;&#039;&#039; - By now, you should have a solid idea on how they play, seeing as how that&#039;s what this entire page discusses. Try to focus on outmaneuvering your opponent and focus on taking down their psychic support whenever possible. Pay attention to whatever Exarch Powers they elect to give their exarchs where applicable and put their aspect warriors in generally unfavorable matchups when you can. Ironically, craftworlders are among the best in the game to deal with to-hit modifier spam should your opponent try to cheese you with them. Dark Reapers don&#039;t give a shit about these modifiers and between the flamers available to your Storm Guardians, Fire Dragons, Wraithguard, Shadow Spectres, Wraithlords, and Hemlock Wraithfighters you&#039;re not terribly short of potent auto-hitting weapons perfectly suited to bypassing these defenses completely. If nothing else, mortal wound spam through your plentiful psykers or aspect warriors (like Striking Scorpions or Swooping Hawks) also effectively neuter these tactics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dark Eldar&#039;&#039;&#039; - Your edgy kin are just as fast and deadly as you, though they&#039;re a bit frailer. They lack any native psychic support, which gives you a slight advantage if you choose to go that route, but they make up for it by their units being a bit more flexible and deadly, especially in melee. Their poisoned weaponry doesn&#039;t give a damn about your Wraith units&#039; high toughness, so caution should be taken when facing large numbers of splinter rifle wielding kabalites.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harlequins&#039;&#039;&#039; - Your clown cousins are probably the trickiest of your kin to deal with; their insane speed coupled with their universal 4++ invuln saves make it difficult to successfully wound them on the approach, especially since they can simply move through terrain and models to get to your dudes. Wraithblades and Wraithlords can match or even overpower them in a straight up fistfight, but beware any Fusion Pistol wielding Troupes; they&#039;ll ruin your day. Where applicable, flamers from Storm Guardians, Fire Dragons, Wraithguard (D-Scythes) Wraithlords and Shadow Spectres are ideal for both overwhelming their invulnerable saves and heavily discouraging close range charges. Dire Avengers, with their 5+ overwatches and plasma grenades are also reasonably decent charge screens and the Exarch (if geared for melee combat) can perform almost as well as any one of their troupe models in a fight. Otherwise, just focus on overloading their invulnerable saves with sheer volume of fire. Guardian Defenders, Swooping Hawks, Windriders and Dark Reapers can do well in this matchup &#039;&#039;if&#039;&#039; they can get the first shots in. Alternatively, mortal wound spam courtesy of Rangers, Striking Scorpions, Swooping Hawks and the ever obvious Smite/Executioner powers to circumvent their invulnerable saves. In the case of your standard units, this is somewhat unreliable however. Conversely, so long as you focus down any Shadowseers your opponent may have brought, Smite spam is a very reliable option that can and will dispose of entire troupe squads at a time.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ynnari&#039;&#039;&#039; - Ultimately, the Ynnari will play just like any of the prior eldar armies mentioned, only with an obvious predilection towards melee combat. They&#039;ll honestly probably be easier to deal with than if the player had just run those factions in their vanilla incarnations, since Ynnari lists sacrifice a lot of the original synergistic psychic and stratagem options for more generic, overpriced, situational and arguably useless equivalents.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Orks&#039;&#039;&#039; - A tough horde of [[Boyz]] who&#039;ll do their damnedest to close the distance and beat you to death in an ideal world. Don&#039;t waste your time going overboard with to-hit modifiers; tempting as it may be with their basic BS 5+, their Dakka Dakka Dakka! rule lets all Ork units auto-hit on 6&#039;s regardless of modifiers. Due to this, you should also not underestimate ranged lists in the slightest as they can and will wipe units through sheer volume of fire alone. Your Wraith units can safely tango in melee with Orks, though you&#039;ll want to keep an eye out for Power Klaws. For the rest of your infantry, use your superior speed to kite their units while dashing into cover wherever possible and pick away at them from range. Their relatively low armor saves makes them easy prey from these kinds of hit and run tactics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;T&#039;au&#039;&#039;&#039; - One of the shootiest armies in the game, and honestly one of the most vulnerable to your numerous to-hit modifier debuffs. An average BS of a 4+ makes it tremendously easy for units like your Warp Spiders, Shadow Spectres, Hornets and any Flier you field virtually impossible to shoot (especially if you&#039;re running Alaitoc as your Craftworld) while you can engage them in relative safety. They also have virtually no defense against your psychic powers and have next to no dedicated melee units outside of any Kroot they may have fielded. To this end, Howling Banshees in particular are an anathema to the T&#039;au due to their ability to completely shut down overwatch.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Necrons&#039;&#039;&#039; - Extremely tough metal skeletons that will. Not. Die. You&#039;ll need to focus down entire squads at a time or they&#039;ll slowly start replenishing lost models thanks to their reanimation protocols. Characters and any Vehicles with Living Metal also need to be focused down quickly, as their automatic healing makes attempting to chip them away an exercise in futility. They are particularly vulnerable to your vast array of psychic powers as the only way they can deny the witch is to upgrade their canoptek vehicles with Gloom Prisms. Take down any such vehicles and drown their units with psychic mortal wounds to make quick work of the rank and file they fielded.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tyranids&#039;&#039;&#039; - These space bugs are well renowned for two things; hordes and monsters. Both are particularly adept at melee combat and many of their units can either match your speed or even surpass it. Try to keep your distance and focus down any Synapse Tyranids that you can. Take a care with their innate Shadow in the Warp, as it can particularly interfere with your Warlock&#039;s casting. Warlock Conclaves can overcome this by using their &#039;&#039;Concordance of Power&#039;&#039; stratagem to cast safely outside the range of SitW if needed.&lt;br /&gt;
**Keep tabs on any units like the Venomthrope or Malanthrope, who can buff nearby tyranids with to-hit modifiers and take them down as soon as possible. Fire Prisms excel at killing single-model units like these, the Linked Fire stratagem in particular deserving a mention. Dark Reapers, as ever, serve as a handy counter to hit-modifiers and can even be used as snipers with the appropriate exarch power.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Genestealer Cultists&#039;&#039;&#039; - Unlike Imperial Guard (whom they may take as &amp;quot;allies&amp;quot; btw), many of the Genestealer units in this faction are &#039;&#039;not&#039;&#039; ideal targets to engage in melee. Between their Aberrants, Acolytes and Purestrain Genestealers, these guys will tear through your infantry (and even Wraith units, in the case of Aberrants) like tissue paper. Be extra cautious of squads deep-striking into your back lines and keep a Farseer paired with a squad of Dark Reapers to heavily discourage this tactic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40000 Tactics(8E)]]&lt;br /&gt;
[[Category:Eldar]]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>192.42.116.15</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Codex_-_Necrons:_/tg/%27s_9th_Edition&amp;diff=1011552</id>
		<title>Codex - Necrons: /tg/&#039;s 9th Edition</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Codex_-_Necrons:_/tg/%27s_9th_Edition&amp;diff=1011552"/>
		<updated>2026-05-20T14:43:09Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.15: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
{{heresy}}&lt;br /&gt;
&lt;br /&gt;
[[File:Necron Destroyer Court.jpeg|center|500px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;In the depths of rocks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Under the veil of time&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The ancients lie dormant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And await the day of strife.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For those that dare go against them,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To face the Reaper&#039;s breath,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;With horror they&#039;ll soon discover&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &#039;&#039;Their number is legion, their name is Death.&#039;&#039; &#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Welcome to the Necrons&#039; /tg/ codex. This Codex was made in hopes to bring Necrons up to their power in the lore. With added units and customizability, this selection of rules will hopefully be of your liking and maybe give you some inspiration for your games with the deathless legion. Enjoy!&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;What&#039;s Changed?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Improved Living Metal and Reanimation Protocols.&lt;br /&gt;
&lt;br /&gt;
*A new Command Protocol: the Protocol of Slaughtering Madness.&lt;br /&gt;
&lt;br /&gt;
*Rules for the Maynarkh Dynasty: Dynastic Code, Stratagem, Warlord Trait, and Relic, plus new rules for Kutlakh the World Killer and Toholk the Blinded.&lt;br /&gt;
&lt;br /&gt;
*Improved Dynastic Codes.&lt;br /&gt;
&lt;br /&gt;
*3 additional Dynastic Traditions and 4 additional Circumstances of Awakening.&lt;br /&gt;
&lt;br /&gt;
*Rules for Destroyer Cults: 3 specific cults rules.&lt;br /&gt;
&lt;br /&gt;
*18 additional Stratagems and improvements on the current ones.&lt;br /&gt;
&lt;br /&gt;
*Improved Warlord Traits.&lt;br /&gt;
&lt;br /&gt;
*Special characters have specific Warlord Traits.&lt;br /&gt;
&lt;br /&gt;
*1 new Specialist Detachment.&lt;br /&gt;
&lt;br /&gt;
*Additional weapons and improvements on existing ones.&lt;br /&gt;
&lt;br /&gt;
*3 additional C’tan Powers and C&#039;tan units.&lt;br /&gt;
&lt;br /&gt;
*5 additional Universal Relics.&lt;br /&gt;
&lt;br /&gt;
*7 additional Cryptek Arkana&lt;br /&gt;
&lt;br /&gt;
*21 additional units: 18 new units and 3 from Legends.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
===Universal===&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Translocation:&#039;&#039;&#039; &#039;&#039;The Necrons are unparalleled masters of technological lore, and can even bend the dimensions of space to suit their whims.&#039;&#039;&lt;br /&gt;
::During deployment, you can set up this unit in a hyperspace dimension instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Living Metal:&#039;&#039;&#039; &#039;&#039;The composite metals that comprise a Necron’s skeletal form are all but impervious to destruction, and ensure that only the most grievous wounds can lay these ancient creatures low.&#039;&#039;&lt;br /&gt;
::At the start of your Command phase, each model in this unit regains 1 lost wound. In addition, when the reanimation protocols of a unit with this special rule are activated, add one die to the reanimation protocols pool for each model that is attempting to reanimate (es. three Lychguards are killed during a fight and their reanimation protocols activate, you roll 6 dices plus 3 additional dices, one per Lychguard attempting to reanimate).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quantum Shielding:&#039;&#039;&#039; &#039;&#039;Miracle of Necron engineering, this shield exists only in the moment of deflection, absorbing the energy of incoming attacks to block even the most powerful of blows.&#039;&#039;&lt;br /&gt;
::This model has a 5+ invulnerable save. In addition, each time an attack is made against this model, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the attacker may have.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reanimation Protocols:&#039;&#039;&#039; &#039;&#039;The moment a Necron is laid low, its metal body enacts complex self-repair routines, reattaching severed limbs and fusing together shattered armour plating.&#039;&#039;&lt;br /&gt;
::Each time an enemy unit shoots or fights, after it makes its attacks, if any models in this unit were destroyed as a result of those attacks but this unit was not destroyed, this unit&#039;s reanimation protocols are enacted and those destroyed models begin to reassemble.&lt;br /&gt;
::Each time a unit&#039;s reanimation protocols are enacted, make Reanimation Protocol rolls for that unit by rolling a number of D6 equal to the combined Wounds characteristics of all the reassembling models. Each Reanimation Protocol roll of 5+ is put into a pool. A Reanimation Protocol roll can never be modified by more than -1 or +1.&lt;br /&gt;
::If the number of dice in that pool is greater than or equal to the Wounds characteristic of any of the reassembling models, select one of those models to be Reanimated. A Reanimated model:&lt;br /&gt;
::-Is added back to its unit with its full wounds remaining.&lt;br /&gt;
::-Can only set up within Engagement Range of enemy units that are already within Engagement Range of the Reanimated model&#039;s unit.&lt;br /&gt;
::-Cannot, if it is your Charge phase, be set up closer to any enemy units that are targets of a charge declared by its unit this phase.&lt;br /&gt;
::-No longer counts as having been destroyed for the purposes of Morale tests this turn.&lt;br /&gt;
::You then reduce the number of dice in that pool by a number equal to the Wounds characteristic of the Reanimated model and repeat this process until either there are no more reassembling models, or the number of dice remaining in the pool is less than the Wounds characteristic of any of the reassembling models. Any models that did not Reanimate fail to reassemble, and any dice remaining in the pool are discarded.&lt;br /&gt;
&lt;br /&gt;
===Detachment Rules===&lt;br /&gt;
*&#039;&#039;&#039;Dynastic Agents and Star Gods:&#039;&#039;&#039; &#039;&#039;There are those who move amongst the dynasties and switch their allegiances as best suits their needs, or else are seen as naught but chattel to be used and discarded at will.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|DYNASTIC AGENT}} and {{W40kKeyword|C&#039;TAN SHARD}} units can be included in a {{W40kKeyword|Necrons}} Detachment without preventing other units in that Detachment from gaining a Dynastic Code.&lt;br /&gt;
::{{W40kKeyword|DYNASTIC AGENT}} and {{W40kKeyword|C&#039;TAN SHARD}} units never gain a Dynastic Code unless the {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} of their detachment matches that on their profile. &lt;br /&gt;
::You can include a maximum of one {{W40kKeyword|C&#039;TAN SHARD}} model in each {{W40kKeyword|Necrons}} Detachment in your army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dynastic Codes:&#039;&#039;&#039; &#039;&#039;The scattered dynasties of the Necrontyr pursue many different paths to dominance, embracing their own traditions, arcane technologies and martial doctrines.&#039;&#039;&lt;br /&gt;
::All {{W40kKeyword|Necrons}} units with this ability, and all the models in them, gain a Dynastic Code so long as every unit in that Detachment is from the same dynasty. The Dynastic Code they gain depends upon which dynasty they are from.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Objective Secured:&#039;&#039;&#039; &#039;&#039;The Necron dynasties are assured in their supremacy, for the galaxy was once theirs and will be again. All shall kneel before the might of the phaerons or be destroyed.&#039;&#039;&lt;br /&gt;
::If your army is Battle-forged, all Troops units in {{W40kKeyword|Necrons}} Detachments gain this ability. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Royal Court:&#039;&#039;&#039; &#039;&#039;A strict hierarchy dictates every aspect of the Necrons&#039; Royal Court. Though titles such as Nemesor, Vargard or Hierophactor confer far-reaching duties and martial authority, it is literally encoded into the Necrons&#039; personality engrams to offer ultimate deference to the highest-placed noble on the battlefield.&lt;br /&gt;
::When mustering your army, if it contains {{W40kKeyword|The Silent King}}, that model must be selected as your Warlord. Otherwise, if your army contains a {{W40kKeyword|Phaeron}} model, that model must be selected as your Warlord. Otherwise, if your army contains a {{W40kKeyword|Overlord}} or {{W40kKeyword|Praetorian Agent}} model, that model must me selected as your Warlord. Otherwise, if your army contains a {{W40kKeyword|Lord}} model, that model must be selected as your Warlord. If your army contains none of the listed models, select your Warlord as normal.&lt;br /&gt;
&lt;br /&gt;
====Command Protocols====&lt;br /&gt;
&#039;&#039;The Necron nobility make war in a codified and relentless fashion. Their command protocols crackle out across multi-dimensional spectra from carrier-wave projectors, compelling their semi-sentient soldiery into battle one overriding directive at a time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If every unit from your army (excluding {{W40kKeyword|DYNASTIC AGENT}}, {{W40kKeyword|C&#039;TAN SHARD}} and {{W40kKeyword|UNALIGNED}} units) is from the same dynasty, and you select a {{W40kKeyword|NOBLE}} model to be your {{W40kKeyword|WARLORD}}, this unit is eligible to benefit from this ability and the following rules apply. &lt;br /&gt;
&lt;br /&gt;
At the start of each battle round, if any {{W40kKeyword|caharcter}} units from your army are on the battlefield, select one command protocol from the roster; that command protocol becomes active for your army until the end of that battle round. Each command protocol is made up of two directives. When a command protocol becomes active for your army, select one of its directives. Until the assigned command protocol stops being active, all eligible units benefit from the selected directive.&lt;br /&gt;
&lt;br /&gt;
A command protocol may not be selected more than once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Protocol of the Conquering Tyrant:&#039;&#039;&#039; &#039;&#039;The legions employ the strategies of their masters in perfect synchronicity, laying down hails of mechanically coordinated fire.&#039;&#039;&lt;br /&gt;
::Directive 1: Add 3&amp;quot; to the range of this unit&#039;s aura abilities (to a maximum of 12&amp;quot;) and increase the range of the following abilities this unit has by 3&amp;quot; (to a maximum of 12&amp;quot;): Lord&#039;s Will, My Will Be Done, Rites of Reanimation.&lt;br /&gt;
::Directive 2: This unit is eligible to shoot in a turn in which it Fell Back, but if it does, then until the end of the turn, each time a model in this unit makes a ranged attack, subtract 1 from that attack&#039;s hit roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Protocol of the Eternal Warrior:&#039;&#039;&#039; &#039;&#039;Temporary dimensional shielding flickers into being around the Necrons as they stand tall upon the battlefield like graven statues.&#039;&#039;&lt;br /&gt;
::Directive 1: Each time an attack is made against this unit, if it did not make a Normal Move, Advance or Fall Back this battle round, this unit receives the benefit of Light cover, as described in the Warhammer 40,000 Core Book.&lt;br /&gt;
::Directive 2: Each time an enemy unit declares a charge against this unit, if this unit is not within Engagement Range of any enemy units, it can either Hold Steady or Set to Defend. If it Holds Steady, then until the end of the phase, any Overwatch attacks made by models in that unit score hits on unmodified rolls of 5+ instead of 6. If it Sets to Defend, then until the end of the phase, it cannot fire Overwatch, but until the end of the next Fight phase, each time a model in that unit makes a melee attack, add 1 to that attack&#039;s hit roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Protocol of the Hungry Void:&#039;&#039;&#039; &#039;&#039;The Necrons strike with data-augmented accuracy, their murderous attacks as inescapable as the killing cold of space.&#039;&#039;&lt;br /&gt;
::Directive 1: Make a note of the number of enemy {{W40kKeyword|Infantry}} models during the Fight phase by each friendly {{W40kKeyword|Necrons}} {{W40kKeyword|Infantry}} unit. When making reanimating protocols for those units, add that number of dice to their reanimating protocols pool. These extra dice may be used to return models to the unit which were slain earlier in the battle, not just in this Fight phase.&lt;br /&gt;
::Directive 2: Each time an attack made during the Fight phase against a {{W40kKeyword|Necrons}} {{W40kKeyword|Infantry}} unit results in an unmodified roll of 1, the attacking unit suffers one mortal wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Protocol of the Slaughtering Madness:&#039;&#039;&#039; &#039;&#039;Blinded by a thirst for slaughter, Necron shells of broken minds launched themselves upon the enemy, their frantic attacks overwhelming anything they encounter.&#039;&#039;&lt;br /&gt;
::Directive 1: Each time a model in this unit makes a melee attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1&lt;br /&gt;
::Directive 2: Each time a model in this unit makes a melee attack, if this unit made a charge move, was charged or performed a Heroic Intervention this turn, add 1 to that attack&#039;s Strength characteristic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Protocol of the Sudden Storm:&#039;&#039;&#039; &#039;&#039;Arcing energies leap from one Necron unit to the next, lending speed to their limbs and causing their eye lenses to blaze.&#039;&#039;&lt;br /&gt;
::Directive 1: Add 1&amp;quot; to the Move characteristic of models in this unit.&lt;br /&gt;
::Directive 2: If this unit is performing an action, it can still make attacks with ranged weapons without that action failing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Protocol of the Undying Legion:&#039;&#039;&#039; &#039;&#039;At a hissing static signal, nanoscarabs are released in boiling black clouds that whirl about the legions and effect constant repairs.&#039;&#039;&lt;br /&gt;
::Directive 1: Each time this unit uses its Living Metal ability, each model in this unit regains 1 additional lost wound.&lt;br /&gt;
::Directive 2: Each time you make Reanimation Protocol rolls for this unit, you can re-roll one of the dice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Protocol of the Vengeful Star:&#039;&#039;&#039; &#039;&#039;Criss-cross fire leaps from the Necron ranks, forming a blazing corona of deadly energy from which there can be no escape.&#039;&#039;&lt;br /&gt;
::Directive 1: Each time a model in this unit makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.&lt;br /&gt;
::Directive 2: Each time a model in this unit makes a ranged attack that targets a unit within half range, the target does not receive the benefits of cover to its saving throw against that attack.&lt;br /&gt;
&lt;br /&gt;
==Dynastic Codes==&lt;br /&gt;
*{{W40kKeyword|MAYNARKH}}&#039;&#039;&#039; - Blood-Hunger:&#039;&#039;&#039; &#039;&#039;This once great dynasty is now in ruins, its warriors and constructs eaten by the madness born by the Flayer&#039;s hatred. Like mindless zombies, these machines are only driven by one thing: the thought of hunger and blood.&#039;&#039;&lt;br /&gt;
::Chose up to half of {{W40kKeyword|Infantry}} units with this code (excluding special characters), those units automatically gain the {{W40kKeyword|Flayed}} keyword. In addition, Flayed Ones count as {{W40kKeyword|Troops}} and may be taken as a {{W40kKeyword|Troop}} choice and obtain the {{W40kKeyword|Core}} keyword.&lt;br /&gt;
::Each time a {{W40kKeyword|Flayed}} model with this code makes a melee attack, if that model&#039;s unit made a charge move, was charged, or performed a Heroic Intervention this turn, you can add 1 to the wound roll.&lt;br /&gt;
::When the Protocol of the Slaughtering Madness becomes active for your army, if every unit in your army (excluding {{W40kKeyword|DYNASTIC AGENT}} and {{W40kKeyword|C&#039;TAN SHARD}} units) has this code, you can select both of that command protocol&#039;s directives instead of just one.&lt;br /&gt;
&lt;br /&gt;
*{{W40kKeyword|MEPHRIT}}&#039;&#039;&#039; - Solar Fury:&#039;&#039;&#039; &#039;&#039;The Mephrit have harnessed the power of captive suns to power their weapons. This raging solar energy can sear through even the thickest armour with ease.&#039;&#039;&lt;br /&gt;
::Add 3&amp;quot; to the Range characteristic of ranged weapons (excluding Pistols) that models with this code are equipped with.&lt;br /&gt;
::Each time a model with this code makes a ranged attack that targets a unit within half range, the Armour Penetration characteristic of that attack is improved by 1.&lt;br /&gt;
::When the Protocol of the Vengeful Stars becomes active for your army, if every unit in your army (excluding {{W40kKeyword|DYNASTIC AGENT}} and {{W40kKeyword|C&#039;TAN SHARD}} units) has this code, you can select both of that command protocol&#039;s directives instead of just one.&lt;br /&gt;
&lt;br /&gt;
*{{W40kKeyword|NEPHREKH}}&#039;&#039;&#039; - Translocation Beams:&#039;&#039;&#039; &#039;&#039;The bodies of the Nephrekh are crafted from metagold. This rare and wondrous alloy allows them to transform into beams of pure light in order to teleport across open ground and even phase through solid matter.&#039;&#039;&lt;br /&gt;
::Models with this code have a 6+ invulnerable save.&lt;br /&gt;
::Each time a unit with this code Advances, it can translocate. If it does, do not make an Advance roll for it. Instead, until the end of the phase, add 6&amp;quot; to the Move characteristic of models in that unit. If a unit translocates, until the end of the turn, models in that unit cannot shoot. Each time a unit with this code Falls Back or translocates, until the end of the phase, models in that unit can move across models and terrain as if they were not there.&lt;br /&gt;
::When the Protocol of the Sudden Storm becomes active for your army, if every unit in your army (excluding {{W40kKeyword|DYNASTIC AGENT}} and {{W40kKeyword|C&#039;TAN SHARD}} units) has this code, you can select both of that command protocol&#039;s directives instead of just one.&lt;br /&gt;
&lt;br /&gt;
*{{W40kKeyword|NIHILAKH}}&#039;&#039;&#039; - Aggressively Territorial:&#039;&#039;&#039; &#039;&#039;Regal and arrogant, the warriors of this proud dynasty will not give a single inch to their foes. They stand their ground defiantly, unleashing a formidably accurate hail of fire that cleanses the stain of the lesser races from their rightful lands.&#039;&#039;&lt;br /&gt;
::Units with this code have the &#039;&#039;Objective Secured&#039;&#039; ability. If a model in such a unit already has this ability, that model counts as one additional model when determining control of an objective marker.&lt;br /&gt;
::Re-roll hit rolls of 1 for units with this code whenever they shoot, including when firing Overwatch, as long as they did not move in the preceding Movement phase.&lt;br /&gt;
::When the Protocol of the Eternal Guardian becomes active for your army, if every unit in your army (excluding {{W40kKeyword|DYNASTIC AGENT}} and {{W40kKeyword|C&#039;TAN SHARD}} units) has this code, you can select both of that command protocol&#039;s directives instead of just one.&lt;br /&gt;
&lt;br /&gt;
*{{W40kKeyword|NOVOKH}}&#039;&#039;&#039; - Awakened by Murder:&#039;&#039;&#039; &#039;&#039;The crimson hosts of Novokh remember well the sacred rites of blooding performed by their warriors in the ancient times. The dynasty’s proud martial heritage awakens a spark of violent pride within its legions, lending power and ferocity to their attacks.&lt;br /&gt;
::Add 1 to the charge rolls made for units with this code.&lt;br /&gt;
::Each time a model with this code makes a melee attack, if that model&#039;s unit made a charge move, was charged, or performed a Heroic Intervention this turn, you can re-roll the hit roll.&lt;br /&gt;
::When the Protocol of the Hungry Void becomes active for your army, if every unit in your army (excluding {{W40kKeyword|DYNASTIC AGENT}} and {{W40kKeyword|C&#039;TAN SHARD}} units) has this code, you can select both of that command protocol&#039;s directives instead of just one.&lt;br /&gt;
&lt;br /&gt;
*{{W40kKeyword|SAUTEKH}}&#039;&#039;&#039; - Relentless Advance:&#039;&#039;&#039; &#039;&#039;Nothing can halt the inexorable march of the Sautekh. These disdainful conquerors will stop at nothing to retake their ancient domain, obliterating any who dare defy them in a storm of death and destruction.&#039;&#039;&lt;br /&gt;
::If a unit with this code Advances, it treats all ranged weapons it is equipped with as Assault weapons until the end of the turn (e.g. a Rapid Fire 1 weapon is treated as an Assault 1 weapon, and a Heavy D6 weapon is treated as an Assault D6 weapon etc.).&lt;br /&gt;
::Instead of following the normal rules for Rapid Fire weapons, models with this code shooting Rapid Fire weapons make double the number of attacks if the shooting model&#039;s target is within 18&amp;quot;.&lt;br /&gt;
::When the Protocol of the Conquering Tyrant becomes active for your army, if every unit in your army (excluding {{W40kKeyword|DYNASTIC AGENT}} and {{W40kKeyword|C&#039;TAN SHARD}} units) has this code, you can select both of that command protocol&#039;s directives instead of just one.&lt;br /&gt;
&lt;br /&gt;
*{{W40kKeyword|SZAREKHAN}}&#039;&#039;&#039; - Uncanny Artificers:&#039;&#039;&#039; &#039;&#039;The Szarekhan dynasty exhibit a deep-rooted ability to fashion and maintain the finest wargear of any Necron dynasty. Enemy fire ricochets harmlessly from their magnificent android forms while, in return, every blast and blade stroke the Szarekhan level at their enemies is lethal in the extreme.&#039;&#039;&lt;br /&gt;
::Each time a model with this code would lose a wound as the result of a mortal wound, roll one D6; on a 5+ that wound is not lost.&lt;br /&gt;
::Each time a unit with this code is selected to shoot or fight, you can re-roll one wound roll when making that unit&#039;s attacks.&lt;br /&gt;
::When the Protocol of the Undying Legions becomes active for your army, if every unit in your army (excluding {{W40kKeyword|DYNASTIC AGENT}} and {{W40kKeyword|C&#039;TAN SHARD}} units) has this code, you can select both of that command protocol&#039;s directives instead of just one.&lt;br /&gt;
&lt;br /&gt;
===Custom Dynastic Codes===&lt;br /&gt;
If your chosen dynasty does not have an associated Dynasty Code in Codex: Necrons: /tg/&#039;s 9th Edition, you must instead create its Dynastic Code by selecting one code from the Dynastic Traditions list below. Unless you selected the Vassal Kingdom Dynastic Code, you can then also select one Additional code from the Circumstances of Awakening list below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dynastic Traditions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aetheric Strikes:&#039;&#039;&#039; &#039;&#039;The arcane energies of this Dynasty pierce not only the physical plane but everything that waits across the veil.&#039;&#039;&lt;br /&gt;
::When a model with this code makes an unmodified wound roll of 6 against an enemy unit during the FIght phase, that enemy unit suffers an additional penalty of 1 to their save rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Butchers:&#039;&#039;&#039; &#039;&#039;Whether they be battlefield vivisectors satisfying scientific curiosity or simply murderous by nature, this dynasty’s legions are eager to wreak bloody slaughter amongst the foe.&#039;&#039;&lt;br /&gt;
::Add 1 to charge rolls made for units with this code.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Contemptuous of the Codes:&#039;&#039;&#039; &#039;&#039;Rarely does this dynasty see any value in the ancient Triarchal codes that dictate the strategies of their peers. Instead, they eliminate their enemies’ leaders by any means necessary.&#039;&#039;&lt;br /&gt;
::Each time a model with this code makes an attack against a {{W40kKeyword|Character}} unit, you can add 1 to that attack&#039;s hit roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Disdain for the Weak:&#039;&#039;&#039; &#039;&#039;The weak must fall under the strong. Under the iron fists of the Necrons&#039; legions, their enemies crumble, eaten away by the horror of death.&#039;&#039;&lt;br /&gt;
::Whenever an enemy unit fails a morale test within 12” of a unit with this code an additional model is removed as a casualty.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eternal Conquerors:&#039;&#039;&#039; &#039;&#039;Proudly arrayed in their lords&#039; colors, the soldiery of this dynasty see all the enemy&#039;s territories as theirs for the taking by ancient right of conquest.&#039;&#039;&lt;br /&gt;
::Units with this code have the &#039;&#039;Objective Secured&#039;&#039; ability. If a model in such a unit already has this ability, that model counts as one additional model when determining control of an objective marker.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Immovable Phalanx:&#039;&#039;&#039; &#039;&#039;This dynasty see hastening into battle as unseemly - the province of primitive lesser beings. Instead, they form tight and unyielding battle lines to weather the excitable assaults of their foes.&#039;&#039;&lt;br /&gt;
::Each time an attack with a Damage characteristic of 1 is allocated to an {{W40kKeyword|Infantry}} model with this code, unless that model&#039;s unit made a Normal Move, Advanced or Fell Back this battle round, add 1 to any armor saving throws taken against that attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Masters of the Martial:&#039;&#039;&#039; &#039;&#039;Having long prized martial excellence, this dynasty has become renowned for the lethal combat abilities of their legions.&#039;&#039;&lt;br /&gt;
::Each time a unit with this code is selected to shoot or fight, you can re-roll one hit roll when making that unit&#039;s attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pitiless Hunters:&#039;&#039;&#039; &#039;&#039;This dynasty has long viewed their enemies as little better than vermin, and seeks to scour them from the battlefield with overwhelming weight of fire.&#039;&#039;&lt;br /&gt;
::Instead of following the normal rules for Rapid Fire weapons, models with this code shooting Rapid Fire weapons make double the number of attacks if either the shooting model&#039;s target is within half the weapon&#039;s range, or if the shooting model is {{W40kKeyword|Infantry}} and its unit Remained Stationary in your previous Movement phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quantum Rebirth Protocols&#039;&#039;&#039; &#039;&#039;The protocols of this dynasty are embued with dark powers and science, making their number rise in orders greater than the fallen.&#039;&#039;&lt;br /&gt;
::When the reanimation protocols of a unit with this code are activated, you can re-roll one failed roll, 3 if the unit is {{W40kKeyword|Core}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rad-Wreathed:&#039;&#039;&#039; &#039;&#039;Hailing as they do from tomb worlds long bombarded by cosmic energies, the soldiery of this dynasty have become saturated with spectra of lethal radiation. Foes who draw too close soon discover this to their cost.&#039;&#039;&lt;br /&gt;
::Units with this code have the following ability:&lt;br /&gt;
::&#039;&#039;&#039;Rad-wreathed (Aura):&#039;&#039;&#039; Subtract 1 from the Strength and Toughness characteristics of an enemy unit (except for {{W40kKeyword|Vehicles}}) whilst it&#039;s within 1&amp;quot; of a unit with this code.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sentinel Monsters:&#039;&#039;&#039; &#039;&#039;The lumbering constructs of this dynasty wait for someone foolish enough to enter their domain, before annihilating them with stone-cold precision.&#039;&#039;&lt;br /&gt;
::If a {{W40kKeyword|Canoptek}} unit with this code hasn&#039;t moved in its Movement phase, add 1 to all its hit rolls until the beginning of your next turn. Units benefiting from this code cannot perform a charge move if they didn&#039;t move during their Movement phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Superior Artisans:&#039;&#039;&#039; &#039;&#039;This dynasty employ their vast wealth of rare minerals to arm their legions with finely crafted and sublimely powerful weapons.&#039;&#039;&lt;br /&gt;
::Each time a unit with this code is selected to shoot or fight, you can re-roll one wound roll when making that unit&#039;s attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Unmerciful Horde:&#039;&#039;&#039; &#039;&#039;The warriors of this dynasty know no compassion nor fear towards the enemy on the battlefield.&#039;&#039;&lt;br /&gt;
::Each time a Morale test is taken for a unit with this code, you can re-roll that test.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unyielding:&#039;&#039;&#039; &#039;&#039;This dynasty employ closely guarded metallurgical technomancy to render the endoskeletons of their soldiery exceptionally durable.&#039;&#039;&lt;br /&gt;
::Models with this code have a 6+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vassal Kingdom:&#039;&#039;&#039; &#039;&#039;Whether through allegiance or conquest, this dynasty was long ago subsumed into another greater than itself.&#039;&#039;&lt;br /&gt;
::Select one of the following Dynasties and use the Dynastic Code of that Dynasty: Maynarkh, Mephrit, Nephrekh, Nihilakh, Novokh, Sautekh, Szarekhan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Circumstances of Awakening:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arise Against the Interlopers:&#039;&#039;&#039; &#039;&#039;This world was awakened by the presence of incautious intruders. Affronted, the risen legions seek to exact vengeance and make bloody examples at close quarters.&#039;&#039;&lt;br /&gt;
::Each time a model with this code makes a melee attack against a unit (that is not a {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}}), an unmodified hit roll of 6 automatically wounds the target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Greatness Long Lost:&#039;&#039;&#039; &#039;&#039;The once great empire of the dynasty has fallen into ashes. These furious warriors still remember the long-lost golden age and fight tirelessly to reconstruct it.&#039;&#039;&lt;br /&gt;
::A unit with this code may re-roll failed hit rolls of 1 when it&#039;s Below Half Strength.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Healty Paranoia:&#039;&#039;&#039; &#039;&#039;This tomb world&#039;s leaders awoke possessed of caution bordering upon - or possibly plunging into - mania. Their legions operate accordingly, seeking to keep the lesser races at arm&#039;s length and exterminate them from afar.&#039;&#039;&lt;br /&gt;
::Add 3&amp;quot; to the Range characteristic of ranged weapons (excluding Pistols) that models with this code are equipped with.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Interplanetary Invaders:&#039;&#039;&#039; &#039;&#039;With their full military apparatus roused and their sights set on galactic domination, this tomb world&#039;s Royal Court sends waves of war engines into battle to wreak destruction and stamp their immutable right of conquest upon the foe.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Vehicle}} units with this code are eligible to shoot in a turn in which they Fell Back, but if they do, then until the end of the turn, each time a model in that unit makes a ranged attack, subtract 1 from that attack&#039;s hit roll. {{W40kKeyword|Vehicle}} models with this code do not suffer the penalty to hit rolls incurred for firing Heavy weapons while enemy units are within Engagement Range of their unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Isolationists:&#039;&#039;&#039; &#039;&#039;This tomb world&#039;s rulers consider all around them to be a threat, be it the lesser races, old rival dynasties, or even the denizens of other worlds within their own dynasty! Whether this attitude is based upon dangers real or imagined, it has led to them perfecting weaponry capable of eliminating not only threats from outside their own species but also from within.&#039;&#039;&lt;br /&gt;
::Each time a model with this code makes an attack with a Rapid Fire weapon that targets a unit within 12&amp;quot;, add 1 to the Strength characteristic of that attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mindless Husks:&#039;&#039;&#039; &#039;&#039;The failed revivification protocols of this dynasty&#039;s tomb world have left its inhabitants as mindless husk devoided of will.&#039;&#039;&lt;br /&gt;
::Units with this code automatically pass all Morale tests and roll the maximum value on any check made on their leadership value. In addition, units with this code can never benefit from Command Protocols.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Noble Born:&#039;&#039;&#039; &#039;&#039;The mind of this lord has suffered in the great sleep. With arrogance, it guides its legions against its enemies for only greatness lies in front of its eyes.&#039;&#039;&lt;br /&gt;
::Increase the range of aura abilities by 3” for {{W40kKeyword|Noble}} units with this code.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentlessly Expansionists:&#039;&#039;&#039; &#039;&#039;Driven by an overriding martial mindset or simply fortunate enough to have awoken to minimal enemy resistance, this tomb world&#039;s legions are on the march and seek to seize every world that lies in their path.&#039;&#039;&lt;br /&gt;
::At the start of the first battle round, before the first turn begins, units with this code can make a Normal Move of up to 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slayers of Upstart Rulers:&#039;&#039;&#039; &#039;&#039;In a tomb world eaten away by an internal conflict, it isn&#039;t uncommon for an aspiring noble to assassinate his rivals to the throne. For this, his followers are well suited in the art of decapitation.&#039;&#039;&lt;br /&gt;
::Units with this code may re-roll hit rolls of 1 against enemy {{W40kKeyword|Characters}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Ancient Stir:&#039;&#039;&#039; &#039;&#039;Some worlds are still only stirring. As their revivification continues, it is their Canoptek constructs - driven into a state of hyper-aggression - that bear the brunt of defensive combat operations.&#039;&#039;&lt;br /&gt;
::Add 1&amp;quot; to the Move characteristic and charge distances of {{W40kKeyword|Canoptek}} models with this code. Each time a {{W40kKeyword|Canoptek}} unit with this code makes a pile-in or consolidate move, so long as each model that moves ends its move closer to the closest enemy model, you can move each model in that unit up to 4&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warrior Nobles:&#039;&#039;&#039; &#039;&#039;This tomb world&#039;s leaders are versed in the arts of combat and enhanced by their Crypteks. Perhaps they awoke to find their phaeron slain and were forced to fight for the throne, or perhaps they were beset by foes from the moment of their waking - in any case, only the strongest warriors have survived.&#039;&#039;&lt;br /&gt;
::Each time a {{W40kKeyword|Noble}} model with this code makes a melee attack, re-roll a failed hit and wound rolls of 1.&lt;br /&gt;
&lt;br /&gt;
==Destroyer Cults==&lt;br /&gt;
If a detachment in your army is composed of only {{W40kKeyword|&amp;lt;Destroyer Cult&amp;gt;}} units then choose one Cult from the ones below and replace the {{W40kKeyword|&amp;lt;Destroyer Cult&amp;gt;}} keyword with the corresponding Cult name. All units in that detachment benefit from that Cult&#039;s Creed but may not benefit from their Dynasty Traditions or any Command Protocol and may only be targeted by abilities that explicitly affect a {{W40kKeyword|&amp;lt;Destroyer Cult&amp;gt;}} unit.&lt;br /&gt;
&lt;br /&gt;
*{{W40kKeyword|Cult of the Blood&#039;s Bath}}&#039;&#039;&#039;- Blood-thirsted Assault:&#039;&#039;&#039; &#039;&#039;The forces of this cult only desire more physical annihilation. They only feel any kind of fulfillment when ripping something into grizzly chunks, but as soon as the life has drained from their enemies&#039; eyes they again crave more. Such Necrons push their forms to extreme lengths in order to gain this feeling, to bring true, gory annihilation.&#039;&#039;&lt;br /&gt;
::Add 2 to the Movement characteristic and charge distances of units from this Cult. In addition, units from this Cult must move towards the closest enemy unit and must charge it (if two or more units are equally close, roll-off to decide). If an enemy unit is destroyed by attacks made from a unit from this Cult, and there are no other enemy units in Engagement Range, units from this Cult must consolidate 6&amp;quot; towards the nearest enemy unit.&lt;br /&gt;
&lt;br /&gt;
*{{W40kKeyword|Cult of the Eternal Hatred}}&#039;&#039;&#039;- Unending Spite:&#039;&#039;&#039; &#039;&#039;Destroyers who follow this Cult&#039;s curse burn of a deep hatred for all things existent, to an extent even greater than that of other destroyers. When these insane monsters are put down by the blows of the living, their hatred bursts from their mechanical bodies, their wounds begin to repair as their deranged mind refuses to stand down at the attacks of such inferior and vile creatures.&#039;&#039;&lt;br /&gt;
::Each time a model from this Cult would lose a wound, roll one D6; on a 6 that wound is not lost. In addition, when making the reanimation protocols for units from this Cult, add a number of dices to the dice pool equal to the number of models that are attempting to reanimate.&lt;br /&gt;
&lt;br /&gt;
*{{W40kKeyword|Cult of the Unending Slaughter}}&#039;&#039;&#039;- Suppressive Blows:&#039;&#039;&#039; &#039;&#039;When freed on the battlefield, these deranged beasts immediately jump into a killing frenzy, extinguishing the light of life in a flurry of increasingly gruesome blows.&#039;&#039;&lt;br /&gt;
::Each time an enemy model is destroyed by a ranged or melee attack made by a model from this Cult, after that model finishes making the rest of its attack, it can make one additional attack with the same weapon for every model killed. These attacks cannot generate additional attacks. In addition, each time this model makes an additional attack because of this rule, consider its Ballistic Skill and Weapon Skill as one point worse (for example, a Skorpekh Lord kills with its &#039;&#039;&#039;Enmitic Annihilator&#039;&#039;&#039; four enemy models, so it can make four more attacks using the same weapon profile but considers its BS to be 4+).&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
===Universal===&lt;br /&gt;
====Battle Tactic Stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Amalgamated Targeting Data (1 CP):&#039;&#039;&#039; &#039;&#039;Synchronised targeting optics are fed to the Doom Scythe squadron, and they release a devastating pinpoint barrage.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase if a {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Doom Scythe}} from your army is within 6&amp;quot; of 2 other friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Doom Scythes}}. The Doom Scythes cannot fire their death rays 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 3&amp;quot; of that point. Add 1 to the result if the unit being rolled for has 5 or more models, but subtract 1 if the unit being rolled for is a {{W40kKeyword|Character}}. On a 4+, that unit suffers 6D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Corridor (1 CP):&#039;&#039;&#039; &#039;&#039;Obeying recall protocols, this unit step into a temporary dimensional displacement tunnel and re-emerge from the eternity gate of a nearby Monolith.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of your Movement phase. Select one {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Core}} {{W40kKeyword|Infantry}} unit from your army that is on the battlefield. Remove that unit from the battlefield. In the Reinforcements step of this phase, set that unit back up on the battlefield anywhere that is wholly within 3&amp;quot; of a friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Monolith}}, {{W40kKeyword|Tomb Citadel}} or a {{W40kKeyword|Tomb World Gateway}} Eternity Gate and more than 1&amp;quot; away from any enemy models.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Dimensional Gate (1 CP):&#039;&#039;&#039; &#039;&#039;A shimmering dimensional portal yawns wide for a few moments, spilling yet more fleshless warriors into the fray.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before you set up a unit from Strategic Reserves using the &#039;&#039;Eternity Gate&#039;&#039; special rule of a {{W40kKeyword|Monolith}}, {{W40kKeyword|Tomb World Gateway}} or a {{W40kKeyword|Tomb Citadel}} from your army. You can set up two units from Strategic Reserves instead of one.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eternal Protectors (1 CP):&#039;&#039;&#039; &#039;&#039;Lychguard are the ultimate bodyguards; they never tire, never give a thought to their own safety over that of their master and fight all the harder as the danger to that master grows greater.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Fight phase. Select a {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Lychguard}} unit from your army. Until the end of the phase, while that unit is within 3&amp;quot; of a friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Noble}} model or {{W40kKeyword|Dynastic Agent}} {{W40kKeyword|Noble}} model, add 1 to the Attacks characteristic of each model in that unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extermination Protocols (2 CP):&#039;&#039;&#039; &#039;&#039;Destroyers have sacrificed every last ember of their souls in order to pursue the obliteration of all mortal life.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting or Fight phase before attacking with a {{W40kKeyword|&amp;lt;Destroyer Cult&amp;gt;}} unit from your army. Re-roll all failed hit and wound rolls for that unit until the end of the phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fractal Targeting (1 CP):&#039;&#039;&#039; &#039;&#039;Augmentative targeting routines have been pre-programmed into these Tomb Blades&#039; strategic engagement protocols, holding the craft momentarily level as they lock on to their victims and unleash a withering barrage of fire.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase. Select one {{W40kKeyword|Tomb Blades}} unit from your army. Until the end of the phase:&lt;br /&gt;
::-All Rapid Fire weapons that models in that unit are equipped with are treated as being Assault 2 weapons.&lt;br /&gt;
::-Models in that unit do not suffer the penalty to hit rolls incurred for firing Assault weapons in the same turn that their unit has Advanced.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgment of the Triarch (1 CP):&#039;&#039;&#039; &#039;&#039;Those who defy the will of the Triarch are subject to swift and merciless retribution.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase, when a {{W40kKeyword|Triarch}} unit is selected to shoot, or in the Fight phase, when a {{W40kKeyword|Triarch}} unit is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, add 1 to that attack&#039;s hit roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Null Field Matrix (2-5 CP):&#039;&#039;&#039; &#039;&#039;Linked together in a powerful network, the Warp-repellent properties of Necron technology grow exponentially, encompassing the enemy units in a blanket of pure, null void.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the beginning of any Command phase. Select from 2 to up to 5 friendly {{W40kKeyword|Null Pylon}} models at least within 18&amp;quot; of another; until the beginning of the following Command phase, extend the range of those models&#039; &#039;&#039;Null Field&#039;&#039; special rule by 6&amp;quot; for each Null Pylon selected. This Stratagem costs a number of Command Points equal to the number of models selected.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stabilizing Thrusters (2 CP):&#039;&#039;&#039; &#039;&#039;Enormous thundering thrusters propel these instruments of massacre forward, ensuring no life form is too far away to hide from the incoming slaughter.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of your Movement phase. Select one {{W40kKeyword|Lokhust Destroyers}}, {{W40kKeyword|Lokhust Heavy Destroyers}} or {{W40kKeyword|Lokhust Lord}} unit from your army. That unit can make an Advance move and still act as if it remained stationary for the remainder of the turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm of Flensing Blades (2 CP):&#039;&#039;&#039; &#039;&#039;Driven into a grotesque frenzy by the hot gore sluicing through their innards, the Flayed Ones lay about themselves wildly with their vicious talons.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the end of the Fight phase. Select one {{W40kKeyword|Flayed Ones}} unit from your army within Engagement Range of any enemy units; that unit can fight again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Techno-oracular Targeting (1 CP):&#039;&#039;&#039; &#039;&#039;Guided by the painstaking predictions of a conclave of astromancers, this shot strikes inescapably true.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase, before making the wound roll for an attack made by a {{W40kKeyword|Necrons}} model from your army. If your army contains at least one {{W40kKeyword|Astromancer}}, do not make a wound roll for that attack: it automatically wounds the target.&lt;br /&gt;
&lt;br /&gt;
====Epic Deed Stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Destabilization (1/2 CP):&#039;&#039;&#039; &#039;&#039;As the powers of this C&#039;tan Shard reshape reality, its aftershocks roll across the battlefield, triggering further cosmic phenomena.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the end of your Movement phase, when a {{W40kKeyword|C&#039;tan Shard}} model from your army has used a Power of the C&#039;tan. Roll one D6; that model can immediately use the corresponding power from the Powers of the C&#039;tan, even if it has already been used this turn. If that model has the {{W40kKeyword|Titanic}} keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entropic Strike (2 CP):&#039;&#039;&#039; &#039;&#039;The disruption field emanating from this warrior’s weapon is so powerful that it entirely obliterates matter from existence.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Fight phase when a {{W40kKeyword|Necrons}} {{W40kKeyword|Character}} from your army is selected to fight. Until the end of the phase, each time a melee attack is made by that model, invulnerable saving throws cannot be taken against that attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Resurrection Protocols (1 CP):&#039;&#039;&#039; &#039;&#039;Necron rulers possess sophisticated self-repair systems that can knit together even the most grievous wounds.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in any phase, when a {{W40kKeyword|Necrons}} {{W40kKeyword|Infantry}} {{W40kKeyword|Noble}} or {{W40kKeyword|Necrons}} {{W40kKeyword|Infantry}} {{W40kKeyword|Cryptek}} model from your army is destroyed. You can choose to roll one D6 at the end of the phase instead of using any rules that are triggered when that model is destroyed (e.g. the Surrogate Hosts abilities). If you do, then on a 4+, set that model back up on the battlefield as close as possible to where they were destroyed and more than 1&amp;quot; away from any enemy models, with D3 wounds remaining. This Stratagem cannot be used to set the same model back up more than once per battle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strange Echoes (1 CP):&#039;&#039;&#039; &#039;&#039;Battling its imprisonment, this C&#039;tan Shard shows a flicker of will as it molds its powers anew to the alarm of friend and foe alike.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Command phase. Select one {{W40kKeyword|C&#039;tan Shard}} model from your army. Select one of the powers from the Powers of the C&#039;tan that the model does not know. The selected power replaces one of the Powers of the C&#039;tan that the model does know.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Deathless Arise (1 CP):&#039;&#039;&#039; &#039;&#039;Focusing all of its talents, this Technomancer drags rank upon rank of sundered Necron soldiery back to their feet.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Command phase. Select one {{W40kKeyword|Technomancer}} model from your army. Until the end of the phase, that model can use its Rites of Reanimation ability one additional time.&lt;br /&gt;
&lt;br /&gt;
====Requisition Stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Court of the Tomb World (1/2 CP):&#039;&#039;&#039; &#039;&#039;An overlord may grow of so much influence to have an entire crowd of nobles and cryptek who follow him to battle.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle, when you are mustering your army. Select one {{W40kKeyword|Overlord}} in your army; up to two {{W40kKeyword|Lord}} and/or {{W40kKeyword|Cryptek}} units may be taken alongside him in any combination without taking up additional Battlefield Role slots. This Stratagem costs 1 CP if it targets an {{W40kKeyword|Overlord}} and 2 CPs if it targets a {{W40kKeyword|Phaeron}}, although in that case, one of those Cryptek can be a {{W40kKeyword|Hierophactor}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Destoyer of All Life (2 CP):&#039;&#039;&#039; &#039;&#039;A title often devoided of meaning in the courts of the dynasties, this dark epithet finds purpose in the deranged eyes of the destroyer lords, who wear it as a badge of honor and fulfillment.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle, when you are mustering your army. Select one {{W40kKeyword|&amp;lt;Destroyer Cult&amp;gt;}} {{W40kKeyword|Character}} from your army. That model gains the {{W40kKeyword|Maktlan}} keyword and each time this model makes an attack, you can re-roll the wound roll. You can only use this Stratagem once.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dynastic Heirlooms (1 CP):&#039;&#039;&#039; &#039;&#039;In times of need, the phaerons will order the relic-vaults emptied, their priceless contents distributed amongst the legions.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle, when you are mustering your army, if your Warlord has the {{W40kKeyword|Necrons}} keyword. Select one {{W40kKeyword|Necrons}} {{W40kKeyword|Character}} model (excluding {{W40kKeyword|C&#039;tan Shard}} models) in your army and give them one Relic (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;High Cryptek of the Court (1 CP):&#039;&#039;&#039; &#039;&#039;Despite not being a noble, Hierophactors have a powerful presence in the hierarchy of a Tomb World, frequently gathering around themselves courts of lesser Crypteks and lackey lords.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle, when you are mustering your army. If a {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} detachment in your army does not contain a model with the {{W40kKeyword|Hierophactor}} keyword, select one {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Cryptek}} from your army (excluding named characters). That model gains the {{W40kKeyword|Hierophactor}} keyword, and it can take one additional item from the Cryptek Arkana list. You can only have one {{W40kKeyword|Hierophactor}} model per {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} in your army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; Pyrrhian Eternals (2 CP):&#039;&#039;&#039; &#039;&#039;Loyal beyond everything, these sworn warriors of Anrakyr march onward with their reinforced necrodermis, fighting tirelessly for the glory of reunification.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when mustering your army, only if it contains Anrakyr the Traveller. Select one Immortal unit from your army, that unit loses its {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} keyword but obtains the {{W40kKeyword|Dynastic Agent}} keyword and the &#039;&#039;Living Metal&#039;&#039; special rule. In addition, add 1 to the Wounds and Attacks characteristic of models in that unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rarefied Nobility (1 CP):&#039;&#039;&#039; &#039;&#039;In a show of arrogant superiority, the Necrons&#039; leader has brought the cream of their noble allies to war at their side.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle, when you are mustering your army, if your Warlord has the {{W40kKeyword|Necrons}} keyword. Select one {{W40kKeyword|Necrons}} {{W40kKeyword|Character}} model (excluding {{W40kKeyword|C&#039;tan Shard}} models) in your army and determine one Warlord Trait for that model (this must be a Warlord Trait they can have); that model is only regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly-generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tyrant of the Crown World (2 CP):&#039;&#039;&#039; &#039;&#039;The word of the Phaeron is absolute, there is no Necron being under its control that can oppose to its commands.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle, when you are mustering your army. If a {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} detachment in your army does not contain a model with the {{W40kKeyword|Phaeron}} keyword, select one {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Overlord}} from your army (excluding named characters). That model gains the {{W40kKeyword|Phaeron}} keyword, and in your Command phase it can use its &#039;&#039;My Will Be Done&#039;&#039; special rule one additional time. In addition, each time a {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Core}} unit within 6&amp;quot; of this model makes an attack, you can re-roll the hit roll. You can only have one {{W40kKeyword|Phaeron}} model per {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} in your army and this Stratagem may not be used on a {{W40kKeyword|Maynarkh}}, {{W40kKeyword|Sautekh}} and {{W40kKeyword|Szarekhan}} models.&lt;br /&gt;
&lt;br /&gt;
====Strategic Ploy Stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Adaptive Subroutines (2 CP):&#039;&#039;&#039; &#039;&#039;The Crypteks have invested their mechanical constructs with complex hunter-killer algorithms.&#039;&#039;&lt;br /&gt;
::Use this Stratagem after a {{W40kKeyword|Canoptek}} unit from your army has Advanced. That unit can still shoot and/or charge this turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aetheric Interception (1 CP):&#039;&#039;&#039; &#039;&#039;With hunters&#039; instincts honed over eons, the Deathmarks pounce precisely at the moment their prey enter battle, gunning them down before they can even act.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Reinforcements step of your opponent&#039;s Movement phase, after an enemy unit has been set up on the battlefield. Select one {{W40kKeyword|Hyperspace Hunter}} unit from your army that is either on the battlefield, in a hyperspace dimension, or in Strategic Reserves.&lt;br /&gt;
::-If that {{W40kKeyword|Hyperspace Hunter}} unit is in a hyperspace dimension or in Strategic Reserves, set it up anywhere on the battlefield that is within 18&amp;quot; of that enemy unit and more than 9&amp;quot; away from any enemy models.&lt;br /&gt;
::-That {{W40kKeyword|Hyperspace Hunter}} unit can, at the end of the phase, shoot as if it were your Shooting phase, but until the end of the phase it can only target the enemy unit that was just set up on the battlefield (and only if that enemy unit is an eligible target for that attack).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Atavistic Instigation (1 CP):&#039;&#039;&#039; &#039;&#039;As the Doom Scythe screams overhead, its foes search for any cover lest they too be disintegrated in the ensuing onslaught.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase, when a {{W40kKeyword|Doom Scythe}} model from your army is selected to shoot. After you select the target unit for that model&#039;s Heavy Death Ray, select one enemy unit (that is not a {{W40kKeyword|Vehicle}} or a {{W40kKeyword|Monster}} unit) within 3&amp;quot; of that target (you can select the target itself if you wish); that enemy unit can either brace or duck for cover.&lt;br /&gt;
::-If that unit braces, it suffers D3 mortal wounds.&lt;br /&gt;
::-If that unit ducks for cover, then until the end of the turn, subtract l from the Attacks characteristic of models in that unit, and that unit cannot fire Overwatch or &#039;&#039;Set to Defend&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Burrowing Nightmares (1 CP):&#039;&#039;&#039; &#039;&#039;Writhing and hissing, these Ophydian Destroyers plunge back into the bedrock with slashing claw strokes and flickering dimensional displacements. The foe looks on fearfully, knowing that the murderous androids will not remain buried for long.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of your Movement phase. Select one {{W40kKeyword|Ophydian Destroyers}} or {{W40kKeyword|Ophydian Lord}} unit from your army that is on the battlefield. Remove that unit from the battlefield. In the Reinforcements step of your next Movement phase, you can set that unit back up on the battlefield anywhere that is more than 9&amp;quot; away from any enemy models. If the battle ends and that unit is not on the battlefield, it is destroyed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Curse of the Phaeron (1/3 CP):&#039;&#039;&#039; &#039;&#039;Necron nobles are jealously protective of their armory - should foes destroy such a jewel of the dynastic hoard, they risk triggering vengeance protocols intended to demonstrate the Necrons&#039; displeasure in an explosive fashion.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in any phase, when a {{W40kKeyword|Necrons}} {{W40kKeyword|Vehicle}} model from your army is destroyed. Do not roll to see if that model explodes: it does so automatically. If that model has the {{W40kKeyword|Titanic}} keyword, this Stratagem costs 3CP; otherwise, it costs 1 CP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damage Control Overrides (1/2 CP):&#039;&#039;&#039; &#039;&#039;Its self-repair routines overridden, the vehicle briefly operates at peak efficiency despite being critically damaged.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Command phase. Select one {{W40kKeyword|Necrons}} {{W40kKeyword|Vehicle}} model from your army that has a Wounds characteristic of 10 or more. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use. If that model has the {{W40kKeyword|Titanic}} keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Emergency Dimensional Corridor (1 CP):&#039;&#039;&#039; &#039;&#039;Before it is destroyed, the Necron construct shifts all power to its dimensional gateway, beaming in warriors to take its place.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when a {{W40kKeyword|Night Scythe}} from your army is destroyed. Do not roll for the embarked models, they all automatically survive.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Enslaved Protectors (1 CP):&#039;&#039;&#039; &#039;&#039;Should danger threaten, Canoptek constructs are compelled by their programming to surge selflessly to their masters&#039; aid.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your opponent&#039;s Charge phase. Select one {{W40kKeyword|Canoptek}} unit from your army. Until the end of the phase, that unit is eligible to perform Heroic Interventions as if it was a {{W40kKeyword|Character}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Euclidean Mindphase (2 CP):&#039;&#039;&#039; &#039;&#039;Dark technologies hidden deep within a tomb complex twist the mind and perspective of enemy intruders, leaving them defenseless against the incoming retribution.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your enemy Movement phase, when an enemy unit finished its movement on a friendly {{W40kKeyword|Tomb Citadel}}. Until the beginning of your opponent&#039;s next Movement phase, each time that unit makes an attack, it has to subtract 1 from the hit roll; in addition, that unit can&#039;t be chosen to fire Overwatch.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;From the Dust We Rise (2/3 CP):&#039;&#039;&#039; &#039;&#039;It is impossible to destroy the mechanical hordes of the Necron. Even when they fall, they just rise up again from the ground and continue their endless advance.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when a unit with the &#039;&#039;Reanimation Protocols&#039;&#039; special rule is completely destroyed by an enemy unit&#039;s attack. That unit’s reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble. This Stratagem can only be used once for each unit. This Stratagem costs 3 CPs if the selected unit has a starting strength of more than 10 models or has the &#039;&#039;Living Metal&#039;&#039; special rule; otherwise; it costs 2 CPs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Prismatic Dimensional Breach (1 CP):&#039;&#039;&#039; &#039;&#039;Engaging a secondary prismatic filter built into its invasion beam projector, the Necron construct splits the skin of realspace with multiple dimensional doorways from which the dynastic legions advance.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Reinforcements step of your Movement phase. Select one {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Infantry}} unit from your army that is in Strategic Reserves, and then select one friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Gateway}} model that is on the battlefield. Set that unit up anywhere on the battlefield that is wholly within 3&amp;quot; of that model and not within Engagement Range of any enemy units. This Stratagem cannot be used in the first battle round.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reanimation Prioritisation (1 CP):&#039;&#039;&#039; &#039;&#039;Canoptek Reanimators can quickly re-prioritize which warriors are in greatest need of their healing beams.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your opponent&#039;s Shooting phase, when a {{W40kKeyword|Necrons}} unit from your army is selected as the target of an attack. Select one {{W40kKeyword|Canoptek Reanimator}} model in your army that is within 6&amp;quot; of and visible to the targeted unit. That model can use its Nanoscarab Reanimation Beam ability as if it was your Command phase, selecting the targeted unit to be healed by its reanimation beam (any unit that was already being healed by that model&#039;s reanimation beam is no longer considered to be healed by it).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Onslaught (1 CP):&#039;&#039;&#039; &#039;&#039;The Necron soldiers stride forward, tracking their targets and unleashing volley after volley with merciless efficiency.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase, when a {{W40kKeyword|Core}} unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a Rapid Fire weapon, an unmodified hit roll of 6 scores one additional hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Repair Subroutines (2 CP):&#039;&#039;&#039; &#039;&#039;When engaged in a battle of attrition, Canoptek constructs react by enabling a series of repairing adaptive subroutines.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the enemy Shooting or Fight phase, when a {{W40kKeyword|Canoptek}} unit from your army is activating its reanimation protocols. Until the end of the phase, re-roll any unmodified roll of 1 and 2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Revenge of the Doomstalker (2 CP):&#039;&#039;&#039; &#039;&#039;Should their masters be slain, vengeance sub-protocols within Canoptek Doomstalkers are triggered. The looming machines swing their guns to bear upon those who struck the killing blow.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in any phase, when a {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Character}} unit from your army is destroyed by an enemy unit. Select one friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Canoptek Doomstalker}} model from your army.&lt;br /&gt;
::-At the end of the phase, that {{W40kKeyword|Canoptek Doomstalker}} model can shoot as if it were your Shooting phase, but it can only target that enemy unit (and only if that enemy unit is an eligible target for that attack).&lt;br /&gt;
::-Until the end of the battle, each time that {{W40kKeyword|Canoptek Doomstalker}} model makes an attack that targets that enemy unit, add 1 to that attack&#039;s hit roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Self Destruction (1 CP):&#039;&#039;&#039; &#039;&#039;The self-destruct protocols of Canoptek Scarabs cause them to explode in a hail of razor-sharp armor fragments.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Fight phase, when a {{W40kKeyword|Canoptek Scarab Swarms}} unit from your army is selected to fight. Select one model in that unit. After that unit has finished piling in, you can select one enemy unit within Engagement Range of that model and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. The {{W40kKeyword|Canoptek Scarab Swarm}} model is then destroyed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadows of Drazar (1 CP):&#039;&#039;&#039; &#039;&#039;These Flayed Ones have drawn the crawling shadows of their charnel realm through the veil with them. Now, they slink ever closer to the enemy, their red eyes glowing like eerie lanterns from amidst coiling curtains of ice-cold darkness.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in any phase, when a {{W40kKeyword|Flayed Ones}} unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack&#039;s hit roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slayers of the Bold (1 CP):&#039;&#039;&#039; &#039;&#039;The codes of honor of the ancients grant no forgiveness to those who dare not challenge their enemies to a fair fight.&#039;&#039;&lt;br /&gt;
::Use this Stratagem after an enemy unit successfully charged a {{W40kKeyword|Noble}} unit from your army. Enemy units within 1&amp;quot; of that {{W40kKeyword|Noble}} don&#039;t count as having charged with regard to abilities or for determining combat order.&lt;br /&gt;
&lt;br /&gt;
====Wargear Stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Disruption Fields (1 CP):&#039;&#039;&#039; &#039;&#039;The thrumming aura of negative energy known as a disruption field warps and dissolves both armor and flesh.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Fight phase, when a {{W40kKeyword|Infantry}} unit from your army is selected to fight. Until the end of the phase, add 1 to the Strength characteristic of models in that unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Disintegrator Capacitators (1 CP):&#039;&#039;&#039; &#039;&#039;Molecular disintegration emitters activate within these Necrons&#039; weapons even as they open fire, flaying away additional layers of enemy armor in explosive eruptions of glowing dust.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase, when a {{W40kKeyword|Necrons}} unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a gauss weapon, an unmodified hit roll of 6 automatically wounds the target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dispersion Field Amplification (1/2 CP):&#039;&#039;&#039; &#039;&#039;Lychguard can overcharge the fields of their dispersion shields.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when an enemy unit targets with a shooting weapon a unit equipped with Dispersion Shields. Until the beginning of your next turn, that unit&#039;s Dispersion Shield special rule activates on an unmodified roll of both 5 and 6. This Stratagem costs 1 CP if it directly affects a {{W40kKeyword|Character}}; otherwise, it costs 2 CPs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gravitic Singularity (2 CP):&#039;&#039;&#039; &#039;&#039;A pulsing gravitic anomaly appears in the sky over the Obelisk, dragging enemy aircraft into its crushing embrace.&#039;&#039;&lt;br /&gt;
::Use this stratagem in your Shooting phase when an Obelisk from your army is targeting an enemy unit with its &#039;&#039;Gravity Pulse&#039;&#039; special rule. If the target is an {{W40kKeyword|Aircraft}} roll three D6s instead of only two for the purpose of the special rule.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Malevolent Arcing (1 CP):&#039;&#039;&#039; &#039;&#039;Leaping and coiling about its target with malicious pseudo-sentience, the living lightning of these tesla weapons coils outward like a slaver&#039;s whip to lash at yet more nearby victims.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase, when a {{W40kKeyword|Necrons}} model from your army targets an enemy unit with a tesla weapon. After making that weapon&#039;s attacks, roll one D6 for each other unit within 6&amp;quot; of that enemy unit: on a 4+, the unit being rolled for suffers l mortal wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Matter Annihilation (2 CP):&#039;&#039;&#039; &#039;&#039;The antimatter enchased into this weapon is held with force and then unleashed fully on the enemy in a single salvo. This can prove fatal to the bearer as the annihilating reaction can occur inside the weapon itself, though the incredible destructive power it can provide is well worth the risk.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase, when a {{W40kKeyword|Infantry}} or {{W40kKeyword|Biker}} unit from your army is shooting with a Particle weapon. Choose one model in the unit, and roll a die; on a 1 it is immediately slain (this model can&#039;t be reanimated later) and each unit within 3&amp;quot; of it suffers D3 mortal wounds. On a 2+, instead of wounding normally, roll a die for each attack that hits the target unit; on a 3+, that unit suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quantum Deflection (1 CP):&#039;&#039;&#039; &#039;&#039;Necron quantum shielding is a true marvel of techno-arcana, phasing into existence only at the moment of impact.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in any phase, when a {{W40kKeyword|Necrons}} {{W40kKeyword|Quantum Shielding}} unit from your army is selected as the target of an attack. Until the end of the phase, models in that unit have a 4+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reconstitution Protocols (1 CP):&#039;&#039;&#039; &#039;&#039;In response to pre-programmed parameters, this Ghost Ark diverts additional power to rapidly repairing and re-deploying the fallen Necron soldiery that it has harvested from the battlefield.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Command phase. Select one {{W40kKeyword|Ghost Ark}} unit from your army. Until the end of the phase, each time that unit uses its Repair Barge ability, you can set up to D6 destroyed models back up on the battlefield, instead of D3.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Repulsive Vibrations (1 CP):&#039;&#039;&#039; &#039;&#039;The resonant chambers of these weapons pulse with great arcane energies that reaper the target&#039;s body with the strength of its own atoms.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase, when a unit from your army is shooting with an Enmitic weapon against an enemy unit that has already suffered at least one hit with an Enmitic weapon. Each time a model from that unit makes an attack with that weapon, add 1 to the wound roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Pulse (1 CP):&#039;&#039;&#039; &#039;&#039;Many Necron weapons contain pulsing orbs within which is bound the immense power of a solar flare.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase. Select one enemy unit. Until the end of the phase, each time a model in a {{W40kKeyword|Necrons}} unit from your army makes a ranged attack against that enemy unit, the target does not receive the benefits of cover against that attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Whirling Onslaught (1 CP):&#039;&#039;&#039; &#039;&#039;Skorpekh Destroyers carom into battle with a spiraling gait that allows them to deflect enemy shots with their whirling blades.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in any phase, when a {{W40kKeyword|Skorpekh Destroyers}}, {{W40kKeyword|Skorpekh Heavy Destroyers}} or {{W40kKeyword|Skorpekh Lord}} unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract l from that attack&#039;s wound roll.&lt;br /&gt;
&lt;br /&gt;
===Dynasty Specific===&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|MAYNARKH}} - Wargear Stratagem - Flensing Scarabs (1 CP):&#039;&#039;&#039; &#039;&#039;Infected by the Flayer curse, the Maynarkh make use of microscopic mechanical scarabs that tear apart the flesh of their victims in a macabre shower of gore.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Fight phase, before a {{W40kKeyword|MAYNARKH}} {{W40kKeyword|Flayed}} unit from your army fights. That unit can re-roll all failed wound rolls until the end of the phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|MEPHRIT}} - Strategic Ploy Stratagem - Talent For Annihilation (1 CP):&#039;&#039;&#039; &#039;&#039;The Mephrit seek not merely to defeat their foes, but to entirely expunge them from the face of the galaxy.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase, when a {{W40kKeyword|MEPHRIT}} unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|NEPHREKH}} - Wargear Stratagem - Translocation Crypt (1 CP):&#039;&#039;&#039; &#039;&#039;Masters of teleportation technology, the Nephrekh ride into battle upon blinding beams of light from deep within their armored tomb complexes.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle when declaring reserves and transports (if you are playing a mission without this step, use this Stratagem during deployment instead). Select one {{W40kKeyword|NEPHREKH}} unit (excluding {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} units) from your army. That unit gains the Dimensional Translocation ability.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|NIHILAKH}} - Strategic Ploy Stratagem - Reclaim a Lost Empire (1 CP):&#039;&#039;&#039; &#039;&#039;The Nihilakh seek to rule the galaxy, and once they have claimed a domain it is almost impossible to drive them away from it.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase. Select one {{W40kKeyword|NIHILAKH}} {{W40kKeyword|Infantry}} unit from your army that is currently performing an action. That unit can still shoot this phase without that action failing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|NOVOKH}} - Battle Tactics Stratagem - Blood Rites (3 CP):&#039;&#039;&#039; &#039;&#039;Novokh’s warriors have mastered the arts of martial warfare, and their deathless bodies allow them to fight on tirelessly.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the end of the Fight phase. Select a {{W40kKeyword|NOVOKH}} unit from your army – that unit can immediately fight for a second time.	&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|SAUTEKH}} - Battle Tactics Stratagem - Methodological Destruction (2 CP):&#039;&#039;&#039; &#039;&#039;The Sautekh Dynasty excel in systematic killing, marking each target until it is completely obliterated.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase, after a {{W40kKeyword|SAUTEKH}} unit from your army has finished making its attacks. Select one enemy unit that was targeted by an attack made by a model in that unit this phase. Until the end of the phase, each time an attack is made by a model in another friendly {{W40kKeyword|SAUTEKH}} unit against that enemy unit, add 1 to that attack&#039;s hit roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|Szarekhan}} - Wargear Stratagem - Empyric Damping (1 CP):&#039;&#039;&#039; &#039;&#039;Many Szarekhan bear finely worked noctilith chest-ankhs that create an ambient counter-empiric field that deadens the abilities of even the most powerful psykers.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your opponent&#039;s Psychic phase, when an enemy {{W40kKeyword|Psyker}} attempts to manifest a psychic power within 18&amp;quot; of a {{W40kKeyword|Szarekhan}} unit from your army. Roll one D6: on a 4+, that psychic power is denied.&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
====Universal====&lt;br /&gt;
*&#039;&#039;&#039;1: Enduring Will:&#039;&#039;&#039; &#039;&#039;This Warlord is possessed of iron resolve, and no mortal weaponry will prevent him from achieving his goals.&#039;&#039;&lt;br /&gt;
::Each time an attack is allocated to this Warlord, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2: Eternal Madness:&#039;&#039;&#039; &#039;&#039;This Warlord’s sanity suffered during the Great Sleep, and now he is driven by a wrathful zeal.&#039;&#039;&lt;br /&gt;
::Each time this Warlord makes a melee attack, you can re-roll the wound roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3: Honorable Combatant:&#039;&#039;&#039; &#039;&#039;The Warlord is a strict adherent to the ancient codes of honor and sees a fight through to the end.&#039;&#039;&lt;br /&gt;
::In the Fight phase, each time this Warlord is selected to fight, it can engage in honorable combat. If it does, select one enemy {{W40kKeyword|Character}} unit; until the end of the phase, add 2 to the Attacks characteristic of this Warlord, but it can only make attacks that target that enemy {{W40kKeyword|Character}} unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4: Immortal Pride:&#039;&#039;&#039; &#039;&#039;This Warlord possesses an arrogance that has been honed over eons, refusing to allow his warriors a single step backward even in the face of intense psychic onslaught.&#039;&#039;&lt;br /&gt;
::Each time this Warlord would lose a wound as a result of a mortal wound, roll one D6; on a 5+, that wound is not lost. This Warlord has the following ability:&lt;br /&gt;
::&#039;&#039;&#039;Immortal Pride (Aura):&#039;&#039;&#039; While a friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Core}} unit is within 6&amp;quot; of this model, each time a Combat Attrition test is taken for that unit, ignore any or all modifiers’.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;5: Implacable Conqueror (Aura):&#039;&#039;&#039; &#039;&#039;This Warlord is a conqueror of worlds who strides at the head of his legions and sweeps away all before him.&#039;&#039;&lt;br /&gt;
::While a friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} unit is within 6&amp;quot; of this Warlord, you can re-roll charge rolls made for that unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;6: Thrall of the Silent King:&#039;&#039;&#039; &#039;&#039;This Warlord pursues the veiled agenda of the Silent King, and so commands his legions with unparalleled authority.&#039;&#039;&lt;br /&gt;
::Add 3&amp;quot; to the range of this Warlord&#039;s aura abilities (to a maximum of 9&amp;quot;). In addition, when this Warlord uses its My Will Be Done, The Lord&#039;s Will or Adaptive Strategy abilities, you can select one friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} unit within 12&amp;quot; of this Warlord instead of 9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Dynasty Specific====&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|MAYNARKH}} - Mad Killer:&#039;&#039;&#039; &#039;&#039;Damaged by the Flayed Virus and infected by a blind rage, this Warlord wanders the battlefield, brutally mauling anyone that comes in its path.&#039;&#039;&lt;br /&gt;
::Add 1 to the Attacks characteristic of friendly {{W40kKeyword|Flayed}} units within 6&amp;quot; of this Warlord. In addition, this Warlord can re-roll failed wound rolls during the Fight phase if the target is an enemy {{W40kKeyword|Character}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|MEPHRIT}} - Merciless Tyrant:&#039;&#039;&#039; &#039;&#039;Warlords of Mephrit will suffer no threats to their rule, annihilating utterly any who dare to oppose them.&#039;&#039;&lt;br /&gt;
::Add 6&amp;quot; to the maximum range of all Assault weapons fired by this Warlord. Each time you select a target for an Assault weapon this Warlord is making an attack with, you can ignore the Look Out, Sir rule.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|NEPHREKH}} - Skin of Living Gold:&#039;&#039;&#039; &#039;&#039;This Nephrekh Warlord has ascended to become one with the stars themselves; those that gaze upon him are blinded by his radiant glory.&#039;&#039;&lt;br /&gt;
::Each time an attack is made against this Warlord, subtract 1 from that attack&#039;s hit roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|NIHILAKH}} - Precognitive Strike:&#039;&#039;&#039; &#039;&#039;This Warlord of Nihilakh has foreseen his moment of glorious victory.&#039;&#039;&lt;br /&gt;
::At the start of the Fight phase, if this Warlord is within Engagement Range of any enemy units, it can fight first that phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|NOVOKH}} - Crimson Haze:&#039;&#039;&#039; &#039;&#039;This Warlord leads his warriors in the bloody rituals of the Novokh.&#039;&#039;&lt;br /&gt;
::Unmodified hit rolls of 6 made by friendly {{W40kKeyword|NOVOKH}} units within 6&amp;quot; of this Warlord during the Fight phase score an additional hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|SAUTEKH}} - Hyperlogical Strategist:&#039;&#039;&#039; &#039;&#039;Sautekh Warlords can apply a filter of infallible logic to develop unbeatable strategies.&#039;&#039;&lt;br /&gt;
::While this Warlord is on the battlefield, each time you spend a Command Point to use a Strategem you can roll one D6; on a 5+, that Command Point is refunded.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|Szarekhan}} - The Triarch&#039;s Will:&#039;&#039;&#039; &#039;&#039;Certain in the knowledge that they act as arbiters of the Final Triarch, this Szarekhan warlord exercises overwhelming strategic authority.&#039;&#039;&lt;br /&gt;
::At the start of your turn, if your Warlord has this Warlord Trait, the once per game you may choose a Command Protocol that has already been selected during the battle. That protocol becomes active until the end of the battle round.&lt;br /&gt;
&lt;br /&gt;
==Specialist Detachments==&lt;br /&gt;
===Reclamation Legion (1 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;
&#039;&#039;When a Tomb World awakens, legions of skeletal automatons march from within the black ivory gates of the buried citadels and bring destruction to anyone who dares interrupt their master&#039;s plan.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All {{W40kKeyword|Noble}} and {{W40kKeyword|Core}} units in this Specialist Detachment gain the {{W40kKeyword|Reclamation Legion}} 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;Commander of Deathless Legions:&#039;&#039;&#039; &#039;&#039;The will of this fearsome Nemesor reaches every corner of the battlefield. If one enemy is deemed unworthy then no distance is enough to save it from this noble&#039;s wrath.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Reclamation Legion}} {{W40kKeyword|Noble}} only. When your Warlord uses it&#039;s &#039;&#039;My Will Be Done&#039;&#039; or &#039;&#039;Lord&#039;s Will&#039;&#039; special rule, you can choose an eligible {{W40kKeyword|Reclamation Legion}} {{W40kKeyword|Core}} unit while it is within any range of your Warlord&#039;s special rule, instead of 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reclamation Directive (1 CP):&#039;&#039;&#039; &#039;&#039;Even though the great Necron empire has since faded, this doesn&#039;t stop nobles of forgotten domains to try and reconquer their usurped land.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the end of your turn. Select one {{W40kKeyword|Reclamation Legion}} {{W40kKeyword|Core}} unit from your army. That unit gains the &#039;&#039;Objective Secured&#039;&#039; ability until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relic:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cortex Imperative Emitter:&#039;&#039;&#039; &#039;&#039;This little chip implanted in the neural cortex of the noble and its legions allows it to send the battleplans prepared to any warrior under its commands instantly, assuring a clear and rapid execution.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Reclamation Legion}} {{W40kKeyword|Noble}} only. {{W40kKeyword|Reclamation Legion}} {{W40kKeyword|Core}} units will benefit from both directives of your army&#039;s active command protocol instead of only one.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Powers of the C&#039;tan==&lt;br /&gt;
===Universal===&lt;br /&gt;
*&#039;&#039;&#039;Antimatter Meteor:&#039;&#039;&#039; &#039;&#039;The C’tan Shard gathers an orb of roiling antimatter, before hurling the crackling projectile into the midst of the foe.&#039;&#039;&lt;br /&gt;
::Roll one D6, adding 1 to the roll if this {{W40kKeyword|C&#039;tan Shard}} is a {{W40kKeyword|Tesseract Vault}}, or 2 if it&#039;s {{W40kKeyword|Tsara&#039;noga}}; on a 3-5, the closest enemy unit that is within 24&amp;quot; of and visible to this {{W40kKeyword|C&#039;tan Shard}} suffers 3 mortal wounds; on a 6+, that enemy unit suffers D3+3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cosmic Fire:&#039;&#039;&#039; &#039;&#039;At the C’tan Shard’s gestured command, a pillar of black fire streaks down from the heavens to consume the foe.&#039;&#039;&lt;br /&gt;
::Roll one D6 for each enemy unit within 9&amp;quot; of this {{W40kKeyword|C&#039;tan Shard}}; on a 4+, that unit suffers D3 mortal wounds. If this {{W40kKeyword|C&#039;tan Shard}} is a {{W40kKeyword|Tesseract Vault}}, units suffer 3 mortal wounds from this power instead of D3; D3+3 if it&#039;s {{W40kKeyword|Tsara&#039;noga}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Seismic Assault:&#039;&#039;&#039; &#039;&#039;Stone fractures and ores melt as the C’tan Shard drags up tides of magma from deep below.&#039;&#039;&lt;br /&gt;
::Select one enemy unit within 18&amp;quot; of and visible to this {{W40kKeyword|C&#039;tan Shard}}. Roll one D6 for each model in that unit, adding 1 to the roll if this {{W40kKeyword|C&#039;tan Shard}} is a {{W40kKeyword|Tesseract Vault}}, or 2 if it&#039;s {{W40kKeyword|Tsara&#039;noga}}; for each 6+, that unit suffers 1 mortal wound, to a maximum of 10 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sky of Falling Stars:&#039;&#039;&#039; &#039;&#039;Savagely beautiful orbs of coruscating light plummet from the cold depths of space, growing to roaring bale-stars as they approach.&#039;&#039;&lt;br /&gt;
::Select up to three enemy units within 24&amp;quot; of this {{W40kKeyword|C&#039;tan Shard}}. For each of those units, roll one D6; on a 1-5, if the dice result is less than the number of models in that unit, that unit suffers D3 mortal wounds. If this {{W40kKeyword|C&#039;tan Shard}} is a {{W40kKeyword|Tesseract Vault}}, that unit suffers 3 mortal wounds from this power instead of D3; D3+3 if it&#039;s {{W40kKeyword|Tsara&#039;noga}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Time&#039;s Arrow:&#039;&#039;&#039; &#039;&#039;Mutating the flow of causality and remoulding the temporal streams, the C’tan Shard erases its foe’s very existence from space and time.&#039;&#039;&lt;br /&gt;
::Select one enemy unit within 18&amp;quot; of and visible to this {{W40kKeyword|C&#039;tan Shard}}. Roll one D6, adding 1 to the roll if this {{W40kKeyword|C&#039;tan Shard}} is a {{W40kKeyword|Tesseract Vault}}, or 2 if it&#039;s {{W40kKeyword|Tsara&#039;noga}}; if the total equals or exceeds the Wounds characteristic of any models in that enemy unit, your opponent selects one of those models to be destroyed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Transdimensional Thunderbolt:&#039;&#039;&#039; &#039;&#039;The C’tan Shard projects a crackling bolt of energy from its outstretched palm, blasting its foe into oblivion.&#039;&#039;&lt;br /&gt;
::Select one enemy unit within 24&amp;quot; of and visible to this {{W40kKeyword|C&#039;tan Shard}} (an enemy {{W40kKeyword|Character}} unit with a Wounds characteristic of 9 or less cannot be selected for this power while it is within 3&amp;quot; of another enemy unit, unless that {{W40kKeyword|Character}} unit is the closest visible enemy unit). Roll one D6; on a 2+, that unit suffers D3 mortal wounds. Then, roll one D6 for each other enemy unit within 3&amp;quot; of the selected unit; on a 4+, that unit suffers 1 mortal wound. If this {{W40kKeyword|C&#039;tan Shard}} is a {{W40kKeyword|Tesseract Vault}}, roll for each other enemy unit within 6&amp;quot; of the selected unit, instead of 3&amp;quot;; 9&amp;quot; if it&#039;s {{W40kKeyword|Tsara&#039;noga}}.&lt;br /&gt;
&lt;br /&gt;
===Shard Specific===&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|C&#039;tan Shard of the Burning One}} - Cleansing Flames:&#039;&#039;&#039; &#039;&#039;Swirling tongues of fire emerge from the Burning One&#039;s body, engulfing its victims in a hellish storm. Nothing can survive this flames as everything boils to plasma under this impossible temperature&#039;&#039;&lt;br /&gt;
::Roll one D6 for each enemy unit within 6&amp;quot; of this {{W40kKeyword|C&#039;tan Shard}}; on a 3+, that unit suffers 3 mortal wounds. Rules that ignore wounds cannot be used against these mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|C&#039;tan Shard of the Deceiver}} - Mind Tricks:&#039;&#039;&#039; &#039;&#039;The words of the Deceiver, the same that led to the death of countless civilizations, echo through the battlefield, warping the perception of anyone caught listening.&#039;&#039;&lt;br /&gt;
::Pick a visible enemy unit within 18&amp;quot; of this {{W40kKeyword|C&#039;tan Shard}} and roll 3D6; if the result is higher than that unit&#039;s leadership characteristic, you may shoot with that unit at another enemy one.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|C&#039;tan Shard of the Endless Swarm}} - Metal Tide:&#039;&#039;&#039; &#039;&#039;From the body of the C&#039;tan Shard, a sea of little scarabs flood the battlefield, drowning and devouring any creature they get into contact with.&#039;&#039;&lt;br /&gt;
::Select one enemy units within 18&amp;quot; of and visible to this {{W40kKeyword|C&#039;tan Shard}}. Roll one D6 for each model in those units; for each 5+, its unit suffers 1 mortal wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|C&#039;tan Shard of the Nightbringer}} - Gaze of Death:&#039;&#039;&#039; &#039;&#039;Dark energies leap from the Shard&#039;s eyes and its distended maw, reducing foes to blackened bones crawling with frost.&#039;&#039;&lt;br /&gt;
::Select one enemy unit within 9&amp;quot; of and visible to this {{W40kKeyword|C&#039;tan Shard}}. Roll three D6s; for each 4+, that unit suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|C&#039;tan Shard of the Void Dragon}} - Voltaic Storm:&#039;&#039;&#039; &#039;&#039;When this C&#039;tan points one imperious hand, foes reel as the air sings with a monstrous whine. The awful sound builds, then erupts into a sudden and ferocious storm of emerald lightning to annihilate all it touches.&#039;&#039;&lt;br /&gt;
::Select one enemy unit within 18&amp;quot; of and visible to this {{W40kKeyword|C&#039;tan Shard}} (an enemy {{W40kKeyword|Character}} unit with a Wounds characteristic of 9 or less cannot be selected for this power while it is within 3&amp;quot; of another enemy unit, unless that {{W40kKeyword|Character}} unit is the closest visible enemy unit). Roll one D6; on a 2+ that unit suffers D3 mortal wounds (it suffers D6 mortal wounds instead if it has the {{W40kKeyword|Vehicle}} keyword) and, until the start of your next turn, if that unit is a {{W40kKeyword|Vehicle}} whose characteristics change as it loses wounds, then it halves the number of wounds it has remaining when determining what characteristics to use.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Tsara&#039;noga, the Outsider}} - Sanity Swallower:&#039;&#039;&#039; &#039;&#039;Tsara&#039;noga, the devourer of gods; as its brothers perished under its unsatiable maws, the sanity of those who look at it is torn apart, eaten away by its impossible form.&#039;&#039;&lt;br /&gt;
::Pick a visible enemy unit (that is not a {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}}) within 18&amp;quot; of this model and roll a D3; the unity must immediately take a Combat Attrition test with a penalty equal to the result.&lt;br /&gt;
&lt;br /&gt;
==Wargear==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;C&#039;tan 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;Canoptek Tail Blades&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || Each time the bearer attacks, it makes D3+3 additional attacks with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crackling Tendrils&#039;&#039;&#039; || Melee || Melee || User || -4 || D6 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fire Whips&#039;&#039;&#039; || Melee || Melee || User || -4 || D3+3 || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;God&#039;s Maw&#039;&#039;&#039; || Melee || Melee || User || -4 || 9 || Each time the bearer attacks, it makes 1 additional attacks with this weapon and no more than 3 attacks can be made with this weapon. Invulnerable saves may not be taken against wounds inflicted by this weapon. If this weapon kills a model with a Wounds characteristic of 6 or more, Tsara&#039;noga heals D3 wounds it had previously lost.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Golden Fists&#039;&#039;&#039; || Melee || Melee || User || -3 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe of the Nightbringer (Reaping Sweep)&#039;&#039;&#039; || Melee || Melee || User || -3 || 1 || Each time an attack is made with this weapon, make 2 hit rolls instead of 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe of the Nightbringer (Entropic Blow)&#039;&#039;&#039; || Melee || Melee || x2 || -4 || D6 || Each time an attack is made with this weapon, invulnerable saves cannot be taken against that attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Silver Tide&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time an attack is made with this weapon, a wound roll of 6+ for this weapon, the target suffers 1 mortal wound instead of the normal damage. For each wound that this weapon inflicts, the C&#039;tan Shard of the Endless Swarm regains a single wound previously lost in the battle.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of the Void Dragon&#039;&#039;&#039; || Melee || Melee || +3 || -4 || D6 || Each time an attack made with this weapon is allocated to a {{W40kKeyword|Vehicle}} model, that attack has a Damage characteristic of D3+3.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tendrils of the Banished (Flurry of Madness)&#039;&#039;&#039; || Melee || Melee || User || -2 || 3 || Each time an attack is made with this weapon, make 3 hit rolls instead of 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tendrils of the Banished (Breaking Slash)&#039;&#039;&#039; || Melee || Melee || x2 || -4 || 6 || Each time an attack is made with this weapon, invulnerable saves cannot be taken against that attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Canoptek 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;Automaton Claws&#039;&#039;&#039; || Melee || Melee || +2 || -3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Canoptek Claws&#039;&#039;&#039; || Melee || Melee || x2 || -5 || D3+6 || If a {{W40kKeyword|VEHICLE}} or {{W40kKeyword|MONSTER}} that doesn&#039;t have the {{W40kKeyword|Titanic}} keyword is slain by this weapon, pick an enemy unit within 12&amp;quot; of the bearer and roll a D6. On a 4+ that unit suffers D6 mortal wounds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Canoptek Wings&#039;&#039;&#039; || Melee || Melee || User || -3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Feeder Mandibles&#039;&#039;&#039; || Melee || Melee || User || 0 || 1 || Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Monomolecular Proboscis&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reanimator&#039;s Claws&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythed Limbs&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Titanic Forelimbs (Reaping Sweep)&#039;&#039;&#039; || Melee || Melee || User || -2 || 2 || Each time an attack is made with this weapon, make 2 hit rolls instead of 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Titanic Forelimbs (Impaling Strike)&#039;&#039;&#039; || Melee || Melee || x2 || -4 || 6 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Titanic Limbs&#039;&#039;&#039; || Melee || Melee || User || -3 || 3 || Each time an attack is made with this weapon, make 2 hit rolls instead of 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vicious Claws&#039;&#039;&#039; || Melee || Melee || +2 || -2 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Whip Coils&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time an attack is made with this weapon, make 2 hit rolls instead of 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cryptek Weaponry:&#039;&#039;&#039; &#039;&#039;Strange weapons and mysterious artifacts aid the Crypteks in their search for knowledge and slaughter. With how many branches are there, one will never be sure how exactly he will meet his terrible end.&#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;Abyssal Lance&#039;&#039;&#039; || Melee || Melee || User || -3 || 1 || Each time an attack is made with this weapon, add 1 to the wound roll if the target unit&#039;s Leadership characteristic is lower than this model&#039;s.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aeonstave&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || Each time an attack is made with this weapon, invulnerable saves cannot be taken against that attack. A unit that suffers an unsaved wound from this weapon has to subtract 1 from its hit rolls until the beginning of the next Fighting phase.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chronotendrils&#039;&#039;&#039; || Melee || Melee || User || 0 || 1 || Each time the bearer attacks, it makes 3 additional attacks with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Entropic Lance&#039;&#039;&#039; || Melee || Melee || User || -3 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasmic Lance&#039;&#039;&#039; || Melee || Melee || User || -3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stellar Spear&#039;&#039;&#039; ||  Melee ||  Melee || * || -1 || 1 || Each time an attack is made with this weapon, that attack automatically wounds the target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tremor Staff&#039;&#039;&#039; || Melee || Melee || * || -5 || D3 || Each time an attack is made with this weapon, the roll required to wound the target is equal or higher than the target&#039;s unmodified Armour Save characteristic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Lance:&#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;Eldritch Lance&#039;&#039;&#039; || Melee || Melee || +2 || -3 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Empathic Obliterator:&#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;Empathic Obliterator&#039;&#039;&#039; || Melee || Melee || +2 || -1 || D3 || If a {{W40kKeyword|CHARACTER}} is slain by an attack from this weapon, each enemy unit within 6&amp;quot; of the slain character suffers D3 mortal wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flaying Claws:&#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;Flayer Claws&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time you make a wound roll with this weapon, you can re-roll the result.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flensing Claw&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time you make a wound roll with this weapon, you can re-roll the result. Each time an attack is made with this weapon, make 2 hit rolls instead of 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Giant Tentacles:&#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;Giant Tentacles&#039;&#039;&#039; || Melee || Melee || User || -4 || 3 || Each time an attack is made with this weapon, make 4 hit rolls instead of 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hyperphase 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;Hyperphase Glaive&#039;&#039;&#039; || Melee || Melee || +2 || -3 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperphase Reap-blade&#039;&#039;&#039; || Melee || Melee || +2 || -4 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperphase Sword&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperphase Threshsers&#039;&#039;&#039; || Melee || Melee || User || -3 || 2 || Each time the bearer attacks, it makes 1 additional attack with this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Impaling Legs:&#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 Legs&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || Each time an attack is made with this weapon, make 2 hit rolls instead of 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ophydian Claws:&#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;Ophydian Claws&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer attacks, it makes 2 additional attack with this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Portal of Exile:&#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;Portal of Exile&#039;&#039;&#039; || Melee || Melee || User || -3 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rod of Covenant:&#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;Rod of Covenant&#039;&#039;&#039; || Melee || Melee || User || -3 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scarab Swarm:&#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;Scarab Swarm&#039;&#039;&#039; || Melee || Melee || 3 || - || 1 || Each time the bearer attacks, it makes 20 additional attacks with this weapon and no more than 20 attacks can be made with this weapon. Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target. For each model killed by an attack made with this weapon, the Abattoir regains one wound lost previously in the game, D3 if the model was a {{W40kKeyword|Vehicle}} or {{W40kKeyword|Vehicle}}, D6 if it was {{W40kKeyword|Titanic}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sceptre of Eternal Glory:&#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;Sceptre of Eternal Glory&#039;&#039;&#039; || Melee || Melee || +4 || -3 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scythe of Dust:&#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;Scythe of Dust&#039;&#039;&#039; || Melee || Melee || +3 || -4 || 3 || Each time the bearer attacks, it makes 4 additional attacks with this weapon and no more than 4 attacks can be made with this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scythe of Light:&#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;Scythe of Light&#039;&#039;&#039; || Melee || Melee || +2 || -3 || 2 || Each time an attack is made with this weapon, if the target is a {{W40kKeyword|Psyker}}, invulnerable saves cannot be taken against that attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff of Light:&#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;Staff of Light&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff of Stars:&#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;Staff of Stars&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || Each time the bearer attacks, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff of the Destroyer:&#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;Staff of the Destroyer&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff of the Oath:&#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;Staff of the Oath&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff of Tomorrow:&#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;Staff of Tomorrow&#039;&#039;&#039; || Melee || Melee || User || -3 || D3 || Each time an attack is made with this weapon, you can re-roll the hit roll. Each time an attack is made with this weapon, invulnerable saves cannot be taken against that attack. A unit that suffers an unsaved wound from this weapon has to always attack for last and subtract 1 from its hit rolls until the beginning of the next Fighting phase.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stalker&#039;s Forelimbs:&#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;Stalker&#039;s Forelimbs&#039;&#039;&#039; || Melee || Melee || User || -2 || 3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Obsidax:&#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 Obsidax&#039;&#039;&#039; || Melee || Melee || +1 || -4 || 3 || Each time you roll a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to any other damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Void Weaponry:&#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;Voidblade&#039;&#039;&#039; || Melee || Melee || User || -3 || 1 || Each time the bearer attacks, it makes 1 additional attack with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voidscythe&#039;&#039;&#039; || Melee || Melee || x2 || -4 || 3 || Each time an attack is made with this weapon, subtract 1 from the attack&#039;s hit roll.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warscythe:&#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;Warscythe&#039;&#039;&#039; || Melee || Melee || +2 || -4 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Annihilator Beam:&#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;Annihilator Beam&#039;&#039;&#039; || 36&amp;quot; || Heavy 1 || 12 || -4 || 6 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Atomiser Beam:&#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;Atomiser Beam&#039;&#039;&#039; || 12&amp;quot; || Assault 3 || 6 || -2 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;C&#039;tan 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;Fire Whips (Flame Burst)&#039;&#039;&#039; || 12&amp;quot; || Assault 2D6 || 5 || -2 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fire Whips (Solar Flare)&#039;&#039;&#039; || 18&amp;quot; || Assault 1 || 10 || -5 || D6 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+3.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of the Void Dragon&#039;&#039;&#039; || 12&amp;quot; || Heavy 1 || 9 || -4 || D6 || Each time an attack is made with this weapon, if a hit is scored, draw a line between the closest point of this model&#039;s base (or hull) and that of the closest model in the target unit. Make one wound roll against the target unit and each other unit the line passes over. Each time an attack made with this weapon is allocated to a {{W40kKeyword|VEHICLE}} model, that attack has a Damage characteristic of D3+3.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cryptek 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;Abyssal Lance&#039;&#039;&#039; || 18&amp;quot; || Assault 1 || * || * || * || Each time an attack is made with this weapon, that attack automatically hits the target. Roll 3D6 if a unit is hit by this weapon in the Shooting phase; if the result is equal to or greater than the target unit&#039;s highest Leadership characteristic, then it suffers D3 mortal wounds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aeonstave&#039;&#039;&#039; || 18&amp;quot; || Assault D3 || 5 || -2 || 1 || Each time an attack is made with this weapon, invulnerable saves cannot be taken against that attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Entropic Lance&#039;&#039;&#039; || 18&amp;quot; || Assault 1 || 8 || -3 || D3+3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasmic Lance&#039;&#039;&#039; || 18&amp;quot; || Assault D3 || 7 || -3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stellar Spear&#039;&#039;&#039; || 18&amp;quot; || Assault 1 || * || -1 || 3 || Each time an attack is made with this weapon, that attack automatically wounds the target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm Gauntlet&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 6 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target. Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target instead of the normal damage. If the enemy unit contains 10 or more models, consider this weapon&#039;s Type as Pistol 2D6.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tremor Staff&#039;&#039;&#039; || 18&amp;quot; || Assault 1 || * || * || * || Each time an attack is made with this weapon if a hit is scored, draw a line between the closest point of this model&#039;s base (or hull) and that of the closest model in the target unit. The target unit suffers D3 mortal wounds while each enemy unit the line passes over suffers 1 mortal wound.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Death Rays:&#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;Death Ray&#039;&#039;&#039; || 24&amp;quot; || Heavy 1 || 9 || -3 || D6 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Focused Death Ray&#039;&#039;&#039; || 36&amp;quot; || Heavy 1 || 14 || -4 || 6 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Death Ray&#039;&#039;&#039; || 24&amp;quot; || Heavy 3 || 12 || -4 || D3+3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Doomsday 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;Doomsday Blaster (Low Power)&#039;&#039;&#039; || 24&amp;quot; || Heavy D6 || 8 || -2 || D3 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomsday Blaster (High Power)&#039;&#039;&#039; || 36&amp;quot; || Heavy D3+3 || 10 || -4 || D3+3 || Blast. The bearer can only make attacks with this profile if it Remained Stationary during its previous Movement phase.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomsday Cannon (Low Power)&#039;&#039;&#039; || 36&amp;quot; || Heavy D6 || 9 || -3 || D3 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomsday Cannon (High Power)&#039;&#039;&#039; || 72&amp;quot; || Heavy D3+3 || 14 || -5 || D3+3 || Blast. The bearer can only make attacks with this profile if it Remained Stationary during its previous Movement phase.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Lance:&#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;Eldritch Lance&#039;&#039;&#039; || 36&amp;quot; || Assault 3 || 8 || -4 || D6 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Enmitic 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;Enmitic Annihilator&#039;&#039;&#039; || 18&amp;quot; || Assault 2D3 || 6 || -1 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enmitic Disgregator Pistol&#039;&#039;&#039; || 18&amp;quot; || Pistol 1 || 6 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enmitic Exterminator&#039;&#039;&#039; || 36&amp;quot; || Heavy 3D3 || 7 || -1 || 1 || Blast.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gauntlet of Fire:&#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;Gauntlet of Fire&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 5 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gauss 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;Gauss Annihilator (Flux Arc)&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 6 || 6 || -2 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gauss Annihilator (Focused Beam)&#039;&#039;&#039; || 120&amp;quot; || Heavy 2D3 || 16 || -4 || D3+6 || Each time an attack is made with this weapon against an {{W40kKeyword|Aircraft}} unit, add 2 to that attack&#039;s hit roll.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gauss Blaster&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 5 || -2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gauss Cannon&#039;&#039;&#039; || 24&amp;quot; || Heavy 3 || 6 || -3 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gauss Coil&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gauss Destructor&#039;&#039;&#039; || 36&amp;quot; || Heavy 1 || 10 || -4 || 3D3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gauss Exterminator&#039;&#039;&#039; || 48&amp;quot; || Heavy 2 || 12 || -4 || D6 || Each time an attack is made with this weapon against an {{W40kKeyword|Aircraft}} unit, add 2 to that attack&#039;s hit roll.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gauss Flayer&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gauss Flayer Array&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 5 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gauss Flux Arc&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 3 || 5 || -2 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gauss Lightning Grid&#039;&#039;&#039; || 24&amp;quot; || Heavy 24 || 5 || -2 || D3 || This weapon can target up to three different units in the shooting phase, choose how many hits to allocate to each unit before rolling.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Empowered Gauss Lightning Grid&#039;&#039;&#039; || 36&amp;quot; || Heavy 36 || 6 || -3 || D3+1 || This profile can only be used once the Abattoir reaches the third tier on the &#039;&#039;Altar of Sacrifice&#039;&#039; special rule. This weapon can target up to three different units in the shooting phase, choose how many hits to allocate to each unit before rolling.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gauss Reaper&#039;&#039;&#039; || 12&amp;quot; || Assault 2 || 5 || -2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gauss Slicer&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 5 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Gauss Cannon&#039;&#039;&#039; || 30&amp;quot; || Heavy 3 || 7 || -3 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Relic Gauss Blaster&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 2 || 5 || -2 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heat 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;Cutting Beam&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 7 || -4 || D6 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heat Cannon&#039;&#039;&#039; || 36&amp;quot; || Heavy D6 || 8 || -4 || D6 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heat Cannon Devastator (Dispersed)&#039;&#039;&#039; || 18&amp;quot; || Heavy 3D6 || 6 || -2 || 2 || Each time an attack is made with this weapon, that attack automatically hits the target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heat Cannon Devastator (Focused)&#039;&#039;&#039; || 36&amp;quot; || Heavy 6 || 14 || -4 || 6 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of 9.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heat Ray (Dispersed)&#039;&#039;&#039; || 12&amp;quot; || Heavy 2D6 || 5 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heat Ray (Focused)&#039;&#039;&#039; || 24&amp;quot; || Heavy 2 || 8 || -4 || D6 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Particle 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;Particle Beamer&#039;&#039;&#039; || 18&amp;quot; || Assault 6 || 5 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Particle Caster&#039;&#039;&#039; || 12&amp;quot; || Pistol 2 || 6 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Particle Collider (Diffused)&#039;&#039;&#039; || 32&amp;quot; || Heavy 2D6 || 8 || -3 || D3+1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Empowered Particle Collider (Diffused)&#039;&#039;&#039; || 48&amp;quot; || Heavy 3D6 || 9 || -4 || 4 || Blast. This profile can only be used once the Abattoir reaches the fourth tier on the &#039;&#039;Altar of Sacrifice&#039;&#039; special rule.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Particle Collider (Focused)&#039;&#039;&#039; || 48&amp;quot; || Heavy 6 || 12 || -4 || D3+3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Empowered Particle Collider (Focused)&#039;&#039;&#039; || 72&amp;quot; || Heavy 9 || 16 || -6 || 9 || This profile can only be used once the Abattoir reaches the fifth tier on the &#039;&#039;Altar of Sacrifice&#039;&#039; special rule.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Particle Shredder&#039;&#039;&#039; || 24&amp;quot; || Heavy 8 || 6 || -1 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Partcile Whip&#039;&#039;&#039; || 36&amp;quot; || Heavy D3+3 || 12 || -3 || D3 || Blast. Roll a die for each enemy unit within 3&amp;quot; of the target unit, on a 5+ it suffers D3 mortal wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rod of Covenant:&#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;Rod of Covenant&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 5 || -3 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sceptre of Eternal Glory:&#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;Sceptre of Eternal Glory&#039;&#039;&#039; || 24&amp;quot; || Assault 3 || 8 || -3 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scouring Eye:&#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;Scouring Eye&#039;&#039;&#039; || 12&amp;quot; || Pistol 2 || 5 || -2 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scythe of Light:&#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;Scythe of Light&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 5 || -3 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Singularity 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;Singularity Chamber (Particle Hurricane)&#039;&#039;&#039; || 12&amp;quot; || Assault 2D6 || * || -2 || 1 || This weapon automatically hits its target and wounds onf a 2+, unless it is targeting a {{W40kKeyword|VEHICLE}}, in which case it wounds on a 6+.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Singularity Chamber (Seismic Lash)&#039;&#039;&#039; || 24&amp;quot; || Assault D6 || 5 || -4 || 3 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Singularity Chamber (Solar Fire)&#039;&#039;&#039; || 36&amp;quot; || Heavy D6 || 8 || -3 || D3+3 || Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Singularity Generator&#039;&#039;&#039; || 36&amp;quot; || Heavy 3D3 || 8 || -3 || D6 || Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff of Light:&#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;Staff of Light&#039;&#039;&#039; || 18&amp;quot; || Assault 3 || 5 || -2 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff of Stars:&#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;Staff of Stars&#039;&#039;&#039; || 24&amp;quot; || Assault 9 || 6 || -2 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff of the Destroyer:&#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;Staff of the Destroyer&#039;&#039;&#039; || 18&amp;quot; || Assault 3 || 6 || -3 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff of the Oath:&#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;Staff of the Oath&#039;&#039;&#039; || 12&amp;quot; || Assault 2 || 6 || -3 || 3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff of Tomorrow:&#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;Staff of Tomorrow&#039;&#039;&#039; || 18&amp;quot; || Assault D3 || 6 || -3 || D3 || Each time an attack is made with this weapon, you can re-roll the hit roll. Each time an attack is made with this weapon, invulnerable Saves cannot be taken against that attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Star-Cage:&#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;Star-Cage (Solar Burst)&#039;&#039;&#039; || 72&amp;quot; || Heavy 3 || * || * || * || This weapon can target up to three different units in the shooting phase, choose how many hits to allocate to each unit before rolling. For each attack that hits, roll one D6 for each model in the target unit; on a 3+ that model suffers 3 mortal wounds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Star-Cage (Solar Flare)&#039;&#039;&#039; || 180&amp;quot; || Heavy 1 || * || -5 || 48 || Attacks made with this weapon always wound on a 2+. Your opponent must subtract 3 from every kind of Save used against attacks from this profile. Each time you roll a wound roll of 6+ for this weapon, the target suffers 6 mortal wounds in addition to any other damage. If this attack hits, roll a die for every unit within 9&amp;quot; of the target; on a 3+ that unit suffers D6 mortal wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm Pyramid:&#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;Storm Pyramid (Wave)&#039;&#039;&#039; || 24&amp;quot;-60&amp;quot; || * || 6 || -2 || 1 || When using this weapon profile, for every non-{{W40kKeyword|Necron}} model that is inside this weapon&#039;s range its unit automatically suffers one hit with this profile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm Pyramid (Dispersed)&#039;&#039;&#039; || 24&amp;quot;-120&amp;quot; || Heavy 2D6 || 8 || -4 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm Pyramid (Focused)&#039;&#039;&#039; || 24&amp;quot;-360&amp;quot; || Heavy 3 || 16 || -5 || D3+6 || Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Synaptic 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;Synaptic Annihilator&#039;&#039;&#039; || 96&amp;quot; || Heavy D6 || 10 || -4 || 5 || Each time an attack is made with this weapon a wound roll of 6+ inflicts D3 mortal wounds on the target in addition to any normal damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Synaptic Disintegrator&#039;&#039;&#039; || 36&amp;quot; || Heavy 1 || 5 || -2 || 1 || Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Synaptic Obliterator&#039;&#039;&#039; || 72&amp;quot; || Heavy D3 || 16 || -4 || 6 || Each time an attack is made with this weapon a wound roll of 6+ inflicts D3 mortal wounds on the target in addition to any normal damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tachyon Arrow:&#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;Tachyon Arrow&#039;&#039;&#039; || 120&amp;quot; || Assault 1 || * || * || * || This weapon can only be used once per battle. Each time an attack is made with this weapon, if a hit is scored, draw a line between the closest point of this model&#039;s base (or hull) and that of the closest model in the target unit. Roll a die for the target unit and each other unit the line passes over; on a 1 the unit escapes unharmed, on a 2-3 it suffers D3 mortal wounds, on a 4-5 it suffers 3 mortal wounds, and on a 6 it suffers D3+3 mortal wounds. On a hit roll of 1, the bearer suffers D3 mortal wounds after this weapon&#039;s shot has been resolved.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tesla 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;Relic Tesla Carbine&#039;&#039;&#039; || 24&amp;quot; || Assault 3 || 5 || 0 || 2 || Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tesla Arc&#039;&#039;&#039; || 3&amp;quot; || Assault 3D6 || 4 || 0 || 1 || Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tesla Cannon&#039;&#039;&#039; || 30&amp;quot; || Heavy 3 || 6 || 0 || 1 || Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tesla Carbine&#039;&#039;&#039; || 24&amp;quot; || Assault 2 || 5 || 0 || 1 || Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tesla Coil&#039;&#039;&#039; || 12&amp;quot; || Pistol 2 || 4 || 0 || 1 || Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tesla Destructor&#039;&#039;&#039; || 36&amp;quot; || Heavy 5 || 7 || 0 || 1 || Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tesla Sphere&#039;&#039;&#039; || 36&amp;quot; || Heavy 6 || 8 || 0 || 1 || Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Transdimensional 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;Banishment Cannon&#039;&#039;&#039; || 24&amp;quot; || Heavy D6 || 14 || -4 || D6 || Blast. Each time an attack is made with this weapon a wound roll of 6+ inflicts D3 mortal wounds on the target in addition to any normal damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exile Cannon&#039;&#039;&#039; || 12&amp;quot; || Heavy D6 || 10 || -4 || 3 || Blast. Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Transdimensional Abductor&#039;&#039;&#039; || 12&amp;quot; || Assault D3 || 4 || -3 || 3 || Blast. Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Transdimensional Beamer&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 4 || -3 || 3 || Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Transdimensional Projector&#039;&#039;&#039; || 24&amp;quot; || Heavy D6 || 6 || -3 || 2 || Blast. Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Relics of the Aeons===&lt;br /&gt;
====Universal====&lt;br /&gt;
*&#039;&#039;&#039;Conduit of Stars:&#039;&#039;&#039; &#039;&#039;At this gun&#039;s heart lies a condensed particle-prison within which the dying heart of a star writhes in endless death throes. Though vast power must be expended to contain this volatile star-fragment, bleeding off even the merest flickers of its energies produces lethal blasts.&#039;&#039;&lt;br /&gt;
::This Relic replaces a Relic Gauss Blaster and has 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;Conduit of Stars&#039;&#039;&#039; || 36&amp;quot; || Rapid Fire 3 || 6 || -2 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Funeral Mask:&#039;&#039;&#039; &#039;&#039;This Ancient Necrontyr funeral mask contains a fragment of Aza&#039;Gorod&#039;s ethereal body. On the field, the mask acts as a black sink of life, projecting the fear of death into the enemies, making them shake with existential dread.&#039;&#039;&lt;br /&gt;
::Enemy units cannot fire Overwatch at a model with the Funeral Mask and enemy units within 1&amp;quot; of the bearer are not eligible to fight until after all eligible units from your army have done so. In addition, enemy units within 6&amp;quot; of this model must subtract 2 from their Leadership characteristic. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gauntlet of the Conflagrator:&#039;&#039;&#039; &#039;&#039;Crafted by the Cryptek Harri’apt the Conflagrator, this gauntlet uses interdimensional energy-exchangers to open a microscopic conduit to the raging heart of a star. The superheated plasmic flame that erupts through this hole is forced down a cone of hyperdense gravitons that spew the energy forth in a blazing cloud of unstoppable fury.&#039;&#039;&lt;br /&gt;
::This Relic replaces a Gauntlet of Fire. Once per battle, select an enemy unit within 18&amp;quot; of this model, then roll a D6; on a 2+ that unit suffers 3D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lightning Field:&#039;&#039;&#039; &#039;&#039;This formidable adaptation of tesla weapon technology is a defensive shield that surrounds the bearer with a web of emerald lightning. Any foe that attempts to draw close is engulfed in this living electricity, and swiftly transformed into a blackened, smoking skeleton.&#039;&#039;&lt;br /&gt;
::The bearer of the Lightning Field has a 4+ invulnerable save. In addition, roll a D6 for each enemy unit that is within 1&amp;quot; of the bearer at the start of the Fight phase. On a 4+ that unit suffers a mortal wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mindshackle Scarabs:&#039;&#039;&#039; &#039;&#039;Thousands of miniature canoptek scarabs swarm from the necrodermis body of the wielder, entering the blood vessels of the victim and reaching the central nervous system, where they can control it like a puppet under the pharaoh&#039;s will.&#039;&#039;&lt;br /&gt;
::At the beginning of the Fight phase, before any blows are struck, select a model within 1&amp;quot; of a model with Mindshackle Scarabs and roll 3D6, if the result is higher than that model&#039;s Leadership characteristic, that model cannot attack any of your units and has to attack his own unit or another enemy one within 3&amp;quot; (you choose which one).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nanoscarab Casket:&#039;&#039;&#039; &#039;&#039;Invented by the Cryptek scientist known as the Onyx Swarm, this unassuming vial of black crystal is filled with thousands of tiny writhing Canoptek automatons. Once released, the swarm of miniaturized constructs envelops the bearer’s necrodermis, repairing grievous wounds and flooding their body with synthetic stimuli.&#039;&#039;&lt;br /&gt;
::Model with Phylactery only. The bearer regains D3 lost wounds at the beginning of your opponent&#039;s turn instead of just your own. The first time the bearer is slain, roll a D6. On a 4+ set the bearer up again at the end of the phase, as close as possible to its previous position, and more than 1&amp;quot; from any enemy models, with D6 wounds remaining (if the roll exceeds the maximum number of wounds of that model, it&#039;s instead brought back with all its wounds).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sempiternal Weave:&#039;&#039;&#039; &#039;&#039;Only the finest Cryptek artificers know the secret of crafting a Sempiternal Weave. These gossamer-thin plates are formed from phase-hardened amaranthine and threads of adamantium. They are then layered over the bearer’s carapace of living metal, and when struck they stiffen and contract, turning aside energy blades, bolt shells and even the searing heat of a plasma burst.&#039;&#039;&lt;br /&gt;
::Add 1 to the Toughness and Wounds characteristics of the bearer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tesseract Labyrinth:&#039;&#039;&#039; &#039;&#039;Disguised as a simple cube, the Tesseract Labyrinth is the physical manifestation of a pocket-dimensional prison gateway,  used by the Necrons to imprison those enemies they find too difficult to face directly head-on. These arcane relics are extremely dangerous as once one is trapped inside, there is no escape.&#039;&#039;&lt;br /&gt;
::Once per battle, before the model with the Tesseract Labyrinth attacks, select an {{W40kKeyword|Infantry}} enemy model that is within 1&amp;quot; of it. Roll a die, if the result is equal or higher than that model&#039;s wound characteristic, remove it from play.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Arrow of Infinity:&#039;&#039;&#039; &#039;&#039;This advanced tachyon weapon contains a gravitationally compressed sliver of the Star of Ages, the magnificent energy crystal that was the heart of the Khosyphane civilization, The Crypteks of the Mandrakyn Conclave eradicated the Khosyphane to seize the crystal, and now use its tremendous destructive force to subjugate new foes.&#039;&#039;&lt;br /&gt;
::This Relic replaces a Tachyon Arrow and has 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 Arrow of Infinity&#039;&#039;&#039; || 360&amp;quot; || Assault 1 || * || * || * || This weapon can only be used once per battle. Each time an attack is made with this weapon, if a hit is scored, draw a line between the closest point of this model&#039;s base (or hull) and that of the closest model in the target unit. Roll a die for the target unit and each other unit the line passes over; on a 1 the unit escapes unharmed, on a 2-3 it suffers D3+3 mortal wounds, on a 4-5 it suffers 6 mortal wounds, and on a 6 it suffers 9 mortal wounds. On a hit roll of 1, the bearer is immediately slain.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Nightmare Shroud:&#039;&#039;&#039; &#039;&#039;This heavy cloak of living-metal scales was forged by Ut-Hekneth the Unsleeping during his million-year madness. The cloak itself is virtually indestructible, each scale formed from quantum-folded layers of void-hardened adamantium bonded with a hyper-flexible energy weave. This is a by-product of its primary design, however, which is to project the worst excesses of Ut-Hekneth’s madness, assailing nearby enemies with phantasms of dread as potent as any mortal danger.&#039;&#039;&lt;br /&gt;
::The bearer&#039;s Save characteristic is improved by 1 (i.e. a Save characteristic of 4+ becomes 3+, a Save characteristic of 3+ becomes 2+ etc.) In addition, enemy units subtract 1 from their Leadership characteristic whilst they are within 6&amp;quot; of the bearer of the Nightmare Shroud.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Orb of Eternity:&#039;&#039;&#039; &#039;&#039;The Orb of Eternity is thought to be the first resurrection orb ever created. For millennia, it rested in a primitive fane on the world of Ormandus, where the indigenous populace marveled at its seemingly divine ability to effect repairs upon their technologies. Ever since this state of affairs was righted by a host of Triarch Praetorians, the orb is imparted as a boon to those nobles who are deemed worthy.&#039;&#039;&lt;br /&gt;
::This relic replaces a resurrection orb. Once per battle, in your Command phase, the bearer can use this Relic. If it does, select one friendly {{W40kKeyword|Necrons}} unit within 6&amp;quot; of the bearer that is not at its Starting Strength and has not had its reanimation protocols enacted this phase. That unit&#039;s reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble. Each time a Reanimation Protocol roll is made for those reanimation protocols, add 1 to the result.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Veil of Darkness:&#039;&#039;&#039; &#039;&#039;This device was fashioned from transpositanium, a substance so rare that it can only be found in a handful of places in the galaxy. It is highly sought after by the Necrons, and wars have been waged to secure it. Activated with a thought, the veil causes space and time to warp around its user and those near them, enfolding them in a swirling darkness. As the darkness fades, the user and their comrades appear elsewhere on the battlefield, transported through a miracle of arcane science.&#039;&#039;&lt;br /&gt;
::Once per battle, in your Movement phase, the bearer can use this Relic. If it does, the bearer&#039;s unit and up to one friendly {{W40kKeyword|&amp;lt;DYNASTY&amp;gt;}} {{W40kKeyword|Core}} {{W40kKeyword|Infantry}} unit within 3&amp;quot; of the bearer can be removed from the battlefield and set back up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models. If two units are set back up on the battlefield using this Relic, both units must be placed wholly within 6&amp;quot; of each other.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidreaper:&#039;&#039;&#039; &#039;&#039;Legend has it that on the day Aza’gorod the Nightbringer was sundered into shards, this warscythe appeared in the armory of the Nekthyst Dynasty’s crownworld. Its blade is a sliver of the void, and when swung, it cuts through more than just mere physical forms. Its victims drop to the ground as husks, their souls torn from their bodies like tattered shrouds before dissipating with final screams of horror.&#039;&#039;&lt;br /&gt;
::This Relic replaces a Warscythe and has 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 Voidreaper&#039;&#039;&#039; || Melee || Melee || +2 || -2 || 3 || When making a save roll against a wound caused by this weapon, subtract 2 from the result. Each time an attack is made with this weapon, rules that ignore wounds cannot be used.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Dynasty Specific====&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|MAYNARKH}} - The Butcher Sword:&#039;&#039;&#039; &#039;&#039;An ancient sword property of the Maynarkh dynasty imbued with the flayer virus. This weapon seems to possess a mind of its own and actively seeks gruesome conflicts, driving the owner&#039;s hand into the massacre to bathe in the enemy blood.&#039;&#039;&lt;br /&gt;
::This Relic replaces a Hyperphase Sword.&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 Butcher Sword&#039;&#039;&#039; || Melee || Melee || +1 || -4 || 2 || Each time you roll a hit roll of 6+ for an attack made with this weapon in the Fight phase, you can 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;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|MEPHRIT}} - The Voltaic Staff:&#039;&#039;&#039; &#039;&#039;The Mephrit are masters of the art of aethermancy, and the greatest of their creations is the Voltaic Staff. Blazing arcs of lightning continuously ripple down the shaft of this onyx stave, and the bearer can send these electrostatic beams hurtling towards his enemies with fearsome rapidity. Living targets are enveloped in a searing halo of bone-charring voltage, while vehicles find their guidance systems burned out and their hulls peeled open.&#039;&#039;&lt;br /&gt;
::This Relic replaces a Staff of Light.&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 Voltaic Staff (Melee)&#039;&#039;&#039; || Melee || Melee || +1 || -2 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Voltaic Staff (Shooting)&#039;&#039;&#039; || 18&amp;quot; || Assault 4 || 6 || -2 || 2 || Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|NEPHREKH}} - The Solar Staff:&#039;&#039;&#039; &#039;&#039;Forged within the Heliaconvarium of Aryand, the Solar Staff burns with the light of truth and honor. Set loose, the staff’s energies blaze outward in a mighty flare, as though a new sun was born. The darkness is driven back by this false dawn, and the foe reels as their eyes are blinded and their deceptions are laid bare.&#039;&#039;&lt;br /&gt;
::This Relic replaces a Staff of Light and has 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 Solar Staff (Melee)&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || Each time an attack is made with this weapon against an {{W40kKeyword|Infantry}} unit, if a hit is scored, then until the end of the turn that unit is blinded. Blinded units cannot fire Overwatch or Set to Defend.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Solar Staff (Shooting)&#039;&#039;&#039; || 24&amp;quot; || Assault 6 || 5 || -3 || 1 || Each time an attack is made with this weapon against an {{W40kKeyword|Infantry}} unit, if a hit is scored, then until the end of the turn that unit is blinded. Blinded units cannot fire Overwatch or Set to Defend.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|NIHILAKH}} - Timesplinter Cloak:&#039;&#039;&#039; &#039;&#039;Fashioned by the chronomancers of the Nihilakh Dynasty, this relic grants the bearer the ability to alter their destiny. This glittering shroud is formed from slivers of crystallized time, and the bearer can expend the power of these shards to glimpse a matrix of potential futures. The knowledge granted by this foresight allows them to perform incredible feats in battle.&#039;&#039;&lt;br /&gt;
::Once per turn, you can re-roll a single hit roll, wound roll, or damage roll made for the bearer of the Timesplinter Cloak. In addition, roll a dice each time the bearer loses a wound; on a 5+, the model does not lose that wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|NOVOKH}} - The Blood Scythe:&#039;&#039;&#039; &#039;&#039;It is said that Ultep the Divider fought ten thousand duels, and was never once defeated. He is amongst the greatest heroes of the Novokh, venerated to this day by the dynasty’s warrior cults. Only the untrammeled power of a rampaging C’tan finally scattered Ultep’s metal body to atoms, though his crimson war scythe survived his destruction. Forged from sanguiphagic starmetal alloys, a single cut from this blade can siphon a torrent of blood from an opponent.&#039;&#039;&lt;br /&gt;
::This Relic replaces a Warscythe and has 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 Blood Scythe&#039;&#039;&#039; || Melee || Melee || +2 || -3 || 2 || When making a save roll against a wound caused by this weapon, subtract 1 from the result. Each time the bearer fights, it makes 2 additional attacks with this weapon. You can re-roll failed wound rolls for this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|SAUTEKH}} - The Abyssal Staff:&#039;&#039;&#039; &#039;&#039;To succumb to the swirling ebon mist called forth from an abyssal staff is to be swallowed by impenetrable madness. Legend has it that Sautekh Crypteks have embedded each of these artefacts with a tiny sliver from the necrodermis of the Deceiver, allowing the bearer to summon wisps of shadow imbued with the star god’s anarchic insanity. These emanations drive victims to tear at their flesh and gouge out their eyes, gibber uncontrollably, or open fire on their allies.&#039;&#039;&lt;br /&gt;
::This Relic replaces a Staff of Light and has 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 Abyssal Staff (Melee)&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || This weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Abyssal Staff (Shooting)&#039;&#039;&#039; || 12&amp;quot; || Assault 3 || * || * || * || This weapon automatically hits its target. Roll 3D6 if a unit is hit by this weapon in the Shooting phase; if the result is equal to or greater than the target unit&#039;s highest Leadership characteristic, then it suffers D3 mortal wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|SZAREKHAN}} - The Sovereign Coronal:&#039;&#039;&#039; &#039;&#039;A hand of living quicksilver, this strange artefact is shot through with artificial networks of command-wave nanocircuitry. This strange pseudo-animate crown is gifted to especially prominent nobles amongst the Szarekhan Dynasty. As it is donned it sinks through the metallic skin of its wearer&#039;s brow and meshes with their synthetic cortex, enhancing and projecting their dominating will through multiple spectra across a substantial distance.&#039;&#039;&lt;br /&gt;
::The bearer has the following special rules:&lt;br /&gt;
::&#039;&#039;&#039;Command-wave Amplifier (Aura):&#039;&#039;&#039; While a friendly {{W40kKeyword|SZAREKHAN}} unit is within 9&amp;quot; of the bearer, that unit benefits from the selected directive of your army&#039;s active command protocol while it is within 9&amp;quot; of a friendly {{W40kKeyword|Necrons}} {{W40kKeyword|Character}} model (excluding {{W40kKeyword|C&#039;tan Shard}} models), instead of 6&amp;quot;.&lt;br /&gt;
::&#039;&#039;&#039;Synthetic Cortex Enhancer (Aura):&#039;&#039;&#039; While a friendly {{W40kKeyword|SZAREKHAN}} {{W40kKeyword|Core}} unit is within 9&amp;quot; of the bearer, that unit benefits from both directives of your army&#039;s active command protocol, instead of just the selected one.&lt;br /&gt;
&lt;br /&gt;
===Cryptek Arkana===&lt;br /&gt;
*&#039;&#039;&#039;Atavindicator:&#039;&#039;&#039; &#039;&#039;Employing psycho-interrogative transoptic projectors, this cruel device plucks the target&#039;s most primitive fears from their mind and projects them in a bewildering assault upon their field of vision. Bombarded by horrible visions of their own onrushing death, foes are likely to harm themselves in an effort to escape their hallucinatory fate, or else suffer crippling psychological and physical side effects from their state of abject terror.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Psychomancer}} model only. At the end of your Movement phase, select one enemy unit (excluding {{W40kKeyword|Vehicle}} units) within 18&amp;quot; of the bearer and roll 3D6; if the total is equal to or greater than that enemy unit&#039;s Leadership characteristic, it suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortical Subjugator Scarabs:&#039;&#039;&#039; &#039;&#039;Paranoid and self-obsessed, this Cryptek has seen to it that key underlings are infested - without their knowledge, of course - with a specialized variant of mind shackle scarabs. In an emergency, these allow the parasitized minion to be activated, their thought patterns overridden by the singular and overwhelming desire to storm into battle and protect their master, no matter the cost.&#039;&#039;&lt;br /&gt;
::Once per battle, at the start of the Heroic Interventions step of your opponent&#039;s Charge phase, you can select one friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} unit within 6&amp;quot; of the bearer. Unless that unit is within Engagement Range of any enemy units, it can perform a Heroic Intervention as if it were a {{W40kKeyword|Character}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Countertemporal Nanomines:&#039;&#039;&#039; &#039;&#039;Released from a hive-gem about the bearer&#039;s person, a swarm of nanoscarabs sweep out and lace the ground before them with microscopic temporal charges. Foes advancing into this invisible minefield find reality stuttering and glitching around them as they trigger one minute chronofault after another.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Chronomancer}} model only. In your Shooting phase, you can select one enemy unit within 18&amp;quot; of the bearer. Until the start of your next turn, halve Advance rolls and charge rolls made for that unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crust Destabilizer:&#039;&#039;&#039; &#039;&#039;At the activation of this device, the ground around the cryptek begins to shift and erupt. Buildings are eradicated, hills are rewritten and the enemy is deprived of any means to hide from the incoming salvos.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Geomancer}} model only. Once per battle, at the beginning of your Command phase, you can select one piece of terrain or {{W40kKeyword|Building}} within 18&amp;quot; of this model; if it&#039;s a terrain, then its terrain traits are replaced with &amp;quot;Difficult Ground and Exposed Position&amp;quot;. If it&#039;s a {{W40kKeyword|Building}}, it suffers 2D3 mortal wounds instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cryptogeometric Adjuster:&#039;&#039;&#039; &#039;&#039;Keyed to trigger vertiginous responses in the sensory apparatus of non-Necron life forms, this malicious device causes nearby foes to shoot wildly and inaccurately as their perception of space and time warps in a dizzying rush.&#039;&#039;&lt;br /&gt;
::At the start of your opponent&#039;s Shooting phase, you can select one enemy unit that is within 12&amp;quot; of and visible to the bearer. Until the end of the phase, each time a model in that unit makes an attack, subtract 1 from that attack&#039;s hit roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Sanctum:&#039;&#039;&#039; &#039;&#039;This Cryptek has had a personal dimensional pocket-reality crafted for them, from which they can emerge into battle at will.&#039;&#039;&lt;br /&gt;
::The bearer gains the &#039;&#039;Dimensional Translocation&#039;&#039; special rule.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ether Crystal:&#039;&#039;&#039; &#039;&#039;In the hands of a Plasmancer, this glowing crystal is an incredible source of destruction. Bolts of lightning strike from the sky and black clouds cover the sun as the victims of the Cryptek&#039;s wrath are torn apart by the force of nature.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Plasmancer}} model only. Once per battle, at the beginning of your Command phase, you can select one enemy unit within 18&amp;quot; of this model; that unit suffers D3 mortal wounds. In addition, until the beginning of your next Command phase, that unit and every unit within 6&amp;quot; of it must subtract one from their hit rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fail-Safe Overcharger:&#039;&#039;&#039; &#039;&#039;By triggering the override protocols embedded in this stave, the bearer can activate the guardian fail-safes in nearby Canoptek constructs. Believing the Master Program of their tomb world to be under direct assault, the constructs access hidden power reservoirs and enter a furious state of aggressive overdrive.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Technomancer}} model only. In your Command phase, you can select one friendly {{W40kKeyword|Canoptek}} unit within 9&amp;quot; of the bearer. Until the start of your next Command phase, add 1 to the Attacks characteristic of models in that unit. If that unit is a {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}} unit, add D3 to the Attacks characteristic of models in that unit instead of 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hypermaterial Ablator:&#039;&#039;&#039; &#039;&#039;By simply pointing and activating this slender quasinium rod, the bearer shrouds their targeted allies in a whirling field of accumulated hyper matter.&#039;&#039;&lt;br /&gt;
::In your Command phase, you can select one friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Core}} or {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Canoptek}} unit within 9&amp;quot; of the bearer. Until the start of your next Command phase, each time a ranged attack is made against that unit, if the attacker is more than 12&amp;quot; away, then the unit you selected is treated as having the benefits of Light Cover.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Metalodermal Tesla Weave:&#039;&#039;&#039; &#039;&#039;This microsilicate weave generates a cyclical electrostatic overload that, providing its user triggers it in time, sends arcing lightning leaping out to roast onrushing attackers.&#039;&#039;&lt;br /&gt;
::At the end of the Charges step of your opponent&#039;s Charge phase, you can select one enemy unit that finished a charge move within 6&amp;quot; of the bearer this phase. Roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Multi-linear Destiny Analyzer:&#039;&#039;&#039; &#039;&#039;Reading the stars, this Cryptek&#039;s cortex is able to track the course of destiny, identifying its branches and blocking the reach of one target&#039;s.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Astromancer}} model only. At the beginning of your Command phase, you can select an enemy unit that is visible to this model. Until the beginning of your next Command phase, your opponent can&#039;t use any Stratagem on that unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Photonic Transubjector:&#039;&#039;&#039; &#039;&#039;This device fashions temporary, hard-light hologrammatic simulacra of its user to bewilder attackers and confound assassins.&#039;&#039;&lt;br /&gt;
::Once per turn, the first time a saving throw is failed for the bearer, the Damage characteristic of that attack is changed to 0.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phylacterine Hive:&#039;&#039;&#039; &#039;&#039;Held in a stabilized flux-field within this small mica-steel orb is a swarm of particularly potent, if short-lived, nanoscarabs. By deactivating the field, then tossing the hive into the midst of a friendly Necron unit, these quick-burning repair drones can be unleashed to restore the physical forms of even the most complex or unusual android soldiery.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Technomancer}} model only. Once per battle, when the bearer uses its Rites of Reanimation ability, you can revive one additional model in the unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Prismatic Obfuscatron:&#039;&#039;&#039; &#039;&#039;The bearer of this glimmering inter-spatial gem is surrounded by a multispectral glare so dazzling to organic sight, and so bewildering to artificial senses, that they resemble nothing less than a blazing star. Even looking at them is a trial, much less attempting to fire upon them. Only as they draw nearer does the cosmic glamour subside and the bearer resolves into their true self.&#039;&#039;&lt;br /&gt;
::Unless the bearer is the closest eligible target, enemy models cannot target it with ranged attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quantum Orb:&#039;&#039;&#039; &#039;&#039;This smooth and featureless orb is activated by the depression of a series of hidden triggers across its surface in a particular sequence. This act releases the safeguard fields within it one at a time. When the last of these is released, the device is annihilated along with those nearby as it frees the collapsing quantum singularity at its heart.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Plasmancer}} model only. Once per battle, in your Command phase, the bearer can activate this item of Cryptek Arkana. If it does, select one point on the battlefield anywhere within 24&amp;quot; of the bearer and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6&amp;quot; of the center of that marker, subtracting 1 if the unit being rolled for is a {{W40kKeyword|Character}}. On a 4-5, that unit suffers D3 mortal wounds, and on a 6, that unit suffers 3 mortal wounds. The marker is then removed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Seismic Crucible:&#039;&#039;&#039; &#039;&#039;This small hand-held device is capable of emitting earth-shattering pulses that reap the ground and open the enemy for retaliation.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Geomancer}} model only. At the beginning of your Command phase, you can select one enemy unit within 18&amp;quot; of this model; until the beginning of your next Command phase, that unit must halve its charge distances and may not choose to Hold Steady or Set for Defence.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stellar Alignment Projection:&#039;&#039;&#039; &#039;&#039;Through this intricately crafted heirloom, an Astromancer is able to read the wisdom of the stars, gifting their secrets to its master.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Astromancer}} model only. At the beginning of your Command phase, roll a die; if the result is equal or lower to the current battle round number, you gain one Command Point.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Horror Implanter:&#039;&#039;&#039; &#039;&#039;An irradiating light emitting from the Cryptek&#039;s wrist breaks the minds of those who watch it, greatly impacting the fear region of their brain.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Psychomancer}} model only. In your enemy Morale phase, you can select one enemy unit within 12&amp;quot; of this model; until the end of the Phase, that unit must halve its Leadership characteristic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Temporal Flux Manipulator:&#039;&#039;&#039; &#039;&#039;Shifting the temporal lines of the target, this device can invert the effects of time, repairing damage sustained by erasing it in the first place.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Chronomancer}} model only. In your Command phase, you can select one friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} model; that unit immediately recovers D3 previously lost wounds. Each model can only be affected by this Arkana once per turn.&lt;br /&gt;
&lt;br /&gt;
===Other Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Canoptek Cloak:&#039;&#039;&#039; &#039;&#039;A tool of the Technomancer, this semi-sentient mantle lets the bearer float into the air to keep up with its tasks at hand.&#039;&#039;&lt;br /&gt;
::A model equipped with a Canoptek Cloak has a Move characteristic of 10&amp;quot; and gains the {{W40kKeyword|Fly}} keyword. In addition, at the end of your Movement phase, you can select one friendly {{W40kKeyword|&amp;lt;DYNASTY&amp;gt;}} model that is within 3&amp;quot; of this model. That model regains D3 lost wounds. Each model can only be repaired once per turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Canoptek Control Node:&#039;&#039;&#039; &#039;&#039;This small wrist device forcefully links itself to the neural cortex of nearby canoptek construct, allowing the bearer to better guide their actions.&#039;&#039;&lt;br /&gt;
::The bearer has the following ability:&lt;br /&gt;
::&#039;&#039;&#039;Control Node (Aura):&#039;&#039;&#039; While a friendly {{W40kKeyword|&amp;lt;DYNASTY&amp;gt;}} {{W40kKeyword|Canoptek}} unit is within 6&amp;quot; of this model, improve the WS and BS of models in that unit by 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dispersion Shield:&#039;&#039;&#039; &#039;&#039;Disguised as a simple obsidian shield, this piece of advanced Necron technology hides a kinetic-repulsion field generator able to not only protect the bearer and its master but deflect the blows it sustains right back at the attacker.&#039;&#039;&lt;br /&gt;
::A model equipped with a Dispersion Shield has a 4+ invulnerable save. In addition, add 1 to armor saving throws made for that model. Each time you roll an unmodified 6 for this model&#039;s invulnerable saving throw, the unit that made that attack suffers a mortal wound after it has finished making all of its attacks for that phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fabricator Claw Array:&#039;&#039;&#039; &#039;&#039;Tasked with maintaining the advanced structures of a tomb complex, these small maintenance tools can find their worth even in the heat of battle, repairing vital war engines on the fly.&#039;&#039;&lt;br /&gt;
::At the end of your Movement phase a model equipped with a fabricator claw array can repair a single {{W40kKeyword|&amp;lt;DYNASTY&amp;gt;}} {{W40kKeyword|Vehicle}} or {{W40kKeyword|Building}} within 1&amp;quot;. That model regains D3 wounds lost earlier in the battle. A model can only be repaired once per turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gloom Prism:&#039;&#039;&#039; &#039;&#039;Pulsating with dark arcane energies, this small pendant is able to fend off the influence of the Warp, protecting the bearer and those around it from the Dark Gods.&#039;&#039;&lt;br /&gt;
::A model equipped with a Gloom Prism can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a {{W40kKeyword|PSYKER}}. In addition, a model equipped with a Gloom Prism can never be targeted or affected by psychic powers in any way.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nebuloscope:&#039;&#039;&#039; &#039;&#039;Relic from the War in Heaven, the Nebuloscope grants the already lethal weapons of the Necrons the ability to by-pass solid matter, making so that no creature can hide from the deadly barrage.&#039;&#039;&lt;br /&gt;
::Each time the bearer makes a ranged attack, it can target units that are not within its line of sight and the target does not receive the benefits of cover against that attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phylactery:&#039;&#039;&#039; This small amulet contains a swarm of repair nanoscarabs that come to aid their master against the gruesomest of wounds.&#039;&#039;&lt;br /&gt;
::Each time this model uses its &#039;&#039;Living Metal&#039;&#039; special rule, it regains up to D3 lost wounds instead of 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Repair Nanoscarabs:&#039;&#039;&#039; &#039;&#039;Thousands of minuscule canoptek scarabs swarm the outer shell of the Necron war engine, repairing every damage with surgical precision.&#039;&#039;&lt;br /&gt;
::Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Resurrection Orb:&#039;&#039;&#039; &#039;&#039;A perfect sphere of shiny stone. In the hands of a lesser creature, it&#039;s nothing but a jewel, but in the hands of a Necron its energies are able to move mountains and make the deathless march once again on the earth.&#039;&#039;&lt;br /&gt;
::Once per battle, in your Command phase, the bearer can use its Resurrection Orb. If it does, select one friendly {{W40kKeyword|&amp;lt;DYNASTY&amp;gt;}} unit within 6&amp;quot; of the bearer that is not at its Starting Strength and has not had it Reanimation Protocols enacted this phase. That unit&#039;s reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadowloom:&#039;&#039;&#039; &#039;&#039;A Shadowloom is a small device commonly found mounted on Tomb Blades, once active, it creates a zone of space devoided of light, cloaking the vehicle in a dark mist.&#039;&#039;&lt;br /&gt;
::The bearer has a 5+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shieldvanes:&#039;&#039;&#039; &#039;&#039;Tomb Blades are usually equipped with additional armor platings enhancing their survivability against the toughest of foes.&#039;&#039;&lt;br /&gt;
::The bearer has a Save characteristic of 3+.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
===HQs===&lt;br /&gt;
====Catacomb Command Barge====&lt;br /&gt;
This unit contains 1 Catacomb Command Barge (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Catacomb Command Barge || 12&amp;quot; || 2+ || 2+ || 5 || 6 || 9 || 4 || 10 || 3+ || 145&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Staff of Light&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Staff of Light&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Staff of Light&#039;&#039;&#039; || 18&amp;quot; || Assault 3 || 5 || -2 || 1 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Tesla Cannon&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Tesla Cannon&#039;&#039;&#039; || 30&amp;quot; || Heavy 3 || 6 || 0 || 1 || Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explodes&amp;quot;&amp;gt;&lt;br /&gt;
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 a mortal wound.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hovering&amp;quot;&amp;gt;&lt;br /&gt;
Instead of measuring distances and ranges to and from this model&#039;s base, measure to and from this model&#039;s hull or base (whichever is closer).&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;My Will Be Done&amp;quot;&amp;gt;&lt;br /&gt;
In your Command phase, you can select one {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} unit within 9&amp;quot; of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, add one to that attack&#039;s hit roll. Each unit can only be selected for this ability once per phase.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Quantum Shielding&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Relentless March (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Core}} unit is within 6&amp;quot; of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1&amp;quot; to the Move characteristic of models in that unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wave of Command&amp;quot;&amp;gt;&lt;br /&gt;
Increase the range of this model&#039;s &#039;&#039;My Will Be Done&#039;&#039; and &#039;&#039;Relentless March&#039;&#039; special rules to 12&amp;quot; and 9&amp;quot; respectively.&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;Options:&#039;&#039;&#039;&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;
This model may replace its &#039;&#039;&#039;Tesla Cannon&#039;&#039;&#039; with a &#039;&#039;&#039;Gauss Cannon&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Gauss Cannon&#039;&#039;&#039; || 24&amp;quot; || Heavy 3 || 6 || -3 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This model may replace its &#039;&#039;&#039;Staff of Light&#039;&#039;&#039; with one of the followings:&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;Hyperphase Glaive&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Hyperphase Glaive&#039;&#039;&#039; || Melee || Melee || +2 || -3 || 3 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Hyperphase Sword&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Hyperphase Sword&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 1 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Voidblade&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Voidblade&#039;&#039;&#039; || Melee || Melee || User || -3 || 1 || Each time the bearer attacks, it makes 1 additional attack with this weapon.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Voidscythe&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Voidscythe&#039;&#039;&#039; || Melee || Melee || x2 || -4 || 3 || Each time an attack is made with this weapon, subtract 1 from the attack&#039;s hit roll.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Warscythe&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Warscythe&#039;&#039;&#039; || Melee || Melee || +2 || -4 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This model may take one of the followings:&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;Gauntlet of Fire&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Gauntlet of Fire&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 5 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Phylactery&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Phylactery:&#039;&#039;&#039; Each time this model uses its &#039;&#039;Living Metal&#039;&#039; special rule, it regains up to D3 lost wounds instead of 1.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Resurrection Orb&#039;&#039;&#039; - +30 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resurrection Orb:&#039;&#039;&#039; Once per battle, in your Command phase, the bearer can use its Resurrection Orb. If it does, select one friendly {{W40kKeyword|&amp;lt;DYNASTY&amp;gt;}} unit within 6&amp;quot; of the bearer that is not at its Starting Strength and has not had it Reanimation Protocols enacted this phase. That unit&#039;s reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Tachyon Arrow&#039;&#039;&#039; - +35 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Tachyon Arrow&#039;&#039;&#039; || 120&amp;quot; || Assault 1 || * || * || * || This weapon can only be used once per battle. Each time an attack is made with this weapon, if a hit is scored, draw a line between the closest point of this model&#039;s base (or hull) and that of the closest model in the target unit. Roll a die for the target unit and each other unit the line passes over; on a 1 the unit escapes unharmed, on a 2-3 it suffers D3 mortal wounds, on a 4-5 it suffers D3+3 mortal wounds, and on a 6 it suffers 6 mortal wounds. On a hit roll of 1, the bearer suffers D3 mortal wounds after this weapon&#039;s shot has been resolved.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Character}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Overlord}}, {{W40kKeyword|Noble}}, {{W40kKeyword|Quantum Shielding}}, {{W40kKeyword|Catacomb Command Barge}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Crypteks====&lt;br /&gt;
=====Astromancer=====&lt;br /&gt;
This unit contains 1 Astromancer (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Astromancer || 5&amp;quot; || 3+ || 3+ || 4 || 4 || 4 || 1 || 10 || 4+ || 70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Stellar Spear&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Stellar Spear&#039;&#039;&#039; ||  Melee ||  Melee || * || -1 || 1 || Each time an attack is made with this weapon, that attack automatically wounds the target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stellar Spear&#039;&#039;&#039; || 18&amp;quot; || Assault 1 || * || -1 || 3 || Each time an attack is made with this weapon, that attack automatically wounds the target.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dynastic Advisors&amp;quot;&amp;gt;&lt;br /&gt;
If your army is Battle-forged, then for each {{W40kKeyword|Cryptek}} unit included in a Detachment that also contains at least one {{W40kKeyword|Noble}} unit, a second {{W40kKeyword|Cryptek}} unit (excluding {{W40kKeyword|Dynastic Agents}} units) can be included in that Detachment without taking up an additional Battlefield Role slot.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Harbinger of the Stars&amp;quot;&amp;gt;&lt;br /&gt;
At the start of your Command phase, you can select one friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} unit within 9&amp;quot; of this model. Until the start of your next Command phase, you can re-roll a failed to hit, to wound, or armor saving throw made by that unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&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;Options:&#039;&#039;&#039;&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;
This model may take one item from the &#039;&#039;Cryptek Arkana&#039;&#039; list.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
-&#039;&#039;&#039;Cortical Subjugator Sacrabs&#039;&#039;&#039; - 10 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cortical Subjugator Scarabs:&#039;&#039;&#039; Once per battle, at the start of the Heroic Interventions step of your opponent&#039;s Charge phase, you can select one friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} unit within 6&amp;quot; of the bearer. Unless that unit is within Engagement Range of any enemy units, it can perform a Heroic Intervention as if it were a {{W40kKeyword|Character}}.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Cryptogeometric Adjuster&#039;&#039;&#039; - 10 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cryptogeometric Adjuster:&#039;&#039;&#039; At the start of your opponent&#039;s Shooting phase, you can select one enemy unit that is within 12&amp;quot; of and visible to the bearer. Until the end of the phase, each time a model in that unit makes an attack, subtract 1 from that attack&#039;s hit roll.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Dimensional Sanctum&#039;&#039;&#039; - 10 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dimensional Sanctum:&#039;&#039;&#039; The bearer gains the &#039;&#039;Dimensional Translocation&#039;&#039; special rule.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Hypermaterial Ablator&#039;&#039;&#039; - 20 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hypermaterial Ablator:&#039;&#039;&#039; In your Command phase, you can select one friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Core}} or {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Canoptek}} unit within 9&amp;quot; of the bearer. Until the start of your next Command phase, each time a ranged attack is made against that unit, if the attacker is more than 12&amp;quot; away, then the unit you selected is treated as having the benefits of Light Cover.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Metalodermal Tesla Weave&#039;&#039;&#039; - 15 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Metalodermal Tesla Weave:&#039;&#039;&#039; At the end of the Charges step of your opponent&#039;s Charge phase, you can select one enemy unit that finished a charge move within 6&amp;quot; of the bearer this phase. Roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Multi-linear Destiny Analyzer&#039;&#039;&#039; - 30 pts. / 2 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Multi-linear Destiny Analyzer:&#039;&#039;&#039; {{W40kKeyword|Astromancer}} model only. At the beginning of your Command phase, you can select an enemy unit that is visible to this model. Until the beginning of your next Command phase, your opponent can&#039;t use any Stratagem on that unit.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Photonic Transubjector&#039;&#039;&#039; - 15 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Photonic Transubjector:&#039;&#039;&#039; Once per turn, the first time a saving throw is failed for the bearer, the Damage characteristic of that attack is changed to 0.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Prismatic Obfuscatron&#039;&#039;&#039; - 15 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prismatic Obfuscatron:&#039;&#039;&#039; Unless the bearer is the closest eligible target, enemy models cannot target it with ranged attacks.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Stellar Alignment Projection&#039;&#039;&#039; - 15 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stellar Alignment Projection:&#039;&#039;&#039; {{W40kKeyword|Astromancer}} model only. At the beginning of your Command phase, roll a die; if the result is equal or lower to the current battle round number, you gain one Command Point.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Cryptek}}, {{W40kKeyword|Astromancer}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Chronomancer=====&lt;br /&gt;
This unit contains 1 Chronomancer (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Chronomancer || 8&amp;quot; || 3+ || 3+ || 4 || 4 || 4 || 1 || 10 || 4+ || 75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Aeonstave&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Aeonstave&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || Each time an attack is made with this weapon, invulnerable saves cannot be taken against that attack. A unit that suffers an unsaved wound from this weapon has to subtract 1 from its hit rolls until the beginning of the next Fighting phase.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aeonstave&#039;&#039;&#039; || 18&amp;quot; || Assault D3 || 5 || -2 || 1 || Each time an attack is made with this weapon, invulnerable saves cannot be taken against that attack.&lt;br /&gt;
|}&amp;lt;/div&amp;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;
&#039;&#039;&#039;-Chronotendrils&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Chronotendrils&#039;&#039;&#039; || Melee || Melee || User || 0 || 1 || Each time the bearer attacks, it makes 3 additional attacks with this weapon.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Chronometron&amp;quot;&amp;gt;&lt;br /&gt;
In your Command phase, you can select one friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} unit within 9&amp;quot; of this model. Until the start of your next Command phase, you can re-roll charge rolls made for that unit and models in that unit have a 5+ invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dynastic Advisors&amp;quot;&amp;gt;&lt;br /&gt;
If your army is Battle-forged, then for each {{W40kKeyword|Cryptek}} unit included in a Detachment that also contains at least one {{W40kKeyword|Noble}} unit, a second {{W40kKeyword|Cryptek}} unit (excluding {{W40kKeyword|Dynastic Agents}} units) can be included in that Detachment without taking up an additional Battlefield Role slot.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Timesplinter Mantle&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ invulnerable Save.&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;Options:&#039;&#039;&#039;&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;
This model may replace its &#039;&#039;&#039;Aeonstave&#039;&#039;&#039; with an &#039;&#039;&#039;Entropic Lance&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Entropic Lance&#039;&#039;&#039; || Melee || Melee || User || -3 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Entropic Lance&#039;&#039;&#039; || 18&amp;quot; || Assault 1 || 8 || -3 || D3+3 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
This model may take one item from the &#039;&#039;Cryptek Arkana&#039;&#039; list.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
-&#039;&#039;&#039;Cortical Subjugator Sacrabs&#039;&#039;&#039; - 10 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cortical Subjugator Scarabs:&#039;&#039;&#039; Once per battle, at the start of the Heroic Interventions step of your opponent&#039;s Charge phase, you can select one friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} unit within 6&amp;quot; of the bearer. Unless that unit is within Engagement Range of any enemy units, it can perform a Heroic Intervention as if it were a {{W40kKeyword|Character}}.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Countertemporal Nanomines&#039;&#039;&#039; - 25 pts./ 2 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Countertemporal Nanomines:&#039;&#039;&#039; {{W40kKeyword|Chronomancer}} model only. In your Shooting phase, you can select one enemy unit within 18&amp;quot; of the bearer. Until the start of your next turn, halve Advance rolls and charge rolls made for that unit.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Cryptogeometric Adjuster&#039;&#039;&#039; - 10 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cryptogeometric Adjuster:&#039;&#039;&#039; At the start of your opponent&#039;s Shooting phase, you can select one enemy unit that is within 12&amp;quot; of and visible to the bearer. Until the end of the phase, each time a model in that unit makes an attack, subtract 1 from that attack&#039;s hit roll.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Dimensional Sanctum&#039;&#039;&#039; - 10 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dimensional Sanctum:&#039;&#039;&#039; The bearer gains the &#039;&#039;Dimensional Translocation&#039;&#039; special rule.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Hypermaterial Ablator&#039;&#039;&#039; - 20 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hypermaterial Ablator:&#039;&#039;&#039; In your Command phase, you can select one friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Core}} or {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Canoptek}} unit within 9&amp;quot; of the bearer. Until the start of your next Command phase, each time a ranged attack is made against that unit, if the attacker is more than 12&amp;quot; away, then the unit you selected is treated as having the benefits of Light Cover.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Metalodermal Tesla Weave&#039;&#039;&#039; - 15 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Metalodermal Tesla Weave:&#039;&#039;&#039; At the end of the Charges step of your opponent&#039;s Charge phase, you can select one enemy unit that finished a charge move within 6&amp;quot; of the bearer this phase. Roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Photonic Transubjector&#039;&#039;&#039; - 15 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Photonic Transubjector:&#039;&#039;&#039; Once per turn, the first time a saving throw is failed for the bearer, the Damage characteristic of that attack is changed to 0.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Prismatic Obfuscatron&#039;&#039;&#039; - 15 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prismatic Obfuscatron:&#039;&#039;&#039; Unless the bearer is the closest eligible target, enemy models cannot target it with ranged attacks.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Temporal Flux Modification&#039;&#039;&#039; - 25 pts./ 2 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Temporal Flux Manipulator:&#039;&#039;&#039; {{W40kKeyword|Chronomancer}} model only. In your Command phase, you can select one friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} model; that unit immediately recovers D3 previously lost wounds. Each model can only be affected by this Arkana once per turn.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Character}}, {{W40kKeyword|Cryptek}}, {{W40kKeyword|Chronomancer}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Geomancer=====&lt;br /&gt;
This unit contains 1 Geomancer (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Geomancer || 5&amp;quot; || 3+ || 3+ || 4 || 4 || 4 || 1 || 10 || 4+ || 80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Tremor Staff&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Tremor Staff&#039;&#039;&#039; || Melee || Melee || * || -5 || D3 || Each time an attack is made with this weapon, the roll required to wound the target is equal or higher than the target&#039;s unmodified Armour Save characteristic.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tremor Staff&#039;&#039;&#039; || 18&amp;quot; || Assault 1 || * || * || * || Each time an attack is made with this weapon if a hit is scored, draw a line between the closest point of this model&#039;s base (or hull) and that of the closest model in the target unit. The target unit suffers D3 mortal wounds while each enemy unit the line passes over suffers 1 mortal wound.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dynastic Advisors&amp;quot;&amp;gt;&lt;br /&gt;
If your army is Battle-forged, then for each {{W40kKeyword|Cryptek}} unit included in a Detachment that also contains at least one {{W40kKeyword|Noble}} unit, a second {{W40kKeyword|Cryptek}} unit (excluding {{W40kKeyword|Dynastic Agents}} units) can be included in that Detachment without taking up an additional Battlefield Role slot.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Harp of Dissonance&amp;quot;&amp;gt;&lt;br /&gt;
At the beginning of your Shooting phase, select an enemy unit within 18&amp;quot; of this model and roll a die; if the result is equal or higher than that unit&#039;s armour save, it suffers a permanent penalty of 1 to its armor save. A unit can only be effected by this ability once.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&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;Options:&#039;&#039;&#039;&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;
This model may take a &#039;&#039;&#039;Phylactery&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Phylactery:&#039;&#039;&#039; Each time this model uses its &#039;&#039;Living Metal&#039;&#039; special rule, it regains up to D3 lost wounds instead of 1.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
This model may take one item from the &#039;&#039;Cryptek Arkana&#039;&#039; list.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
-&#039;&#039;&#039;Cortical Subjugator Sacrabs&#039;&#039;&#039; - 10 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cortical Subjugator Scarabs:&#039;&#039;&#039; Once per battle, at the start of the Heroic Interventions step of your opponent&#039;s Charge phase, you can select one friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} unit within 6&amp;quot; of the bearer. Unless that unit is within Engagement Range of any enemy units, it can perform a Heroic Intervention as if it were a {{W40kKeyword|Character}}.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Crust Destabilizer&#039;&#039;&#039; - 25 pts./ 2 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crust Destabilizer:&#039;&#039;&#039; {{W40kKeyword|Geomancer}} model only. Once per battle, at the beginning of your Command phase, you can select one piece of terrain or {{W40kKeyword|Building}} within 18&amp;quot; of this model; if it&#039;s a terrain, then its terrain traits are replaced with &amp;quot;Difficult Ground and Exposed Position&amp;quot;. If it&#039;s a {{W40kKeyword|Building}}, it suffers 2D3 mortal wounds instead.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Cryptogeometric Adjuster&#039;&#039;&#039; - 10 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cryptogeometric Adjuster:&#039;&#039;&#039; At the start of your opponent&#039;s Shooting phase, you can select one enemy unit that is within 12&amp;quot; of and visible to the bearer. Until the end of the phase, each time a model in that unit makes an attack, subtract 1 from that attack&#039;s hit roll.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Dimensional Sanctum&#039;&#039;&#039; - 10 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dimensional Sanctum:&#039;&#039;&#039; The bearer gains the &#039;&#039;Dimensional Translocation&#039;&#039; special rule.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Hypermaterial Ablator&#039;&#039;&#039; - 20 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hypermaterial Ablator:&#039;&#039;&#039; In your Command phase, you can select one friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Core}} or {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Canoptek}} unit within 9&amp;quot; of the bearer. Until the start of your next Command phase, each time a ranged attack is made against that unit, if the attacker is more than 12&amp;quot; away, then the unit you selected is treated as having the benefits of Light Cover.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Metalodermal Tesla Weave&#039;&#039;&#039; - 15 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Metalodermal Tesla Weave:&#039;&#039;&#039; At the end of the Charges step of your opponent&#039;s Charge phase, you can select one enemy unit that finished a charge move within 6&amp;quot; of the bearer this phase. Roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Photonic Transubjector&#039;&#039;&#039; - 15 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Photonic Transubjector:&#039;&#039;&#039; Once per turn, the first time a saving throw is failed for the bearer, the Damage characteristic of that attack is changed to 0.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Prismatic Obfuscatron&#039;&#039;&#039; - 15 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prismatic Obfuscatron:&#039;&#039;&#039; Unless the bearer is the closest eligible target, enemy models cannot target it with ranged attacks.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Seismic Crucible&#039;&#039;&#039; - 30 pts. / 2 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Seismic Crucible:&#039;&#039;&#039; {{W40kKeyword|Geomancer}} model only. At the beginning of your Command phase, you can select one enemy unit within 18&amp;quot; of this model; until the beginning of your next Command phase, that unit must halve its charge distances and may not choose to Hold Steady or Set for Defence.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Cryptek}}, {{W40kKeyword|Geomancer}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Plasmancer=====&lt;br /&gt;
This unit contains 1 Plasmancer (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Plasmancer || 5&amp;quot; || 3+ || 3+ || 4 || 4 || 4 || 1 || 10 || 4+  || 65&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Plasmic Lance&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Plasmic Lance&#039;&#039;&#039; || Melee || Melee || User || -3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasmic Lance&#039;&#039;&#039; || 18&amp;quot; || Assault D3 || 7 || -3 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dynastic Advisors&amp;quot;&amp;gt;&lt;br /&gt;
If your army is Battle-forged, then for each {{W40kKeyword|Cryptek}} unit included in a Detachment that also contains at least one {{W40kKeyword|Noble}} unit, a second {{W40kKeyword|Cryptek}} unit (excluding {{W40kKeyword|Dynastic Agents}} units) can be included in that Detachment without taking up an additional Battlefield Role slot.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Harbinger of Destruction&amp;quot;&amp;gt;&lt;br /&gt;
At the end of your Movement phase, if this model did not Fall Back that phase, roll three D6s; for each 4+, the closest enemy unit within 24&amp;quot; of and visible to this model suffers 1 mortal wound.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Lightning&amp;quot;&amp;gt;&lt;br /&gt;
At the start fo the Fight phase, roll one D6 for each enemy unit within 6&amp;quot; of this model; on a 4+, that unit suffers 1 mortal wound.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&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;Options:&#039;&#039;&#039;&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;
This model may replace its &#039;&#039;&#039;Plasmic Lance&#039;&#039;&#039; with an &#039;&#039;&#039;Storm Gauntlet&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Storm Gauntlet&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 6 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target. Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target instead of the normal damage. If the enemy unit contains 10 or more models, consider this weapon&#039;s Type as Pistol 2D6.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
This model may take one item from the &#039;&#039;Cryptek Arkana&#039;&#039; list.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
-&#039;&#039;&#039;Cortical Subjugator Sacrabs&#039;&#039;&#039; - 10 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cortical Subjugator Scarabs:&#039;&#039;&#039; Once per battle, at the start of the Heroic Interventions step of your opponent&#039;s Charge phase, you can select one friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} unit within 6&amp;quot; of the bearer. Unless that unit is within Engagement Range of any enemy units, it can perform a Heroic Intervention as if it were a {{W40kKeyword|Character}}.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Cryptogeometric Adjuster&#039;&#039;&#039; - 10 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cryptogeometric Adjuster:&#039;&#039;&#039; At the start of your opponent&#039;s Shooting phase, you can select one enemy unit that is within 12&amp;quot; of and visible to the bearer. Until the end of the phase, each time a model in that unit makes an attack, subtract 1 from that attack&#039;s hit roll.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Dimensional Sanctum&#039;&#039;&#039; - 10 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dimensional Sanctum:&#039;&#039;&#039; The bearer gains the &#039;&#039;Dimensional Translocation&#039;&#039; special rule.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Ether Crystal&#039;&#039;&#039; - 25 pts. / 2 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ether Crystal:&#039;&#039;&#039; {{W40kKeyword|Plasmancer}} model only. Once per battle, at the beginning of your Command phase, you can select one enemy unit within 18&amp;quot; of this model; that unit suffers D3 mortal wounds. In addition, until the beginning of your next Command phase, that unit and every unit within 6&amp;quot; of it must subtract one from their hit rolls.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Hypermaterial Ablator&#039;&#039;&#039; - 20 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hypermaterial Ablator:&#039;&#039;&#039; In your Command phase, you can select one friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Core}} or {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Canoptek}} unit within 9&amp;quot; of the bearer. Until the start of your next Command phase, each time a ranged attack is made against that unit, if the attacker is more than 12&amp;quot; away, then the unit you selected is treated as having the benefits of Light Cover.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Metalodermal Tesla Weave&#039;&#039;&#039; - 15 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Metalodermal Tesla Weave:&#039;&#039;&#039; At the end of the Charges step of your opponent&#039;s Charge phase, you can select one enemy unit that finished a charge move within 6&amp;quot; of the bearer this phase. Roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Photonic Transubjector&#039;&#039;&#039; - 15 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Photonic Transubjector:&#039;&#039;&#039; Once per turn, the first time a saving throw is failed for the bearer, the Damage characteristic of that attack is changed to 0.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Prismatic Obfuscatron&#039;&#039;&#039; - 15 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prismatic Obfuscatron:&#039;&#039;&#039; Unless the bearer is the closest eligible target, enemy models cannot target it with ranged attacks.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Quantum Orb&#039;&#039;&#039; - 15 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quantum Orb:&#039;&#039;&#039; {{W40kKeyword|Plasmancer}} model only. Once per battle, in your Command phase, the bearer can activate this item of Cryptek Arkana. If it does, select one point on the battlefield anywhere within 24&amp;quot; of the bearer and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6&amp;quot; of the center of that marker, subtracting 1 if the unit being rolled for is a {{W40kKeyword|Character}}. On a 4-5, that unit suffers D3 mortal wounds, and on a 6, that unit suffers 3 mortal wounds. The marker is then removed.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Cryptek}}, {{W40kKeyword|Plasmancer}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Psychomancer=====&lt;br /&gt;
This unit contains 1 Psychomancer (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Psychomancer || 5&amp;quot; || 3+ || 3+ || 4 || 4 || 4 || 1 || 10 || 4+ || 65&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Abyssal Lance&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Abyssal Lance&#039;&#039;&#039; || Melee || Melee || User || -3 || 1 || Each time an attack is made with this weapon, add 1 to the wound roll if the target unit&#039;s Leadership characteristic is lower than this model&#039;s.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abyssal Lance&#039;&#039;&#039; || 18&amp;quot; || Assault 1 || * || * || * || Each time an attack is made with this weapon, that attack automatically hits the target. Roll 3D6 if a unit is hit by this weapon in the Shooting phase; if the result is equal to or greater than the target unit&#039;s highest Leadership characteristic, then it suffers D3 mortal wounds.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dynastic Advisors&amp;quot;&amp;gt;&lt;br /&gt;
If your army is Battle-forged, then for each {{W40kKeyword|Cryptek}} unit included in a Detachment that also contains at least one {{W40kKeyword|Noble}} unit, a second {{W40kKeyword|Cryptek}} unit (excluding {{W40kKeyword|Dynastic Agents}} units) can be included in that Detachment without taking up an additional Battlefield Role slot.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Harbinger of Despair&amp;quot;&amp;gt;&lt;br /&gt;
In your Morale phase, you can select one enemy unit within 12&amp;quot; of this model and roll 3D6; if the result is greater than the enemy unit&#039;s Leadership characteristic, select one of the results opposite to take effect until the start of your next Morale phase. Each unit can only be selected for this ability once per phase.&lt;br /&gt;
:&#039;&#039;&#039;Despair 1:&#039;&#039;&#039; The selected unit cannot perform actions (if that unit is currently performing an action, it immediately fails).&lt;br /&gt;
:&#039;&#039;&#039;Despair 2:&#039;&#039;&#039; The selected unit loses the &#039;&#039;Objective Secured&#039;&#039; special rule.&lt;br /&gt;
:&#039;&#039;&#039;Despair 3:&#039;&#039;&#039; Halve Advance rolls and charge rolls made for the selected unit.&lt;br /&gt;
:&#039;&#039;&#039;Despair 4:&#039;&#039;&#039; The selected unit cannot fire Overwatch or Set to Defend, and is not eligible to fight in the Fight phase until after all eligible units from your army have done so.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Nightmare Shroud (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While an enemy unit is within 6&amp;quot; of this model, subtract 1 from the Leadership characteristic of models in that unit and subtract 1 from the Combat Attrition tests taken for that unit.&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;Options:&#039;&#039;&#039;&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;
This model may take a &#039;&#039;&#039;Gloom Prism&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gloom Prism:&#039;&#039;&#039; A model equipped with a Gloom Prism can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a {{W40kKeyword|PSYKER}}. In addition, a model equipped with a Gloom Prism can never be targeted or affected by psychic powers in any way.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
This model may take one item from the &#039;&#039;Cryptek Arkana&#039;&#039; list.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
-&#039;&#039;&#039;Atavindicator&#039;&#039;&#039; - 20 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Atavindicator:&#039;&#039;&#039; {{W40kKeyword|Psychomancer}} model only. At the end of your Movement phase, select one enemy unit (excluding {{W40kKeyword|Vehicle}} units) within 18&amp;quot; of the bearer and roll 3D6; if the total is equal to or greater than that enemy unit&#039;s Leadership characteristic, it suffers D3 mortal wounds.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Cortical Subjugator Sacrabs&#039;&#039;&#039; - 10 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cortical Subjugator Scarabs:&#039;&#039;&#039; Once per battle, at the start of the Heroic Interventions step of your opponent&#039;s Charge phase, you can select one friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} unit within 6&amp;quot; of the bearer. Unless that unit is within Engagement Range of any enemy units, it can perform a Heroic Intervention as if it were a {{W40kKeyword|Character}}.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Cryptogeometric Adjuster&#039;&#039;&#039; - 10 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cryptogeometric Adjuster:&#039;&#039;&#039; At the start of your opponent&#039;s Shooting phase, you can select one enemy unit that is within 12&amp;quot; of and visible to the bearer. Until the end of the phase, each time a model in that unit makes an attack, subtract 1 from that attack&#039;s hit roll.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Dimensional Sanctum&#039;&#039;&#039; - 10 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dimensional Sanctum:&#039;&#039;&#039; The bearer gains the &#039;&#039;Dimensional Translocation&#039;&#039; special rule.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Hypermaterial Ablator&#039;&#039;&#039; - 20 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hypermaterial Ablator:&#039;&#039;&#039; In your Command phase, you can select one friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Core}} or {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Canoptek}} unit within 9&amp;quot; of the bearer. Until the start of your next Command phase, each time a ranged attack is made against that unit, if the attacker is more than 12&amp;quot; away, then the unit you selected is treated as having the benefits of Light Cover.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Metalodermal Tesla Weave&#039;&#039;&#039; - 15 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Metalodermal Tesla Weave:&#039;&#039;&#039; At the end of the Charges step of your opponent&#039;s Charge phase, you can select one enemy unit that finished a charge move within 6&amp;quot; of the bearer this phase. Roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Photonic Transubjector&#039;&#039;&#039; - 15 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Photonic Transubjector:&#039;&#039;&#039; Once per turn, the first time a saving throw is failed for the bearer, the Damage characteristic of that attack is changed to 0.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Prismatic Obfuscatron&#039;&#039;&#039; - 15 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prismatic Obfuscatron:&#039;&#039;&#039; Unless the bearer is the closest eligible target, enemy models cannot target it with ranged attacks.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Synaptic Horror Implanter&#039;&#039;&#039; - 25 pts. / 2 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Synaptic Horror Implanter:&#039;&#039;&#039; {{W40kKeyword|Psychomancer}} model only. In your enemy Morale phase, you can select one enemy unit within 12&amp;quot; of this model; until the end of the Phase, that unit must halve its Leadership characteristic.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Cryptek}}, {{W40kKeyword|Psychomancer}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Technomancer=====&lt;br /&gt;
This unit contains 1 Technomancer (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Technomancer || 5&amp;quot; || 3+ || 3+ || 4 || 4 || 4 || 1 || 10 || 4+ || 70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Staff of Light&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Staff of Light&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Staff of Light&#039;&#039;&#039; || 18&amp;quot; || Assault 3 || 5 || -2 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dynastic Advisors&amp;quot;&amp;gt;&lt;br /&gt;
If your army is Battle-forged, then for each {{W40kKeyword|Cryptek}} unit included in a Detachment that also contains at least one {{W40kKeyword|Noble}} unit, a second {{W40kKeyword|Cryptek}} unit (excluding {{W40kKeyword|Dynastic Agents}} units) can be included in that Detachment without taking up an additional Battlefield Role slot.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rites of Reanimation&amp;quot;&amp;gt;&lt;br /&gt;
In your Command phase, you can select one friendly {{W40kKeyword|Necrons}} unit within 6&amp;quot; of this model that has the &#039;&#039;Reanimation Protocols&#039;&#039; special rule. One destroyed model from that unit is Reanimated. If the selected unit is a {{W40kKeyword|Necron Warriors}} unit, D3 destroyed models from that unit are Reanimated instead. Each unit can only be selected for this ability once per phase.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This model may take one of the following:&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;Canoptek Cloak&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Canoptek Cloak:&#039;&#039;&#039; A model equipped with a Canoptek Cloak has a Move characteristic of 10&amp;quot; and gains the {{W40kKeyword|Fly}} keyword. In addition, at the end of your Movement phase, you can select one friendly {{W40kKeyword|&amp;lt;DYNASTY&amp;gt;}} model that is within 3&amp;quot; of this model. That model regains D3 lost wounds. Each model can only be repaired once per turn.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Canoptek Control Node&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Canoptek Control Node:&#039;&#039;&#039; The bearer has the following ability:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Control Node (Aura):&#039;&#039;&#039; While a friendly {{W40kKeyword|&amp;lt;DYNASTY&amp;gt;}} {{W40kKeyword|Canoptek}} unit is within 6&amp;quot; of this model, improve the WS and BS of models in that unit by 1.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
This model may take one item from the &#039;&#039;Cryptek Arkana&#039;&#039; list.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
-&#039;&#039;&#039;Cortical Subjugator Sacrabs&#039;&#039;&#039; - 10 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cortical Subjugator Scarabs:&#039;&#039;&#039; Once per battle, at the start of the Heroic Interventions step of your opponent&#039;s Charge phase, you can select one friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} unit within 6&amp;quot; of the bearer. Unless that unit is within Engagement Range of any enemy units, it can perform a Heroic Intervention as if it were a {{W40kKeyword|Character}}.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Cryptogeometric Adjuster&#039;&#039;&#039; - 10 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cryptogeometric Adjuster:&#039;&#039;&#039; At the start of your opponent&#039;s Shooting phase, you can select one enemy unit that is within 12&amp;quot; of and visible to the bearer. Until the end of the phase, each time a model in that unit makes an attack, subtract 1 from that attack&#039;s hit roll.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Dimensional Sanctum&#039;&#039;&#039; - 10 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dimensional Sanctum:&#039;&#039;&#039; The bearer gains the &#039;&#039;Dimensional Translocation&#039;&#039; special rule.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Fail-safe Overcharger&#039;&#039;&#039; - 25 pts. / 2 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fail-Safe Overcharger:&#039;&#039;&#039; {{W40kKeyword|Technomancer}} model only. In your Command phase, you can select one friendly {{W40kKeyword|Canoptek}} unit within 9&amp;quot; of the bearer. Until the start of your next Command phase, add 1 to the Attacks characteristic of models in that unit. If that unit is a {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}} unit, add D3 to the Attacks characteristic of models in that unit instead of 1.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Hypermaterial Ablator&#039;&#039;&#039; - 20 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hypermaterial Ablator:&#039;&#039;&#039; In your Command phase, you can select one friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Core}} or {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Canoptek}} unit within 9&amp;quot; of the bearer. Until the start of your next Command phase, each time a ranged attack is made against that unit, if the attacker is more than 12&amp;quot; away, then the unit you selected is treated as having the benefits of Light Cover.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Metalodermal Tesla Weave&#039;&#039;&#039; - 15 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Metalodermal Tesla Weave:&#039;&#039;&#039; At the end of the Charges step of your opponent&#039;s Charge phase, you can select one enemy unit that finished a charge move within 6&amp;quot; of the bearer this phase. Roll one D6; on a 2+ that enemy unit suffers D3 mortal wounds.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Photonic Transubjector&#039;&#039;&#039; - 15 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Photonic Transubjector:&#039;&#039;&#039; Once per turn, the first time a saving throw is failed for the bearer, the Damage characteristic of that attack is changed to 0.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Phylacterine Hive&#039;&#039;&#039; - 15 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Phylacterine Hive:&#039;&#039;&#039; {{W40kKeyword|Technomancer}} model only. Once per battle, when the bearer uses its Rites of Reanimation ability, you can revive one additional model in the unit.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Prismatic Obfuscatron&#039;&#039;&#039; - 15 pts. / 1 PL&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prismatic Obfuscatron:&#039;&#039;&#039; Unless the bearer is the closest eligible target, enemy models cannot target it with ranged attacks.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Cryptek}}, {{W40kKeyword|Technomancer}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lokhust Lord====&lt;br /&gt;
This unit contains 1 Lokhust Lord (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Lokhust Lord || 8&amp;quot; || 2+ || 3+ || 5 || 6 || 6 || 4 || 10 || 3+ || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Staff of Light&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Staff of Light&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Staff of Light&#039;&#039;&#039; || 18&amp;quot; || Assault 3 || 5 || -2 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hardwired for Destruction&amp;quot;&amp;gt;&lt;br /&gt;
Each time a model in this unit makes an attack, re-roll a hit roll of 1.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phase Shifter&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Repulsor Platform&amp;quot;&amp;gt;&lt;br /&gt;
Models in this unit do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;United in Destruction (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|&amp;lt;Destroyer Cult&amp;gt;}} unit is within 6&amp;quot; of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This model may replace its &#039;&#039;&#039;Staff of Light&#039;&#039;&#039; with one of the followings:&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;Enmitic Annihilator&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Enmitic Annihilator&#039;&#039;&#039; || 18&amp;quot; || Assault 2D3 || 6 || -1 || 1 || Blast.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Gauss Cannon&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Gauss Cannon&#039;&#039;&#039; || 24&amp;quot; || Heavy 3 || 6 || -3 || D3 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Hyperphase Glaive&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Hyperphase Glaive&#039;&#039;&#039; || Melee || Melee || +2 || -3 || 3 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Hyperphase Sword&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Hyperphase Sword&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 1 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Tesla Cannon&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Tesla Cannon&#039;&#039;&#039; || 30&amp;quot; || Heavy 3 || 6 || 0 || 1 || Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Voidblade&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Voidblade&#039;&#039;&#039; || Melee || Melee || User || -3 || 1 || Each time the bearer attacks, it makes 1 additional attack with this weapon.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Voidscythe&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Voidscythe&#039;&#039;&#039; || Melee || Melee || x2 || -4 || 3 || Each time an attack is made with this weapon, subtract 1 from the attack&#039;s hit roll.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Warscythe&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Warscythe&#039;&#039;&#039; || Melee || Melee || +2 || -4 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This model may take one of the followings:&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;Gauntlet of Fire&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Gauntlet of Fire&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 5 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Phylactery&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Phylactery:&#039;&#039;&#039; Each time this model uses its &#039;&#039;Living Metal&#039;&#039; special rule, it regains up to D3 lost wounds instead of 1.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Resurrection Orb&#039;&#039;&#039; - +30 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resurrection Orb:&#039;&#039;&#039; Once per battle, in your Command phase, the bearer can use its Resurrection Orb. If it does, select one friendly {{W40kKeyword|&amp;lt;DYNASTY&amp;gt;}} unit within 6&amp;quot; of the bearer that is not at its Starting Strength and has not had it Reanimation Protocols enacted this phase. That unit&#039;s reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Tachyon Arrow&#039;&#039;&#039; - +35 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Tachyon Arrow&#039;&#039;&#039; || 120&amp;quot; || Assault 1 || * || * || * || This weapon can only be used once per battle. Each time an attack is made with this weapon, if a hit is scored, draw a line between the closest point of this model&#039;s base (or hull) and that of the closest model in the target unit. Roll a die for the target unit and each other unit the line passes over; on a 1 the unit escapes unharmed, on a 2-3 it suffers D3 mortal wounds, on a 4-5 it suffers 3 mortal wounds, and on a 6 it suffers D3+3 mortal wounds. On a hit roll of 1, the bearer suffers D3 mortal wounds after this weapon&#039;s shot has been resolved.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|&amp;lt;Destroyer Cult&amp;gt;}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Lokhust Lord}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lord====&lt;br /&gt;
This unit contains 1 Lord (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Lord || 6&amp;quot; || 3+ || 3+ || 5 || 5 || 4 || 3 || 10 || 3+ || 60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Staff of Light&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Staff of Light&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Staff of Light&#039;&#039;&#039; || 18&amp;quot; || Assault 3 || 5 || -2 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Relentless March (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Core}} unit is within 6&amp;quot; of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1&amp;quot; to the Move characteristic of models in that unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Lord&#039;s Will&amp;quot;&amp;gt;&lt;br /&gt;
In your Command phase, you can select one {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} unit within 9&amp;quot; of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, re-roll a hit roll of 1. Each unit can only be selected for this ability once per phase.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This model may replace its &#039;&#039;&#039;Staff of Light&#039;&#039;&#039; with one of the followings:&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;Hyperphase Glaive&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Hyperphase Glaive&#039;&#039;&#039; || Melee || Melee || +2 || -3 || 3 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Hyperphase Sword&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Hyperphase Sword&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 1 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Voidblade&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Voidblade&#039;&#039;&#039; || Melee || Melee || User || -3 || 1 || Each time the bearer attacks, it makes 1 additional attack with this weapon.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Warscythe&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Warscythe&#039;&#039;&#039; || Melee || Melee || +2 || -4 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This model may take one of the followings:&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;Dispersion Shield&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dispersion Shield:&#039;&#039;&#039; A model equipped with a Dispersion Shield has a 4+ invulnerable save. In addition, add 1 to armor saving throws made for that model. Each time you roll an unmodified 6 for this model&#039;s invulnerable saving throw, the unit that made that attack suffers a mortal wound after it has finished making all of its attacks for that phase.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Gauntlet of Fire&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Gauntlet of Fire&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 5 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Resurrection Orb&#039;&#039;&#039; - +25 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resurrection Orb:&#039;&#039;&#039; Once per battle, in your Command phase, the bearer can use its Resurrection Orb. If it does, select one friendly {{W40kKeyword|&amp;lt;DYNASTY&amp;gt;}} unit within 6&amp;quot; of the bearer that is not at its Starting Strength and has not had it Reanimation Protocols enacted this phase. That unit&#039;s reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Lord}}, {{W40kKeyword|Noble}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ophydian Lord====&lt;br /&gt;
This unit contains 1 Ophydian Lord (&#039;&#039;&#039;Power Rating: 7&#039;&#039;&#039;). [[File:Ophydian Lord.jpg|thumb|150px|A Ophydian Lord (Credits to [https://www.instagram.com/chaledys_art_creations/ Chaledy&#039;s Art Creations])]]&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Ophydian Lord || 10&amp;quot; || 2+ || 3+ || 4 || 5 || 6 || 4 || 10 || 4+ || 130&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Enmitic Annihilator&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Enmitic Annihilator&#039;&#039;&#039; || 18&amp;quot; || Assault 2D3 || 6 || -1 || 1 || Blast.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Hyperphase Reap-blade&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Hyperphase Reap-blade&#039;&#039;&#039; || Melee || Melee || +2 || -4 || 3 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Hyperphase Threshers&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Hyperphase Threshsers&#039;&#039;&#039; || Melee || Melee || User || -3 || 2 || Each time the bearer attacks, it makes 1 additional attack with this weapon.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hardwired for Destruction&amp;quot;&amp;gt;&lt;br /&gt;
Each time a model in this unit makes an attack, re-roll a hit roll of 1.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phase Shifter&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tunneling Horror&amp;quot;&amp;gt;&lt;br /&gt;
During deployment, you can set up this unit underground instead of setting it up on the battlefield. If you do, then during the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;United in Destruction (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|&amp;lt;Destroyer Cult&amp;gt;}} unit is within 6&amp;quot; of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Whipcoil Body&amp;quot;&amp;gt;&lt;br /&gt;
Each time a melee attack is made against this unit, subtract 1 from that attack&#039;s hit roll. In addition, this unit is eligible to shoot and declare a charge with in a turn in which it Fell Back.&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;Options:&#039;&#039;&#039;&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;
This model may take a &#039;&#039;&#039;Phylactery&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Phylactery:&#039;&#039;&#039; Each time this model uses its &#039;&#039;Living Metal&#039;&#039; special rule, it regains up to D3 lost wounds instead of 1.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|&amp;lt;Destroyer Cult&amp;gt;}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Ophydian Lord}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Overlord====&lt;br /&gt;
This unit contains 1 Overlord (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Overlord || 6&amp;quot; || 2+ || 2+ || 5 || 5 || 5 || 4 || 10 || 3+ || 90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Staff of Light&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Staff of Light&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Staff of Light&#039;&#039;&#039; || 18&amp;quot; || Assault 3 || 5 || -2 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;My Will Be Done&amp;quot;&amp;gt;&lt;br /&gt;
In your Command phase, you can select one {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} unit within 9&amp;quot; of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, add one to that attack&#039;s hit roll. Each unit can only be selected for this ability once per phase.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phase Shifter&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Relentless March (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Core}} unit is within 6&amp;quot; of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1&amp;quot; to the Move characteristic of models in that unit.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This model may replace its &#039;&#039;&#039;Staff of Light&#039;&#039;&#039; with one of the followings:&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;Hyperphase Glaive&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Hyperphase Glaive&#039;&#039;&#039; || Melee || Melee || +2 || -3 || 3 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Hyperphase Sword&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Hyperphase Sword&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 1 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Voidblade&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Voidblade&#039;&#039;&#039; || Melee || Melee || User || -3 || 1 || Each time the bearer attacks, it makes 1 additional attack with this weapon.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Voidscythe&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Voidscythe&#039;&#039;&#039; || Melee || Melee || x2 || -4 || 3 || Each time an attack is made with this weapon, subtract 1 from the attack&#039;s hit roll.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Warscythe&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Warscythe&#039;&#039;&#039; || Melee || Melee || +2 || -4 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This model may take one of the followings:&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;Dispersion Shield&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dispersion Shield:&#039;&#039;&#039; A model equipped with a Dispersion Shield has a 4+ invulnerable save. In addition, add 1 to armor saving throws made for that model. Each time you roll an unmodified 6 for this model&#039;s invulnerable saving throw, the unit that made that attack suffers a mortal wound after it has finished making all of its attacks for that phase.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Gauntlet of Fire&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Gauntlet of Fire&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 5 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Phylactery&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Phylactery:&#039;&#039;&#039; Each time this model uses its &#039;&#039;Living Metal&#039;&#039; special rule, it regains up to D3 lost wounds instead of 1.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Resurrection Orb&#039;&#039;&#039; - +25 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resurrection Orb:&#039;&#039;&#039; Once per battle, in your Command phase, the bearer can use its Resurrection Orb. If it does, select one friendly {{W40kKeyword|&amp;lt;DYNASTY&amp;gt;}} unit within 6&amp;quot; of the bearer that is not at its Starting Strength and has not had it Reanimation Protocols enacted this phase. That unit&#039;s reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Tachyon Arrow&#039;&#039;&#039; - +35 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Tachyon Arrow&#039;&#039;&#039; || 120&amp;quot; || Assault 1 || * || * || * || This weapon can only be used once per battle. Each time an attack is made with this weapon, if a hit is scored, draw a line between the closest point of this model&#039;s base (or hull) and that of the closest model in the target unit. Roll a die for the target unit and each other unit the line passes over; on a 1 the unit escapes unharmed, on a 2-3 it suffers D3 mortal wounds, on a 4-5 it suffers D3+3 mortal wounds, and on a 6 it suffers 6 mortal wounds. On a hit roll of 1, the bearer suffers D3 mortal wounds after this weapon&#039;s shot has been resolved.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Overlord}}, {{W40kKeyword|Noble}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Praetorian Agent====&lt;br /&gt;
This unit contains 1 Praetorian Agent (&#039;&#039;&#039;Power Rating: 4&#039;&#039;&#039;). [[File:Praetorian Agent.jpg|thumb|150px|A Praetorian Agent with a Staff of the Oath (Credits to [https://www.instagram.com/chaledys_art_creations/ Chaledy&#039;s Art Creations])]]&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Praetorian Agent || 10&amp;quot; || 2+ || 2+ || 5 || 5 || 5 || 4 || 10 || 3+ || 80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Rod of Covenant&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Rod of Covenant&#039;&#039;&#039; || Melee || Melee || User || -3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rod of Covenant&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 5 || -3 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;My Will Be Done&amp;quot;&amp;gt;&lt;br /&gt;
In your Command phase, you can select one {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} unit within 9&amp;quot; of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, add one to that attack&#039;s hit roll. Each unit can only be selected for this ability once per phase.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phase Shifter&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Szarekh&#039;s Hand&amp;quot;&amp;gt;&lt;br /&gt;
If a Praetorian Agent is your Warlord, {{W40kKeyword|Triarch}} {{W40kKeyword|Infantry}} units count as {{W40kKeyword|Troops}} and may be taken as a {{W40kKeyword|TROOP}} choice.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Will of the Silent King (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|Triarch}} unit is within 6&amp;quot; of this model, each time a model in that unit makes an attack, you can re-roll hit and wound rolls of 1.&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;Warlord Trait:&#039;&#039;&#039;  If a Praetorian Agent is your Warlord, it has the &#039;&#039;Thrall of the Silent King&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This model may replace its &#039;&#039;&#039;Rod of Covenant&#039;&#039;&#039; with one of the followings:&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;Staff of the Oath&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Staff of the Oath&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Staff of the Oath&#039;&#039;&#039; || 12&amp;quot; || Assault 2 || 6 || -3 || 3 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Voidblade&#039;&#039;&#039; and &#039;&#039;&#039;Particle Caster&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Particle Caster&#039;&#039;&#039; || 12&amp;quot; || Pistol 2 || 6 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voidblade&#039;&#039;&#039; || Melee || Melee || User || -3 || 1 || Each time the bearer attacks, it makes 1 additional attack with this weapon.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This model may take one of the followings:&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;Gauntlet of Fire&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Gauntlet of Fire&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 5 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Phylactery&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Phylactery:&#039;&#039;&#039; Each time this model uses its &#039;&#039;Living Metal&#039;&#039; special rule, it regains up to D3 lost wounds instead of 1.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Tachyon Arrow&#039;&#039;&#039; - +35 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Tachyon Arrow&#039;&#039;&#039; || 120&amp;quot; || Assault 1 || * || * || * || This weapon can only be used once per battle. Each time an attack is made with this weapon, if a hit is scored, draw a line between the closest point of this model&#039;s base (or hull) and that of the closest model in the target unit. Roll a die for the target unit and each other unit the line passes over; on a 1 the unit escapes unharmed, on a 2-3 it suffers D3 mortal wounds, on a 4-5 it suffers D3+3 mortal wounds, and on a 6 it suffers 6 mortal wounds. On a hit roll of 1, the bearer suffers D3 mortal wounds after this weapon&#039;s shot has been resolved.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This model may take the &#039;&#039;&#039;Szarekh&#039;s Hand&#039;&#039;&#039; upgrade - +20 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Szarekhan}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Triarch}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Praetorian Agent}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Dynastic Agent}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Royal Warden====&lt;br /&gt;
This unit contains 1 Royal Warden (&#039;&#039;&#039;Power Rating: 4&#039;&#039;&#039;). [[File:Royal Warden Tesla.jpg|thumb|150px|A Royal Warden with a Relic Tesla Carbine (Credits to [https://www.instagram.com/chaledys_art_creations/ Chaledy&#039;s Art Creations])]]&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Royal Warden || 6&amp;quot; || 3+ || 3+ || 5 || 5 || 4 || 3 || 10 || 3+ || 70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Relic Gauss Blaster&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Relic Gauss Blaster&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 2 || 5 || -2 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Adaptive Strategy&amp;quot;&amp;gt;&lt;br /&gt;
In your Command phase, you can select one {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} unit within 9&amp;quot; of this model. Until the end of the turn, that unit is eligible to shoot and declare a charge with in a turn in which they Fell Back.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Relentless March (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Core}} unit is within 6&amp;quot; of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1&amp;quot; to the Move characteristic of models in that unit.&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;Options:&#039;&#039;&#039;&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;
This model may replace its &#039;&#039;&#039;Relic Gauss Blaster&#039;&#039;&#039; with a &#039;&#039;&#039;Relic Tesla Carbine&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Relic Tesla Carbine&#039;&#039;&#039; || 24&amp;quot; || Assault 3 || 5 || 0 || 2 || Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Royal Warden}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Skorpekh Lord====&lt;br /&gt;
This unit contains 1 Skorpekh Lord (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Skorpekh Lord || 8&amp;quot; || 3+ || 3+ || 5 || 6 || 6 || 4 || 10 || 3+ || 130&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Enmitic Annihilator&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Enmitic Annihilator&#039;&#039;&#039; || 18&amp;quot; || Assault 2D3 || 6 || -1 || 1 || Blast.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Flensing Claw&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 Claw&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time you make a wound roll with this weapon, you can re-roll the result. Each time an attack is made with this weapon, make 2 hit rolls instead of 1.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Hyperphase Reap-blade&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Hyperphase Reap-blade&#039;&#039;&#039; || Melee || Melee || +2 || -4 || 3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hardwired for Destruction&amp;quot;&amp;gt;&lt;br /&gt;
Each time a model in this unit makes an attack, re-roll a hit roll of 1.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phase Shifter&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;United in Destruction (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|&amp;lt;Destroyer Cult&amp;gt;}} unit is within 6&amp;quot; of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scampering Legs&amp;quot;&amp;gt;&lt;br /&gt;
Models in this unit do not suffer any penalties for moving through Difficult Ground.&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;Options:&#039;&#039;&#039;&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;
This model may take a &#039;&#039;&#039;Phylactery&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Phylactery:&#039;&#039;&#039; Each time this model uses its &#039;&#039;Living Metal&#039;&#039; special rule, it regains up to D3 lost wounds instead of 1.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|&amp;lt;Destroyer Cult&amp;gt;}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Skorpekh Lord}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Special Characters====&lt;br /&gt;
=====Anrakyr the Traveller=====&lt;br /&gt;
This unit contains 1 Anrakyr the Traveller (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Anrakyr the Traveller || 6&amp;quot; || 2+ || 2+ || 6 || 5 || 6 || 4 || 10 || 3+ || 140&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Tachyon Arrow&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Tachyon Arrow&#039;&#039;&#039; || 120&amp;quot; || Assault 1 || * || * || * || This weapon can only be used once per battle. Each time an attack is made with this weapon, if a hit is scored, draw a line between the closest point of this model&#039;s base (or hull) and that of the closest model in the target unit. Roll a die for the target unit and each other unit the line passes over; on a 1 the unit escapes unharmed, on a 2-3 it suffers D3 mortal wounds, on a 4-5 it suffers 3 mortal wounds, and on a 6 it suffers D3+3 mortal wounds. On a hit roll of 1, the bearer suffers D3 mortal wounds after this weapon&#039;s shot has been resolved.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Warscythe&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Warscythe&#039;&#039;&#039; || Melee || Melee || +2 || -4 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lord of the Pyrrhian Legions (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|Necrons}} {{W40kKeyword|Core}} unit is within 6&amp;quot; of this model, add 1 to the Attacks characteristic of models in that unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Mind in the Machine&amp;quot;&amp;gt;&lt;br /&gt;
At the start of your Shooting phase, you can select one enemy {{W40kKeyword|Vehicle}} model that is visible to and within 12&amp;quot; of this model and roll 3D6 (if the model you selected is {{W40kKeyword|Titanic}}, roll 2D6 instead). If the result is greater than or equal to the Leadership characteristic of the selected model, you can shoot one of that model&#039;s ranged weapons as if that model was a unit from your army, using this model&#039;s Ballistic Skill characteristic instead of the target model&#039;s.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;My Will Be Done&amp;quot;&amp;gt;&lt;br /&gt;
In your Command phase, you can select one {{W40kKeyword|Necrons}} unit within 9&amp;quot; of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, add one to that attack&#039;s hit roll. Each unit can only be selected for this ability once per phase.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phase Shifter&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Relentless March (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|Necrons}} {{W40kKeyword|Core}} unit is within 6&amp;quot; of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1&amp;quot; to the Move characteristic of models in that unit.&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;Warlord Trait:&#039;&#039;&#039;  If this model is your Warlord, it has the following Warlord Trait:&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Traveller (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|Necrons}} {{W40kKeyword|Infantry}} units within 6&amp;quot; of this Warlord, you can re-roll charge rolls made for that unit. In addition, this model and friendly {{W40kKeyword|Necrons}} unit is within 6&amp;quot; can re-roll all failed to hit and to wound rolls if they target an enemy unit that has wiped out a friendly {{W40kKeyword|Necrons}} unit.&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;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Overlord}}, {{W40kKeyword|Noble}}, {{W40kKeyword|Anrakyr the Traveller}}, {{W40kKeyword|Dynastic Agent}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Illuminor Szeras=====&lt;br /&gt;
This unit contains 1 Illuminor Szeras (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Illuminor Szeras || 8&amp;quot; || 3+ || 3+ || 6 || 6 || 7 || 4 || 10 || 3+ || 155&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Eldritch Lance&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Eldritch Lance&#039;&#039;&#039; || Melee || Melee || +2 || -3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eldritch Lance&#039;&#039;&#039; || 36&amp;quot; || Assault 3 || 8 || -4 || D6 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Impaling Legs&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 Legs&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || Each time an attack is made with this weapon, make 2 hit rolls instead of 1.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Atomic Energy Manipulator&amp;quot;&amp;gt;&lt;br /&gt;
In the Fight phase, if this model destroys one or more enemy models, then at the end of that phase it can use its &#039;&#039;Mechanical Augmentation&#039;&#039; special rule as if it were the end of your Movement phase.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Illuminor&amp;quot;&amp;gt;&lt;br /&gt;
This model can use its &#039;&#039;Rites of Reanimation&#039;&#039; special rule one additional time per turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Empyric Overcharger (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
This model can never be targeted or affected by psychic powers in any way. In addition, {{W40kKeyword|PSYKERS}} must subtract 2 from Psychic tests and Deny the witch tests they take if they are within 18&amp;quot; of this model. Finally, when a Psychic test is taken for a {{W40kKeyword|PSYKER}} within 9&amp;quot; of this model, that {{W40kKeyword|PSYKER}} suffers Perils of the Warp on any roll that includes a double, instead of only a double 1 or double 6.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Mechanical Augmentation&amp;quot;&amp;gt;&lt;br /&gt;
At the end of your Movement phase, you can choose a friendly {{W40kKeyword|Necrons}} {{W40kKeyword|Infantry}} unit within 6&amp;quot; of Illuminor Szeras that isn&#039;t a {{W40kKeyword|Character}} and that has not already been affected by this special rule this battle. Roll a D3 to see what characteristic modifier models in that unit gain for the rest of the battle:&lt;br /&gt;
:&#039;&#039;&#039;-1:&#039;&#039;&#039; Add 1 to the Strenght characteristic of models in that unit until the end of the battle.&lt;br /&gt;
:&#039;&#039;&#039;-2:&#039;&#039;&#039; Add 1 to the Toughness characteristic of models in that unit until the end of the battle.&lt;br /&gt;
:&#039;&#039;&#039;-3:&#039;&#039;&#039; Improve the Ballistic Skill or Weapon Skill of models in that unit by 1 until the end of the battle (e.g. Weapon Skill 3+ becomes 2+).&lt;br /&gt;
:Instead of rolling a D3 you can instead select one of the bonuses and apply it to the unit; if so, roll a die for each model in the unit, on a 1 that model is immediately slain.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phase Shifter&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rites of Reanimation&amp;quot;&amp;gt;&lt;br /&gt;
In your Command phase, you can select one friendly {{W40kKeyword|Necrons}} unit within 6&amp;quot; of this model that has the &#039;&#039;Reanimation Protocols&#039;&#039; special rule. One destroyed model from that unit is Reanimated. If the selected unit is a {{W40kKeyword|Necron Warriors}} unit, D3 destroyed models from that unit are Reanimated instead. Each unit can only be selected for this ability once per phase.&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;Warlord Trait:&#039;&#039;&#039;  If this model is your Warlord, it has the following Warlord Trait:&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Architect of Biotransference&amp;quot;&amp;gt;&lt;br /&gt;
When using this model&#039;s &#039;&#039;Rites of Reanimation&#039;&#039; special rule, double the number of models that are returned to the unit.&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;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Cryptek}}, {{W40kKeyword|Illuminor Szeras}}, {{W40kKeyword|Technomancer}}, {{W40kKeyword|Dynastic Agent}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Imotekh the Stormlord=====&lt;br /&gt;
This unit contains 1 Imotekh the Stormlord (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Imotekh the Stormlord || 6&amp;quot; || 2+ || 2+ || 5 || 5 || 6 || 3 || 10 || 2+ || 140&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Gauntlet of Fire&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Gauntlet of Fire&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 5 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Phylactery&#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;Phylactery:&#039;&#039;&#039; Each time this model uses its &#039;&#039;Living Metal&#039;&#039; special rule, it regains up to D3 lost wounds instead of 1.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Staff of the Destroyer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Staff of the Destroyer&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Staff of the Destroyer&#039;&#039;&#039; || 18&amp;quot; || Assault 3 || 6 || -3 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lord of the Storm&amp;quot;&amp;gt;&lt;br /&gt;
Once per battle, in your Shooting phase, this model can call the storm. If it does, select one enemy model within 48&amp;quot; of and visible to it (you can only select a {{W40kKeyword|Character}} model with a Wounds characteristic of 9 or less if it is the closest enemy model to Imotekh). Roll one D6 for each other enemy unit within 6&amp;quot; of that model; on a 4+, that unit suffers D3 mortal wounds. Then roll one D6; on a 4+, that model suffers 3 mortal wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;My Will Be Done&amp;quot;&amp;gt;&lt;br /&gt;
In your Command phase, you can select one {{W40kKeyword|Sautekh}} unit within 9&amp;quot; of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, add one to that attack&#039;s hit roll. Each unit can only be selected for this ability once per phase.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phaeron&amp;quot;&amp;gt;&lt;br /&gt;
This model can use its My Will Be Done one additional time per turn. In addition, each time a {{W40kKeyword|Sautekh}} {{W40kKeyword|Core}} unit within 6&amp;quot; of this model makes an attack, you can re-roll the hit roll.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phase Shifter&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Relentless March (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|Sautekh}} {{W40kKeyword|Core}} unit is within 6&amp;quot; of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1&amp;quot; to the Move characteristic of models in that unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Unmatched Commander&amp;quot;&amp;gt;&lt;br /&gt;
During the Fight phase, each time this model is selected to fight, it can engage in a battle for supremacy. If it does, select one enemy {{W40kKeyword|Character}} unit in Engagement Range with this model; until the end of the phase, re-roll all failed to hit and to wound rolls for attacks made by this model, but it can only make attacks that target that enemy {{W40kKeyword|Character}} unit.&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;Warlord Trait:&#039;&#039;&#039;  If this model is your Warlord, it has the following Warlord Trait:&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Grand Strategist&amp;quot;&amp;gt;&lt;br /&gt;
While this model is on the battlefield, each time you spend a Command Point to use a Strategem you can roll one D6; on a 5+, that Command Point is refunded. In addition, if your army is Battle-forged, you receive 2 additional Command Points if you select this model as your Warlord.&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;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Sautekh}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Overlord}}, {{W40kKeyword|Imotekh the Stormlord}}, {{W40kKeyword|Noble}}, {{W40kKeyword|Phaeron}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Kutlakh the World Killer=====&lt;br /&gt;
This unit contains 1 Kutlakh the World Killer (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Kutlakh the World Killer || 6&amp;quot; || 2+ || 2+ || 5 || 5 || 6 || 3 || 10 || 2+ || 130&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Phylactery&#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;Phylactery:&#039;&#039;&#039; Each time this model uses its &#039;&#039;Living Metal&#039;&#039; special rule, it regains up to D3 lost wounds instead of 1.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Staff of Light&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Staff of Light&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Staff of Light&#039;&#039;&#039; || 18&amp;quot; || Assault 3 || 5 || -2 || 1 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-The Obsidax&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 Obsidax&#039;&#039;&#039; || Melee || Melee || +1 || -4 || 3 || Each time you roll a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to any other damage.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Death Incarnate (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
If this model is your Warlord, then all {{W40kKeyword|Maynarkh}} {{W40kKeyword|Core}} units within 12&amp;quot; may still charge in a turn in which they have Advanced.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;My Will Be Done&amp;quot;&amp;gt;&lt;br /&gt;
In your Command phase, you can select one {{W40kKeyword|Maynarkh}} unit within 9&amp;quot; of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, add one to that attack&#039;s hit roll. Each unit can only be selected for this ability once per phase.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phase Shifter&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Relentless March (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|Maynarkh}} {{W40kKeyword|Core}} unit is within 6&amp;quot; of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1&amp;quot; to the Move characteristic of models in that unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Splinter of Madness&amp;quot;&amp;gt;&lt;br /&gt;
If Kutlakh’s Leadership characteristic is higher than the Leadership characteristic of the target of any hit roll made for him in the Fight phase, that roll may be re-rolled.&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;Warlord Trait:&#039;&#039;&#039;  If this model is your Warlord, it has the following Warlord Trait:&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;World Killer&amp;quot;&amp;gt;&lt;br /&gt;
All friendly {{W40kKeyword|Flayed}} units within 6&amp;quot; of this Warlord add 1 to their hit rolls in the Fight phase. In addition, each time this model fights in the Fight phase, each hit roll of 6+ inflicts one additional hit with the same weapon.&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;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Maynarkh}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Flayed}}, {{W40kKeyword|Character}}, {{W40kKeyword|Overlord}}, {{W40kKeyword|Noble}}, {{W40kKeyword|Kutlakh the World Killer}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Nemesor Zahndrekh=====&lt;br /&gt;
This unit contains 1 Nemesor Zahndrekh (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Nemesor Zahndrekh || 6&amp;quot; || 2+ || 2+ || 5 || 5 || 6 || 4 || 10 || 2+ || 125&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Staff of Light&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Staff of Light&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Staff of Light&#039;&#039;&#039; || 18&amp;quot; || Assault 3 || 5 || -2 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Counter Tactics&amp;quot;&amp;gt;&lt;br /&gt;
Once per battle, when your opponent declares they will use a Strategem during a battle round but before any Command points are spent, this model can engage its counter-tactics. If it does, your opponent cannot use that Strategem this battle round.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;My Will Be Done&amp;quot;&amp;gt;&lt;br /&gt;
In your Command phase, you can select one {{W40kKeyword|Sautekh}} unit within 9&amp;quot; of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, add one to that attack&#039;s hit roll. Each unit can only be selected for this ability once per phase.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phase Shifter&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Relentless March (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|Sautekh}} {{W40kKeyword|Core}} unit is within 6&amp;quot; of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1&amp;quot; to the Move characteristic of models in that unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Transient Madness&amp;quot;&amp;gt;&lt;br /&gt;
In your Command phase, you can select one friendly {{W40kKeyword|Sautekh}} {{W40kKeyword|Core}} unit within 9&amp;quot; of this model and roll 3D6. If the total is less than this model&#039;s Leadership characteristic, you can select one of the results below to apply to that unit; otherwise, roll one D3 to dertermine which of the results below applies to that unit.&lt;br /&gt;
:&#039;&#039;&#039;1) Avenge the Fallen:&#039;&#039;&#039; Until the start of your next Command phase, add 1 to the Attacks characteristic of models in that unit.&lt;br /&gt;
:&#039;&#039;&#039;2) Quell the Rebellion:&#039;&#039;&#039; Until the start of your next Command phase, improve the Ballistic Skill of models in that unit by 1.&lt;br /&gt;
:&#039;&#039;&#039;3) Solarmills? Charge!:&#039;&#039;&#039; Until the start of your next Command phase, you can re-roll charge rolls made for that unit.&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;Warlord Trait:&#039;&#039;&#039;  If this model is your Warlord, it has the following Warlord Trait:&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Corrupted Mind&amp;quot;&amp;gt;&lt;br /&gt;
At the start of each of your Command phases, roll a die and consult the list below, the effects take place until your next Command phase.&lt;br /&gt;
:-1): Each time this Warlord makes a melee attack, you can re-roll the wound roll.&lt;br /&gt;
:-2): Each time an attack is allocated to this Warlord, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).&lt;br /&gt;
:-3): Each time this Warlord advances, add 2&amp;quot; to the distance it moves.&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;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Sautekh}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Overlord}}, {{W40kKeyword|Noble}}, {{W40kKeyword|Nemesor Zahndrekh}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Orikan the Diviner=====&lt;br /&gt;
This unit contains 1 Orikan the Diviner (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Orikan the Diviner || 5&amp;quot; || 3+ || 3+ || 4 || 4 || 5 || 2 || 10 || 4+ || 110&lt;br /&gt;
|-&lt;br /&gt;
| Orikan Empowered || 5&amp;quot; || 2+ || 2+ || 7 || 7 || 7 || 4 || 10 || 4+ || 110&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Staff of Tomorrow&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Staff of Tomorrow&#039;&#039;&#039; || Melee || Melee || User || -3 || D3 || Each time an attack is made with this weapon, you can re-roll the hit roll. Each time an attack is made with this weapon, invulnerable saves cannot be taken against that attack. A unit that suffers an unsaved wound from this weapon has to always attack for last and subtract 1 from its hit rolls until the beginning of the next Fighting phase.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Staff of Tomorrow&#039;&#039;&#039; || 18&amp;quot; || Assault D3 || 6 || -3 || D3 || Each time an attack is made with this weapon, you can re-roll the hit roll. Each time an attack is made with this weapon, invulnerable Saves cannot be taken against that attack.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Chronometron&amp;quot;&amp;gt;&lt;br /&gt;
In your Command phase, you can select one friendly {{W40kKeyword|Necrons}} unit within 9&amp;quot; of this model. Until the start of your next Command phase, you can re-roll charge rolls made for that unit and models in that unit have a 5+ invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Master Chronomancer&amp;quot;&amp;gt;&lt;br /&gt;
This model can use its &#039;&#039;Chronometron&#039;&#039; special rule one additional time each turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Prescient Strike&amp;quot;&amp;gt;&lt;br /&gt;
At the start of the Fight phase, if this model is within Engagement Range of any enemy units, it can fight first that phase.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Temporal Snares&amp;quot;&amp;gt;&lt;br /&gt;
At the beginning of your Command phase, select one enemy unit within 12&amp;quot; of this model. Until the beginning of your next Command phase, that unit must halve its advance and charge distances. In addition, that unit can only fight during the Fight phase once all other eligible units have done so.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Stars are Right&amp;quot;&amp;gt;&lt;br /&gt;
In your Command phase, if this model is on the battlefield, roll one D6; if the result is less than the current battle round number, then until the end of the battle, use the Orikan Empowered profile for this model (note that any wounds it has already lost remain lost).&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Timesplinter Mantle&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ invulnerable save.&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;Warlord Trait:&#039;&#039;&#039;  If this model is your Warlord, it has the following Warlord Trait:&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Diviner&amp;quot;&amp;gt;&lt;br /&gt;
At the start of your Command phase, select one friendly {{W40kKeyword|Necrons}} unit within 6&amp;quot; of this model. Until the beginning of your next Command phase, when making a save roll for models in that unit, you can re-roll failed rolls of 1.&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;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Cryptek}}, {{W40kKeyword|Orikan The Diviner}}, {{W40kKeyword|Astronomancer}}, {{W40kKeyword|Chronomancer}}, {{W40kKeyword|Dynastic Agent}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Toholk the Blinded=====&lt;br /&gt;
This unit contains 1 Toholk the Blinded (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Toholk the Blinded || 5&amp;quot; || 4+ || 4+ || 5 || 5 || 6 || 3 || 10 || 2+ || 90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Aeonstave&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Aeonstave&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || Each time an attack is made with this weapon, invulnerable saves cannot be taken against that attack. A unit that suffers an unsaved wound from this weapon has to subtract 1 from its hit rolls until the beginning of the next Fighting phase.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aeonstave&#039;&#039;&#039; || 18&amp;quot; || Assault D3 || 5 || -2 || 1 || Each time an attack is made with this weapon, invulnerable saves cannot be taken against that attack.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Transdimensional Beamer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Transdimensional Beamer&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 4 || -3 || 3 || Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Chronometron&amp;quot;&amp;gt;&lt;br /&gt;
In your Command phase, you can select one friendly {{W40kKeyword|Maynarkh}} unit within 9&amp;quot; of this model. Until the start of your next Command phase, you can re-roll charge rolls made for that unit and models in that unit have a 5+ invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Eternal Engines&amp;quot;&amp;gt;&lt;br /&gt;
At the start of the first battle round, choose a friendly {{W40kKeyword|Maynarkh}} {{W40kKeyword|Vehicle}} unit within 6&amp;quot; of this model. Each time that unit uses its &#039;&#039;Living Metal&#039;&#039; special rule, it regains up to D3 lost wounds instead of 1..&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&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;Warlord Trait:&#039;&#039;&#039;  If this model is your Warlord, it has the following Warlord Trait:&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Mad Chronomancer&amp;quot;&amp;gt;&lt;br /&gt;
When using this model&#039;s &#039;&#039;Chronometron&#039;&#039; special rule, roll a die, on a 2+ the selected unit gains a 4+ invulnerable save instead of a 5+; on a 1, the unit suffers D6 mortal wounds instead.&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;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Maynarkh}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Cryptek}}, {{W40kKeyword|Chronomancer}}, {{W40kKeyword|Toholk the Blinded}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Trazyn the Infinite=====&lt;br /&gt;
This unit contains 1 Trazyn the Infinite (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Trazyn the Infinite || 6&amp;quot; || 2+ || 2+ || 5 || 5 || 6 || 3 || 10 || 3+ || 110&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Empathic Obliterator&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Empathic Obliterator&#039;&#039;&#039; || Melee || Melee || +2 || -1 || D3 || If a {{W40kKeyword|CHARACTER}} is slain by an attack from this weapon, each enemy unit within 6&amp;quot; of the slain character suffers D3 mortal wounds.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Resurrection Orb&#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;Resurrection Orb:&#039;&#039;&#039; Once per battle, in your Command phase, the bearer can use its Resurrection Orb. If it does, select one friendly {{W40kKeyword|Necrons}} unit within 6&amp;quot; of the bearer that is not at its Starting Strength and has not had it Reanimation Protocols enacted this phase. That unit&#039;s reanimation protocols are enacted, and every destroyed model in that unit begins to reassemble.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ancient Collector&amp;quot;&amp;gt;&lt;br /&gt;
If this model is included in your army, the Dynastic Heirlooms Strategem costs 1 fewer Command points to use the first time you use it. If this model is included in your Crusade force, the Relic Requisition costs 0 Requisition Points to use.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;My Will Be Done&amp;quot;&amp;gt;&lt;br /&gt;
In your Command phase, you can select one {{W40kKeyword|{{W40kKeyword|Necrons}}}} unit within 9&amp;quot; of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, add one to that attack&#039;s hit roll. Each unit can only be selected for this ability once per phase.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phase Shifter&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Relentless March (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|Necrons}} {{W40kKeyword|Core}} unit is within 6&amp;quot; of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1&amp;quot; to the Move characteristic of models in that unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Surrogate Hosts&amp;quot;&amp;gt;&lt;br /&gt;
When this model is destroyed, instead of using any other rule that is triggered when a model is destroyed, after removing it from play you can roll one D6; on a 2+, you can select another friendly {{W40kKeyword|Necrons}} {{W40kKeyword|Infantry}} {{W40kKeyword|Character}} or Lychguard model on the battlefield (excluding named characters, {{W40kKeyword|&amp;lt;Destroyer Cult&amp;gt;}} or {{W40kKeyword|Flayed}} models). Remove that model as if it were destroyed (you cannot use any rules that are triggered when a model is destroyed) and return this model to play, placing it in the removed model&#039;s place with a number of wounds remaining equal to those the removed models had (but never more than 6).&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;Warlord Trait:&#039;&#039;&#039;  If this model is your Warlord, it has the following Warlord Trait:&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Grand Archivist&amp;quot;&amp;gt;&lt;br /&gt;
Each time this model makes an attack against an enemy model that has a Relic, you can re-roll any failed to hit and to wound roll. In addition, each time a melee attack made by this model destroys an enemy model that has a Relic, you immediately gain D3 Victory Points.&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;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Overlord}}, {{W40kKeyword|Noble}}, {{W40kKeyword|Trazyn the Infinite}}, {{W40kKeyword|Dynastic Agent}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Vargard Obyron=====&lt;br /&gt;
This unit contains 1 Vargard Obyron (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Vargard Obyron || 6&amp;quot; || 2+ || 3+ || 5 || 5 || 6 || 4 || 10 || 2+ || 90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Warscythe&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Warscythe&#039;&#039;&#039; || Melee || Melee || +2 || -4 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Cleaving Counterblow&amp;quot;&amp;gt;&lt;br /&gt;
During the Fight phase, this model gains a bonus to its Attack characteristic equal to the number of attacks enemy units have made against this model that have failed to hit. In addition, when this model is destroyed by a melee attack, do not remove this model from play; after the attacking model&#039;s unit has finished making its attacks, this model fights as if it were the Fight phase. This model is then removed from play.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dimensional Translocation&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ever-present Protector&amp;quot;&amp;gt;&lt;br /&gt;
If a Detachment includes {{W40kKeyword|Nemesor Zahndrekh}}, then {{W40kKeyword|Vargard Obyron}} can be included in that Detachment without taking up a Battlefield Role slot. You cannot include {{W40kKeyword|Vargard Obyron}} in a Detachment if there&#039;s no {{W40kKeyword|Nemesor Zahndrekh}} in that Detachment.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ghostwalk Mantle&amp;quot;&amp;gt;&lt;br /&gt;
At the start of your Movement phase, you can remove this model from the battlefield. If you do, then in the Reinforcements step of that phase, set this model back up on the battlefield, anywhere within 3&amp;quot; of a friendly {{W40kKeyword|Nemesor Zahndrekh}} model.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Lord&#039;s Will&amp;quot;&amp;gt;&lt;br /&gt;
In your Command phase, you can select one {{W40kKeyword|Sautekh}} unit within 9&amp;quot; of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, re-roll a hit roll of 1. Each unit can only be selected for this ability once per phase.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Vargard&#039;s Duty (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|Nemesor Zahndrekh}} unit is within 3&amp;quot; of this model, enemy models cannot target that unit with ranged attacks.&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;Warlord Trait:&#039;&#039;&#039;  If this model is your Warlord, it has the following Warlord Trait:&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Implacable Shield&amp;quot;&amp;gt;&lt;br /&gt;
In the Fight phase, each time this model makes an attack, if it&#039;s within 3&amp;quot; of Nemesor Zandrekh, you can re-roll all failed hit rolls.&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;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Sautekh}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Lord}}, {{W40kKeyword|Noble}}, {{W40kKeyword|Vargard Obyron}}&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
====Canoptek Lathrellites====&lt;br /&gt;
This unit contains 10 Canoptek Lathrellites (&#039;&#039;&#039;Power Rating: 3&#039;&#039;&#039;). It can include up to 10 more Canoptek Lathrellites (&#039;&#039;&#039;Power Rating: +3&#039;&#039;&#039;) or up to 20 more Canoptek Lathrellites (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Canoptek Lathrellite || 8&amp;quot; || 4+ || 4+ || 3 || 4 || 1 || 1 || 10 || 5+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Gauss Coil&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Gauss Coil&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 4 || -1 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reanimation Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&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;Options:&#039;&#039;&#039;&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 of the models in the unit may can have their &#039;&#039;&#039;Gauss Coil&#039;&#039;&#039; replaced with one &#039;&#039;&#039;Tesla Coil&#039;&#039;&#039; each. - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Tesla Coil&#039;&#039;&#039; || 12&amp;quot; || Pistol 2 || 4 || 0 || 1 || Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Canoptek}}&lt;br /&gt;
*{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Canoptek Lathrellite}}, {{W40kKeyword|Core}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Immortals====&lt;br /&gt;
This unit contains 5 Immortals (&#039;&#039;&#039;Power Rating: 4&#039;&#039;&#039;). It can include up to 5 more Immortals (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Immortal || 5&amp;quot; || 3+ || 3+ || 4 || 5 || 1 || 2 || 10 || 3+ || 16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Gauss Blaster&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Gauss Blaster&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 5 || -2 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reanimation Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&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;Options:&#039;&#039;&#039;&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 of the models in the unit may can have their &#039;&#039;&#039;Gauss Blaster&#039;&#039;&#039; replaced with one &#039;&#039;&#039;Tesla Carbine&#039;&#039;&#039; each. - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Tesla Carbine&#039;&#039;&#039; || 24&amp;quot; || Assault 2 || 5 || 0 || 1 || Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Immortals}}, {{W40kKeyword|Core}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Necron Warriors====&lt;br /&gt;
This unit contains 10 Necron Warriors (&#039;&#039;&#039;Power Rating: 6&#039;&#039;&#039;). It can include up to 5 more Necron Warriors (&#039;&#039;&#039;Power Rating: +3&#039;&#039;&#039;) or up to 10 more Necron Warriors (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Necron Warrior || 5&amp;quot; || 3+ || 3+ || 4 || 4 || 1 || 1 || 10 || 4+ || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Gauss Flayer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Gauss Flayer&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reanimation Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Their Number is Legion&amp;quot;&amp;gt;&lt;br /&gt;
Re-roll Reanimation Protocol rolls of 1 made for this unit.&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;Options:&#039;&#039;&#039;&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 number of models can each have their &#039;&#039;&#039;Gauss Flayer&#039;&#039;&#039; replaced with one &#039;&#039;&#039;Gauss Reaper&#039;&#039;&#039;. - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Gauss Reaper&#039;&#039;&#039; || 12&amp;quot; || Assault 2 || 5 || -2 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Necron Warriors}}, {{W40kKeyword|Core}}&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
====C&#039;tan Shard of the Burning One====&lt;br /&gt;
This unit contains 1 C&#039;tan Shard of the Burning One (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| C&#039;tan Shard of the Burning One || 8&amp;quot; || 2+ || 2+ || 7 || 6 || 9 || 4 || 10 || 4+ || 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Fire Whips&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Fire Whips&#039;&#039;&#039; || Melee || Melee || User || -4 || D3+3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fire Whips (Flame Burst)&#039;&#039;&#039; || 12&amp;quot; || Assault 2D6 || 5 || -2 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fire Whips (Solar Flare)&#039;&#039;&#039; || 18&amp;quot; || Assault 1 || 10 || -5 || D6 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+3.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Enslaved Star God&amp;quot;&amp;gt;&lt;br /&gt;
This model can never have a Relic or a Warlord Trait. In addition, enemy models can ignore the Look Out, Sir rule when selecting this model as the target of a ranged attack.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Necrodermis&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ invulnerable save. In addition, this model cannot lose more than 3 wounds in the same phase. Any wounds that would be lost after that point are not lost.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;No Escape from the Flames&amp;quot;&amp;gt;&lt;br /&gt;
This model may target units that are not in its line of sight.  In addition, units attacked by this model do not gain any benefits for being in cover.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reality Unravels&amp;quot;&amp;gt;&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 D3 mortal wounds.&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;Powers of the C&#039;tan:&#039;&#039;&#039; This model knows the &#039;&#039;Cosmic Fire&#039;&#039; and &#039;&#039;Cleansing Flames&#039;&#039; C&#039;tan Powers. At the end of the Movement phase, if this model did not Advance or Fall Back that phase, it can use two of the C&#039;tan Powers it knows. It cannot use the same C&#039;tan Power more than once per turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|C&#039;tan Shard}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Monster}}, {{W40kKeyword|C&#039;tan Shard of the Burning One}}, {{W40kKeyword|Character}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====C&#039;tan Shard of the Deceiver====&lt;br /&gt;
This unit contains 1 C&#039;tan Shard of the Deceiver (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| C&#039;tan Shard of the Deceiver || 8&amp;quot; || 2+ || 2+ || 6 || 7 || 9 || 5 || 10 || 4+ || 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Golden Fists&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Golden Fists&#039;&#039;&#039; || Melee || Melee || User || -3 || 3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dimensional Translocation&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Enslaved Star God&amp;quot;&amp;gt;&lt;br /&gt;
This model can never have a Relic or a Warlord Trait. In addition, enemy models can ignore the Look Out, Sir rule when selecting this model as the target of a ranged attack.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Grand Illusion&amp;quot;&amp;gt;&lt;br /&gt;
At the start of the first battle round, you can select up to three friendly {{W40kKeyword|Necrons}} units. Remove those units from the battlefield, then set them up anywhere on the battlefield that is more than 12&amp;quot; from any enemy unit. If the mission you are playing uses the Strategic Reserves rules, you can place any of those units into Strategic Reserves instead.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Misdirections&amp;quot;&amp;gt;&lt;br /&gt;
Each time an attack is made against this model, subtract 1 from the hit roll.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Necrodermis&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ invulnerable save. In addition, this model cannot lose more than 3 wounds in the same phase. Any wounds that would be lost after that point are not lost.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reality Unravels&amp;quot;&amp;gt;&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 D3 mortal wounds.&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;Powers of the C&#039;tan:&#039;&#039;&#039; This model knows the &#039;&#039;Mind Tricks&#039;&#039; C&#039;tan Power and one other C&#039;tan Power selected from the Powers of the C&#039;tan. At the end of the Movement phase, if this model did not Advance or Fall Back that phase, it can use two of the C&#039;tan Powers it knows. It cannot use the same C&#039;tan Power more than once per turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|C&#039;tan Shard}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Monster}}, {{W40kKeyword|C&#039;tan Shard of the Deceiver}}, {{W40kKeyword|Character}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====C&#039;tan Shard of the Endless Swarm====&lt;br /&gt;
This unit contains 1 C&#039;tan Shard of the Endless Swarm (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| C&#039;tan Shard of the Endless Swarm || 8&amp;quot; || 2+ || 3+ || 6 || 5 || 9 || 6 || 10 || 4+ || 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Silver Tide&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Silver Tide&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time an attack is made with this weapon, a wound roll of 6+ for this weapon, the target suffers 1 mortal wound instead of the normal damage. For each wound that this weapon inflicts, the C&#039;tan Shard of the Endless Swarm regains a single wound previously lost in the battle.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Composite Body&amp;quot;&amp;gt;&lt;br /&gt;
Each time an enemy unit makes an attack against this model, subtract 2 from the wound roll.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Enslaved Star God&amp;quot;&amp;gt;&lt;br /&gt;
This model can never have a Relic or a Warlord Trait. In addition, enemy models can ignore the Look Out, Sir rule when selecting this model as the target of a ranged attack.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Necrodermis&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ invulnerable save. In addition, this model cannot lose more than 3 wounds in the same phase. Any wounds that would be lost after that point are not lost.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reality Unravels&amp;quot;&amp;gt;&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 D3 mortal wounds.&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;Powers of the C&#039;tan:&#039;&#039;&#039; This model knows the &#039;&#039;Metal Tide&#039;&#039; C&#039;tan Power and one other C&#039;tan Power selected from the Powers of the C&#039;tan. At the end of the Movement phase, if this model did not Advance or Fall Back that phase, it can use two of the C&#039;tan Powers it knows. It cannot use the same C&#039;tan Power more than once per turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|C&#039;tan Shard}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Monster}}, {{W40kKeyword|C&#039;tan Shard of the Endless Swarm}}, {{W40kKeyword|Character}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====C&#039;tan Shard of the Nightbringer====&lt;br /&gt;
This unit contains 1 C&#039;tan Shard of the Nightbringer (&#039;&#039;&#039;Power Rating: 16&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| C&#039;tan Shard of the Nightbringer || 8&amp;quot; || 2+ || 2+ || 7 || 7 || 9 || 6 || 10 || 4+ || 320&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Scythe of the Nightbringer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Scythe of the Nightbringer (Reaping Sweep)&#039;&#039;&#039; || Melee || Melee || User || -3 || 1 || Each time an attack is made with this weapon, make 2 hit rolls instead of 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe of the Nightbringer (Entropic Blow)&#039;&#039;&#039; || Melee || Melee || x2 || -4 || D6 || Each time an attack is made with this weapon, invulnerable saves cannot be taken against that attack.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Drain Life&amp;quot;&amp;gt;&lt;br /&gt;
Each time this model makes a melee attack that is allocated to an enemy model, that enemy model cannot use any rules to ignore the wounds it loses. In addition, at the end of each phase, roll one D6 for each enemy {{W40kKeyword|infantry}} model destroyed as a result of an attack made by this model or a C&#039;tan Power used by this model that phase; for each 2+, this model regains 1 lost wound.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Enslaved Star God&amp;quot;&amp;gt;&lt;br /&gt;
This model can never have a Relic or a Warlord Trait. In addition, enemy models can ignore the Look Out, Sir rule when selecting this model as the target of a ranged attack.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Necrodermis&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ invulnerable save. In addition, this model cannot lose more than 3 wounds in the same phase. Any wounds that would be lost after that point are not lost.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reality Unravels&amp;quot;&amp;gt;&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 D3 mortal wounds.&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;Powers of the C&#039;tan:&#039;&#039;&#039; This model knows the &#039;&#039;Gaze of Death&#039;&#039; C&#039;tan Power and one other C&#039;tan Power selected from the Powers of the C&#039;tan. At the end of the Movement phase, if this model did not Advance or Fall Back that phase, it can use two of the C&#039;tan Powers it knows. It cannot use the same C&#039;tan Power more than once per turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|C&#039;tan Shard}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Monster}}, {{W40kKeyword|C&#039;tan Shard of the Nightbringer}}, {{W40kKeyword|Character}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====C&#039;tan Shard of the Void Dragon====&lt;br /&gt;
This unit contains 1 C&#039;tan Shard of the Void Dragon (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| C&#039;tan Shard of the Void Dragon || 8&amp;quot; || 2+ || 2+ || 6 || 7 || 9 || 5 || 10 || 3+ || 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Canoptek Tail Blades&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Canoptek Tail Blades&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || Each time the bearer attacks, it makes D3+3 additional attacks with this weapon.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Spear of the Void Dragon&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 the Void Dragon&#039;&#039;&#039; || Melee || Melee || +3 || -4 || D6 || Each time an attack made with this weapon is allocated to a {{W40kKeyword|Vehicle}} model, that attack has a Damage characteristic of D3+3.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of the Void Dragon&#039;&#039;&#039; || 12&amp;quot; || Heavy 1 || 9 || -4 || D6 || Each time an attack is made with this weapon, if a hit is scored, draw a line between the closest point of this model&#039;s base (or hull) and that of the closest model in the target unit. Make one wound roll against the target unit and each other unit the line passes over. Each time an attack made with this weapon is allocated to a {{W40kKeyword|VEHICLE}} model, that attack has a Damage characteristic of D3+3.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Enslaved Star God&amp;quot;&amp;gt;&lt;br /&gt;
This model can never have a Relic or a Warlord Trait. In addition, enemy models can ignore the Look Out, Sir rule when selecting this model as the target of a ranged attack.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Matter Absorbtion&amp;quot;&amp;gt;&lt;br /&gt;
At the end of each phase, roll one D6 for each enemy {{W40kKeyword|Vehicle}} model destroyed as a result of an attack made by this model or a C&#039;tan Power used by this model that phase; for each 2+, this model regains 1 lost wound.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Necrodermis&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ invulnerable save. In addition, this model cannot lose more than 3 wounds in the same phase. Any wounds that would be lost after that point are not lost.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reality Unravels&amp;quot;&amp;gt;&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 D3 mortal wounds.&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;Powers of the C&#039;tan:&#039;&#039;&#039; This model knows the &#039;&#039;Voltaic Storm&#039;&#039; C&#039;tan Power and one other C&#039;tan Power selected from the Powers of the C&#039;tan. At the end of the Movement phase, if this model did not Advance or Fall Back that phase, it can use two of the C&#039;tan Powers it knows. It cannot use the same C&#039;tan Power more than once per turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|C&#039;tan Shard}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Monster}}, {{W40kKeyword|C&#039;tan Shard of the Void Dragon}}, {{W40kKeyword|Character}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Canoptek Plasmacyte====&lt;br /&gt;
This unit contains 1 Canoptek Plasmacyte (&#039;&#039;&#039;Power Rating: 1&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Canoptek Plasmacyte || 8&amp;quot; || 4+ || 4+ || 4 || 5 || 1 || 1 || 10 || 4+ || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Monomolecular Proboscis&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Monomolecular Proboscis&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dimensional Translocation&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Evasion Protocol&amp;quot;&amp;gt;&lt;br /&gt;
While this model is within 3&amp;quot; of a friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|&amp;lt;Destroyer Cult&amp;gt;}} unit, enemy models cannot target this model with ranged weapons unless it is the closest eligible target. In addition, this unit cannot perform actions. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Infused Madness&amp;quot;&amp;gt;&lt;br /&gt;
Once per turn, at the start of either your Charge phase or the Fight phase, you can select one friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|&amp;lt;Destroyer Cult&amp;gt;}} unit within 3&amp;quot; of this model. If you do, roll one D6: on a 1, one model in that unit is destroyed. Regardless of the result, until the end of the turn, add 1 to the Strength and Attacks characteristics of models in that unit. Each unit can only be selected for this ability once per turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Recall Protocol&amp;quot;&amp;gt;&lt;br /&gt;
If a friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|&amp;lt;Destroyer Cult&amp;gt;}} within 3&amp;quot; of this model makes a successful charge, this model counts as having made a charge move as part of that unit. Move this model in unit coherency with the charging unit. In the Unit Coherency Checks step of the Morale phase, if this model is not within 6&amp;quot; of any friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|&amp;lt;Destroyer Cult&amp;gt;}} units, this model is removed from the board and may return the next turn following the &#039;&#039;Dimensional Translocation&#039;&#039; special rule.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Viral Construct&amp;quot;&amp;gt;&lt;br /&gt;
If your army is Battle-forged, then for each {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|&amp;lt;Destroyer Cult&amp;gt;}} unit included in a Detachment, one {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Canoptek Plasmacyte}} unit can be included in that Detachment without taking up a Battlefield Role slot. You cannot include more {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Canoptek Plasmacyte}} units in a Detachment than there are {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|&amp;lt;Destroyer Cult&amp;gt;}} units in that Detachment.&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;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Canoptek}}&lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Beast}}, {{W40kKeyword|Canoptek Plasmacyte}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Canoptek Reanimator====&lt;br /&gt;
This unit contains 1 Canoptek Reanimator (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Canoptek Reanimator || 8&amp;quot; || 4+ || 4+ || 5 || 6 || 9 || 4 || 10 || 3+ || 85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Reanimator&#039;s Claws&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Reanimator&#039;s Claws&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Two Atomiser Beams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Atomiser Beam&#039;&#039;&#039; || 12&amp;quot; || Assault 3 || 6 || -2 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explodes&amp;quot;&amp;gt;&lt;br /&gt;
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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Nanoscarabs Reanimation Beam&amp;quot;&amp;gt;&lt;br /&gt;
In your Command phase, you can select one friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} unit within 9&amp;quot; of and visible to this model that has the &#039;&#039;Reanimation Protocols&#039;&#039; special rule. Until the start of your next Command phase, while that unit is within 9&amp;quot; of and visible to this model, that unit is being healed by this model&#039;s reanimation beam. While a unit is being healed by a reanimation beam, add 1 to Reanimation Protocol rolls made for that unit. Each unit can only ever be healed by one reanimation beam at a time.&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;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Canoptek}}&lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Canoptek Reanimator}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cryptothralls====&lt;br /&gt;
This unit contains 2 Cryptothralls (&#039;&#039;&#039;Power Rating: 2&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Cryptothralls || 5&amp;quot; || 4+ || 4+ || 5 || 5 || 2 || 3 || 10 || 3+ || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Scouring Eye&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Scouring Eye&#039;&#039;&#039; || 12&amp;quot; || Pistol 2 || 5 || -2 || 1 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Scythed Limbs&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Scythed Limbs&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bound Creation&amp;quot;&amp;gt;&lt;br /&gt;
If your army is Battle-forged, then for each {{W40kKeyword|Cryptek}} unit included in a Detachment, one {{W40kKeyword|Cryptothralls}} unit can be included in that Detachment without taking up a Battlefield Role slot. You cannot include more {{W40kKeyword|Cryptothralls}} units in a Detachment than there are {{W40kKeyword|Cryptek}} units in that Detachment.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Protectors (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|Cryptek}} unit is within 3&amp;quot; of this unit, that unit benefits from the Look Out, Sir rule, even though this unit has less than three models.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reanimation Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Systematic Vigour&amp;quot;&amp;gt;&lt;br /&gt;
While this unit is within 6&amp;quot; of any friendly {{W40kKeyword|Cryptek}} units, models in this unit have a Weapon Skill and Ballistic Skill of 3+ and an Attacks characterisitc of 6.&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;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Canoptek}}&lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Cryptothralls}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Deathmarks====&lt;br /&gt;
This unit contains 5 Deathmarks (&#039;&#039;&#039;Power Rating: 4&#039;&#039;&#039;). It can include up to 5 more Deathmarks (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Deathmark || 5&amp;quot; || 3+ || 2+ || 4 || 5 || 1 || 1 || 10 || 3+ || 17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Synaptic Disintegrator&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Synaptic Disintegrator&#039;&#039;&#039; || 36&amp;quot; || Heavy 1 || 5 || -2 || 1 || Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dimensional Translocation&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hunters from Hyperspace&amp;quot;&amp;gt;&lt;br /&gt;
On a player&#039;s turn in which this unit is set up through the &#039;&#039;Dimensional Translocation&#039;&#039; special rule or the &#039;&#039;&#039;Ethereal Interception&#039;&#039;&#039; Stratagem, every time an attack is made by a model in this unit, if the target isn&#039;t a {{W40kKeyword|Vehicle}} or {{W40kKeyword|Titanic}} unit, an unmodified wound roll of 2+ is always successful, regardless of the target&#039;s Toughness.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phasing Device&amp;quot;&amp;gt;&lt;br /&gt;
At the beginning of any of your Movement phases, any unit with this rule that is not within 1&amp;quot; of an enemy unit can enter a hyperspace oubliette. Remove it from the battlefield - it can return as described in the &#039;&#039;Dimensional Translocation&#039;&#039; special rule. A unit may not phase out and return to the battlefield in the same turn. If the battle ends while this unit is phased out, it is considered slain.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reanimation Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&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;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Guild&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Deathmarks}}, {{W40kKeyword|Dynastic Agent}}, {{W40kKeyword|Hyperspace Hunter}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Flayed Ones====&lt;br /&gt;
This unit contains 5 Flayed Ones (&#039;&#039;&#039;Power Rating: 3&#039;&#039;&#039;). It can include up to 5 more Flayed Ones (&#039;&#039;&#039;Power Rating: +3&#039;&#039;&#039;), up to 10 more Flayed Ones (&#039;&#039;&#039;Power Rating: +6&#039;&#039;&#039;) or up to 15 more Flayed Ones (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Flayed Ones || 5&amp;quot; || 3+ || 6+ || 4 || 4 || 1 || 3 || 10 || 4+ || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Flayer Claws&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Flayer Claws&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time you make a wound roll with this weapon, you can re-roll the result.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dimensional Translocation&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Flesh Hunger&amp;quot;&amp;gt;&lt;br /&gt;
Each time a model in this unit makes a melee attack against an enemy non-{{W40kKeyword|Vehicle}} unit, an unmodified hit roll of 6 scores 1 additional hit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reanimation Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terrifying Foes (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While an enemy unit is within 3&amp;quot; of this unit, subtract 2 from the Leadership characteristic of models in that unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Their Number is Legion&amp;quot;&amp;gt;&lt;br /&gt;
Re-roll Reanimation Protocol rolls of 1 made for this unit.&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;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Flayed Ones}}, {{W40kKeyword|Flayed}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hexmark Destroyer====&lt;br /&gt;
This unit contains 1 Hexmark Destroyer (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Hexmark Destroyer || 8&amp;quot; || 3+ || 2+ || 5 || 5 || 5 || 4 || 10 || 3+ || 70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Six Enmitic Disintegrator Pistols&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Enmitic Disgregator Pistol&#039;&#039;&#039; || 18&amp;quot; || Pistol 1 || 6 || -1 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dimensional Translocation&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hardwired for Destruction&amp;quot;&amp;gt;&lt;br /&gt;
Each time a model in this unit makes an attack, re-roll a hit roll of 1.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hunter from Hyperspace&amp;quot;&amp;gt;&lt;br /&gt;
On a player&#039;s turn in which this unit is set up through the &#039;&#039;Dimensional Translocation&#039;&#039; special rule or the &#039;&#039;&#039;Ethereal Interception&#039;&#039;&#039; Stratagem, every time an attack is made by a model in this unit, if the target isn&#039;t a {{W40kKeyword|Vehicle}} or {{W40kKeyword|Titanic}} unit, an unmodified wound roll of 2+ is always successful, regardless of the target&#039;s Toughness.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Inescapable Death&amp;quot;&amp;gt;&lt;br /&gt;
Each time this model makes a ranged attack, you can ignore and or all hit roll and Ballistic Skill modifiers, and the target does not receive the benefits of cover against that attack. In addition, each time this model fires Overwatch, it scores hits on unmodified hit rolls of 2+, instead of 6.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Multi-threat Eliminator&amp;quot;&amp;gt;&lt;br /&gt;
Each time an enemy model is destroyed by a ranged attack made by this model&#039;s Enmitic Disintegrator Pistols, after this model makes the rest of its attacks, it can shoot with one of its Enmitic Disintegrator Pistols one additional time. These attacks cannot generate additional attacks.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phasing Device&amp;quot;&amp;gt;&lt;br /&gt;
At the beginning of any of your Movement phases, any unit with this rule that is not within 1&amp;quot; of an enemy unit can enter a hyperspace oubliette. Remove it from the battlefield - it can return as described in the &#039;&#039;Dimensional Translocation&#039;&#039; special rule. A unit may not phase out and return to the battlefield in the same turn. If the battle ends while this unit is phased out, it is considered slain.&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;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|&amp;lt;Destroyer Cult&amp;gt;}}&lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Hexmark Destroyer}}, {{W40kKeyword|Character}}, {{W40kKeyword|Hyperspace Hunter}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lychguards====&lt;br /&gt;
This unit contains 5 Lychguards (&#039;&#039;&#039;Power Rating: 7&#039;&#039;&#039;). It can include up to 5 more Lychguards (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Lychguard || 5&amp;quot; || 3+ || 3+ || 5 || 5 || 2 || 3 || 10 || 3+ || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Warscythe&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Warscythe&#039;&#039;&#039; || Melee || Melee || +2 || -4 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Guardian Protocols (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Infantry}} {{W40kKeyword|Noble}} or {{W40kKeyword|Dynastic Agent}} {{W40kKeyword|Infantry}} {{W40kKeyword|Noble}} is within 3&amp;quot; of this unit, they benefit from the Look Out, Sir rule regardless of the number of models in this unit. In addition, this unit can perform a Heroic Intervention as if it was a {{W40kKeyword|Character}} and can do so against an enemy unit that charged a friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Infantry}} {{W40kKeyword|Noble}} or {{W40kKeyword|Dynastic Agent}} {{W40kKeyword|Infantry}} {{W40kKeyword|Noble}} that is within 3&amp;quot; of this unit. In this case, the enemy unit may only attack this unit instead of the unit they charged.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Personal Shields&amp;quot;&amp;gt;&lt;br /&gt;
If your army is Battle-forged, then for each {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Infantry}} {{W40kKeyword|Noble}} or {{W40kKeyword|Dynastic Agent}} {{W40kKeyword|Infantry}} {{W40kKeyword|Noble}} unit included in a Detachment, one {{W40kKeyword|Lychguards}} unit can be included in that Detachment without taking up a Battlefield Role slot. You cannot include more {{W40kKeyword|Lychguards}} units in a Detachment than there are {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Infantry}} {{W40kKeyword|Noble}} or {{W40kKeyword|Dynastic Agent}} {{W40kKeyword|Infantry}} {{W40kKeyword|Noble}} units in that Detachment.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reanimation Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&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;Options:&#039;&#039;&#039;&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 model may replace its &#039;&#039;&#039;Warscythes&#039;&#039;&#039; with a &#039;&#039;&#039;Hyperphase Sword&#039;&#039;&#039; and a &#039;&#039;&#039;Dispersion Shield&#039;&#039;&#039; - +5 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dispersion Shield:&#039;&#039;&#039; A model equipped with a Dispersion Shield has a 4+ invulnerable save. In addition, add 1 to armor saving throws made for that model. Each time you roll an unmodified 6 for this model&#039;s invulnerable saving throw, the unit that made that attack suffers a mortal wound after it has finished making all of its attacks for that phase.&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;Hyperphase Sword&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Lychguards}}, {{W40kKeyword|Core}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Necron Pariahs====&lt;br /&gt;
This unit contains 5 Necron Pariahs (&#039;&#039;&#039;Power Rating: 9&#039;&#039;&#039;). It can include up to 5 more Necron Pariahs (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Necron Pariah || 6&amp;quot; || 3+ || 3+ || 5 || 5 || 2 || 2 || 10 || 3+ || 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Scythe of Light&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Scythe of Light&#039;&#039;&#039; || Melee || Melee || +2 || -3 || 2 || Each time an attack is made with this weapon, if the target is a {{W40kKeyword|Psyker}}, invulnerable saves cannot be taken against that attack.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe of Light&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 5 || -3 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Fearless&amp;quot;&amp;gt;&lt;br /&gt;
This unit automatically passes Morale tests.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pariah Gene (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
This unit can never be targeted or affected by psychic powers in any way. In addition, 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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Superior Metal Skin&amp;quot;&amp;gt;&lt;br /&gt;
Each time this unit loses a wound, roll a D6; on a 5+, the unit does not lose that wound.&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;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Dynastic Agent}}, {{W40kKeyword|Necron Pariahs}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Skorpekh Destroyers====&lt;br /&gt;
This unit contains 3 Skorpekh Destroyer (&#039;&#039;&#039;Power Rating: 5&#039;&#039;&#039;). It can include up to 3 additional Skorpekh Destroyers (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Skorpekh Destroyer || 8&amp;quot; || 3+ || 3+ || 5 || 5 || 3 || 3 || 10 || 3+ || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Hyperphase Threshers&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Hyperphase Threshsers&#039;&#039;&#039; || Melee || Melee || User || -2 || 2 || When making a save roll against a wound caused by this weapon, subtract 1 from the result. Each time the bearer attacks, it makes 1 additional attack with this weapon.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hardwired for Destruction&amp;quot;&amp;gt;&lt;br /&gt;
Each time a model in this unit makes an attack, re-roll a hit roll of 1.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reanimation Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scampering Legs&amp;quot;&amp;gt;&lt;br /&gt;
Models in this unit do not suffer any penalties for moving through Difficult Ground.&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;Options:&#039;&#039;&#039;&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;
One model every three may replace its &#039;&#039;&#039;Hyperphase Threshers&#039;&#039;&#039; with a &#039;&#039;&#039;Hyperphase Reap-blade&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Hyperphase Reap-blade&#039;&#039;&#039; || Melee || Melee || +2 || -4 || 3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|&amp;lt;Destroyer Cult&amp;gt;}}&lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Skorpekh Destroyers}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Transcendent C&#039;tan====&lt;br /&gt;
This unit contains 1 Transcendent C&#039;tan (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Transcendent C&#039;tan || 8&amp;quot; || 2+ || 2+ || 6 || 7 || 9 || 5 || 10 || 4+ || 240&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Crackling Tendrils&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Crackling Tendrils&#039;&#039;&#039; || Melee || Melee || User || -4 || D6 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Enslaved Star God&amp;quot;&amp;gt;&lt;br /&gt;
This model can never have a Relic or a Warlord Trait. In addition, enemy models can ignore the Look Out, Sir rule when selecting this model as the target of a ranged attack.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Fractured Personalities&amp;quot;&amp;gt;&lt;br /&gt;
Before the battle, you can pick one of the following abilities to apply to this model for the duration of the battle. Alternatively, you can roll two D6 to randomly determine two abilities and apply them both to this model for the duration of the battle (duplicate results have no effect).&lt;br /&gt;
:&#039;&#039;&#039;-1) Cosmic Tyrant:&#039;&#039;&#039; This model can use two different Powers of the C&#039;tan at the end of each of your Movement phases, instead of only one.&lt;br /&gt;
:&#039;&#039;&#039;-2) Entropic Touch:&#039;&#039;&#039; Each time this model makes a melee attack, you can re-roll all failed wound rolls.&lt;br /&gt;
:&#039;&#039;&#039;-3) Immune to Natural Law:&#039;&#039;&#039; Add 1 to saving throws made for this model.&lt;br /&gt;
:&#039;&#039;&#039;-4) Sentient Necrodermis:&#039;&#039;&#039; Each time this model uses its &#039;&#039;Living Metal&#039;&#039; special rule, it regains up to D3 lost wounds instead of 1.&lt;br /&gt;
:&#039;&#039;&#039;-5) Transdimensional Displacement:&#039;&#039;&#039; When this model Advances, add 12&amp;quot; to this model&#039;s Move characteristic for that Movement phase instead of rolling a dice.&lt;br /&gt;
:&#039;&#039;&#039;-6) Writhing Worldscape:&#039;&#039;&#039; Enemy units do not receive the benefits of cover while they are within 12&amp;quot; of this model.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Necrodermis&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ invulnerable save. In addition, this model cannot lose more than 3 wounds in the same phase. Any wounds that would be lost after that point are not lost.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reality Unravels&amp;quot;&amp;gt;&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 D3 mortal wounds.&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;Powers of the C&#039;tan:&#039;&#039;&#039; This model knows two C&#039;tan Powers from the Powers of the C&#039;tan. At the end of the Movement phase, if this model did not Advance or Fall Back that phase, it can use one of the C&#039;tan Powers it knows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|C&#039;tan Shard}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Transcendent C&#039;tan}}, {{W40kKeyword|Character}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
===Fast Attacks===&lt;br /&gt;
====Canoptek Acanthrites====&lt;br /&gt;
This unit contains 3 Canoptek Acanthrites (&#039;&#039;&#039;Power Rating: 5&#039;&#039;&#039;). It can include up to 3 more Canoptek Acanthrites (&#039;&#039;&#039;Power Rating: +5&#039;&#039;&#039;) or up to 6 more Canoptek Acanthrites (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Canoptek Acanthrite || 12&amp;quot; || 4+ || 4+ || 5 || 5 || 3 || 3 || 10 || 3+ || 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Cutting Beam&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Cutting Beam&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 7 || -4 || D6 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Voidblade&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Voidblade&#039;&#039;&#039; || Melee || Melee || User || -3 || 1 || Each time the bearer attacks, it makes 1 additional attack with this weapon.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reanimation Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shadowed Wings&amp;quot;&amp;gt;&lt;br /&gt;
Models in this unit have a 5+ invulnerable save. Each time a ranged attack is made against this unit, subtract 1 from that attack&#039;s hit roll.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any model may replace its &#039;&#039;&#039;Cutting Beam&#039;&#039;&#039; with one of the followings:&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;Particle Beamer&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Particle Beamer&#039;&#039;&#039; || 18&amp;quot; || Assault 6 || 5 || 0 || 1 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Transdimensional Beamer&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Transdimensional Beamer&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 4 || -3 || 3 || Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Canoptek}}&lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Beast}}, {{W40kKeyword|Canoptek Acanthrites}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Canoptek Scarab Swarms====&lt;br /&gt;
This unit contains 3 Canoptek Scarab Swarms (&#039;&#039;&#039;Power Rating: 3&#039;&#039;&#039;). It can include up to 3 more Canoptek Scarab Swarms (&#039;&#039;&#039;Power Rating: +3&#039;&#039;&#039;) or up to 6 more Canoptek Scarab Swarms (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Canoptek Scarab Swarm || 10&amp;quot; || 4+ || - || 3 || 3 || 4 || 4 || 10 || 6+ || 17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Feeder Mandibles&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Feeder Mandibles&#039;&#039;&#039; || Melee || Melee || User || 0 || 1 || Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Matter Converter&amp;quot;&amp;gt;&lt;br /&gt;
Each time a Canoptek Scarab Swarm kills a model using its Feeder Mandibles, it heals one wound its unit lost previously in the game. This ability can revive models and even bring the unit above its starting number of models.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reanimation Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&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;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Canoptek}}&lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Beast}}, {{W40kKeyword|Canoptek Scarabs}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Core}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Canoptek Spyders====&lt;br /&gt;
This unit contains 1 Canoptek Spyder (&#039;&#039;&#039;Power Rating: 3&#039;&#039;&#039;). It can include 1 additional Canoptek Spyder (&#039;&#039;&#039;Power Rating: +3&#039;&#039;&#039;) or 2 additional Canoptek Spyders (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Canoptek Spyder || 6&amp;quot; || 4+ || 4+ || 6 || 6 || 6 || 5 || 10 || 3+ || 60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Automaton Claws&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Automaton Claws&#039;&#039;&#039; || Melee || Melee || +2 || -3 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explodes&amp;quot;&amp;gt;&lt;br /&gt;
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 a mortal wound.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reanimation Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scarab Hive&amp;quot;&amp;gt;&lt;br /&gt;
In your Command phase, one destroyed model from each friendly {{W40kKeyword|&amp;lt;DYNASTY&amp;gt;}} {{W40kKeyword|Canoptek Scarab Swarm}} unit within 6&amp;quot; of this unit is Reanimated. Each unit can only be affected by this ability once per phase.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any model may take any of the followings:&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;Fabricator Claw Array&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fabricator Claw Array:&#039;&#039;&#039; At the end of your Movement phase a model equipped with a fabricator claw array can repair a single {{W40kKeyword|&amp;lt;DYNASTY&amp;gt;}} {{W40kKeyword|Vehicle}} or {{W40kKeyword|Building}} within 1&amp;quot;. That model regains D3 wounds lost earlier in the battle. A model can only be repaired once per turn.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Gloom Prism&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gloom Prism:&#039;&#039;&#039; A model equipped with a Gloom Prism can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a {{W40kKeyword|PSYKER}}. In addition, a model equipped with a Gloom Prism can never be targeted or affected by psychic powers in any way.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-Two &#039;&#039;&#039;Particle Beamers&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Particle Beamer&#039;&#039;&#039; || 18&amp;quot; || Assault 6 || 5 || 0 || 1 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Any model may replace its &#039;&#039;&#039;Automaton Claws&#039;&#039;&#039; with &#039;&#039;&#039;Whip Coils&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Whip Coils&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time an attack is made with this weapon, make 2 hit rolls instead of 1.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Canoptek}}&lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Canoptek Spyder}}, {{W40kKeyword|Core}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Canoptek Tomb Stalker====&lt;br /&gt;
This unit contains 1 Canoptek Tomb Stalker (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Canoptek Tomb Stalker || 10&amp;quot; || 4+ || 4+ || 6 || 7 || 9 || 6 || 10 || 3+ || 95&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Automaton Claws&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Automaton Claws&#039;&#039;&#039; || Melee || Melee || +2 || -3 || 2 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Gloom Prism&#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;Gloom Prism:&#039;&#039;&#039; A model equipped with a Gloom Prism can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a {{W40kKeyword|PSYKER}}. In addition, a model equipped with a Gloom Prism can never be targeted or affected by psychic powers in any way.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Two Gauss Slicers&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Gauss Slicer&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 5 || -1 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explodes&amp;quot;&amp;gt;&lt;br /&gt;
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 a mortal wound.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reanimation Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phasic Tunneling&amp;quot;&amp;gt;&lt;br /&gt;
During Deployment, you can set this unit up underground instead of placing it on the battlefield. During the Reinforcements step of one of your Movement phases, this unit may emerge from the ground and into battle. Set it up anywhere on the battlefield that is more than 9&amp;quot; away from enemy models. At the beginning of any of your Movement phases, any Canoptek Tomb Stalker that is not within 1&amp;quot; of an enemy unit can phase underground. Remove it from the battlefield - it can return as described above. A Canoptek Tomb Stalker may not phase out and return to the battlefield in the same turn. If the battle ends while the Canoptek Tomb Stalker is phased out, it is considered to be slain.&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;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Canoptek}}&lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Canoptek Tomb Stalker}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Canoptek Wraiths====&lt;br /&gt;
This unit contains 3 Canoptek Wraiths (&#039;&#039;&#039;Power Rating: 5&#039;&#039;&#039;). It can include up to 3 more Canoptek Wraiths (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Canoptek Wraith || 12&amp;quot; || 4+ || 4+ || 4 || 5 || 3 || 4 || 10 || 3+ || 35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Vicious Claws&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Vicious Claws&#039;&#039;&#039; || Melee || Melee || +2 || -2 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reanimation Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Slinking Strike&amp;quot;&amp;gt;&lt;br /&gt;
This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wraith Form&amp;quot;&amp;gt;&lt;br /&gt;
Models in this unit have a 4+ invulnerable save. In addition, each time this unit makes a Normal Move, Advances, Falls Back or it makes a charge move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base).&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;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any model may take one of the followings:&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;Particle Caster&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Particle Caster&#039;&#039;&#039; || 12&amp;quot; || Pistol 2 || 6 || 0 || 1 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Transdimensional Beamer&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Transdimensional Beamer&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 4 || -3 || 3 || Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Any model may replace its &#039;&#039;&#039;Vicious Claws&#039;&#039;&#039; with &#039;&#039;&#039;Whip Coils&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Whip Coils&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time an attack is made with this weapon, make 2 hit rolls instead of 1.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Canoptek}}&lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Beast}}, {{W40kKeyword|Canoptek Wraiths}}, {{W40kKeyword|Core}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ophydian Destroyers====&lt;br /&gt;
This unit contains 3 Ophydian Destroyer (&#039;&#039;&#039;Power Rating: 5&#039;&#039;&#039;). It can include up to 3 additional Ophydian Destroyers (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Ophydian Destroyer || 10&amp;quot; || 3+ || 3+ || 4 || 4 || 3 || 3 || 10 || 4+ || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Hyperphase Threshers&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Hyperphase Threshsers&#039;&#039;&#039; || Melee || Melee || User || -3 || 2 || Each time the bearer attacks, it makes 1 additional attack with this weapon.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Ophydian Claws&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Ophydian Claws&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer attacks, it makes 2 additional attack with this weapon.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hardwired for Destruction&amp;quot;&amp;gt;&lt;br /&gt;
Each time a model in this unit makes an attack, re-roll a hit roll of 1.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hyperphase Reap-blades&amp;quot;&amp;gt;&lt;br /&gt;
Each time a model in this unit makes an attack with a hyperphase reap-blade, an unmodified hit roll of 6 scores 1 additional hit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reanimation Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tunneling Horrors&amp;quot;&amp;gt;&lt;br /&gt;
During deployment, you can set up this unit underground instead of setting it up on the battlefield. If you do, then during the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Whipcoil Bodies&amp;quot;&amp;gt;&lt;br /&gt;
Each time a melee attack is made against this unit, subtract 1 from that attack&#039;s hit roll. In addition, this unit is eligible to shoot and declare a charge with in a turn in which it Fell Back.&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;Options:&#039;&#039;&#039;&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;
One model every three may replace its &#039;&#039;&#039;Hyperphase Threshers&#039;&#039;&#039; with a &#039;&#039;&#039;Hyperphase Reap-blade&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Hyperphase Reap-blade&#039;&#039;&#039; || Melee || Melee || +2 || -4 || 3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|&amp;lt;Destroyer Cult&amp;gt;}}&lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Ophydian Destroyers}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tomb Blades====&lt;br /&gt;
This unit contains 3 Tomb Blades (&#039;&#039;&#039;Power Rating: 4&#039;&#039;&#039;). It can include up to 3 more Tomb Blades (&#039;&#039;&#039;Power Rating: +4&#039;&#039;&#039;) or up to 6 more Tomb Blades (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Tomb Blade || 14&amp;quot; || 3+ || 3+ || 4 || 5 || 2 || 1 || 10 || 4+ || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Particle Beamer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Particle Beamer&#039;&#039;&#039; || 18&amp;quot; || Assault 6 || 5 || 0 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Evasion Engrams&amp;quot;&amp;gt;&lt;br /&gt;
Each time a ranged attack is made against this unit, subtract 1 from that attack&#039;s hit roll.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reanimation Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&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;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any model may replace its &#039;&#039;&#039;Particle Beamer&#039;&#039;&#039; with one of the followings:&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;
-Two &#039;&#039;&#039;Gauss Blasters&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Gauss Blaster&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 5 || -2 || 1 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-Two &#039;&#039;&#039;Tesla Carbines&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Tesla Carbine&#039;&#039;&#039; || 24&amp;quot; || Assault 2 || 5 || 0 || 1 || Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
For every three models in the unit, one model may replace its &#039;&#039;&#039;Particle Beamer&#039;&#039;&#039; with one of the followings:&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;Gauss Cannon&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Gauss Cannon&#039;&#039;&#039; || 24&amp;quot; || Heavy 3 || 6 || -3 || D3 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Tesla Cannon&#039;&#039;&#039; - +10pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Tesla Cannon&#039;&#039;&#039; || 30&amp;quot; || Heavy 3 || 6 || 0 || 1 || Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Any model may take &#039;&#039;&#039;Shieldvanes&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shieldvanes:&#039;&#039;&#039; The bearer has a Save characteristic of 3+.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Any model may take one of the followings:&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;Nebuloscope&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nebuloscope:&#039;&#039;&#039; Each time the bearer makes a ranged attack, it can target units that are not within its line of sight and the target does not receive the benefits of cover against that attack.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Shadowloom&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shadowloom:&#039;&#039;&#039; The bearer has a 5+ invulnerable save.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}&lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Biker}}, {{W40kKeyword|Tomb Blades}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Core}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triarch Praetorians====&lt;br /&gt;
This unit contains 5 Triarch Praetorians (&#039;&#039;&#039;Power Rating: 6&#039;&#039;&#039;). It can include up to 5 more Triarch Praetorians (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Triarch Praetorian || 10&amp;quot; || 3+ || 3+ || 5 || 5 || 2 || 3 || 10 || 3+ || 22&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Rod of Covenant&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Rod of Covenant&#039;&#039;&#039; || Melee || Melee || User || -3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rod of Covenant&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 5 || -3 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;A Purpose Unshakable&amp;quot;&amp;gt;&lt;br /&gt;
This unit automatically passes Morale tests.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reanimation Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&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;Options:&#039;&#039;&#039;&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 model may replace its &#039;&#039;&#039;Rod of Covenant&#039;&#039;&#039; with a &#039;&#039;&#039;Voidblade&#039;&#039;&#039; and a &#039;&#039;&#039;Particle Caster&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Particle Caster&#039;&#039;&#039; || 12&amp;quot; || Pistol 2 || 6 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voidblade&#039;&#039;&#039; || Melee || Melee || User || -3 || 1 || Each time the bearer attacks, it makes 1 additional attack with this weapon.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Szarekhan}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Triarch}}&lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Triarch Praetorians}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Dynastic Agent}}, {{W40kKeyword|Core}}&lt;br /&gt;
&lt;br /&gt;
===Heavy Supports===&lt;br /&gt;
====Annihilation Barge====&lt;br /&gt;
This unit contains 1 Annihilation Barge (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Annihilation Barge || 12&amp;quot; || 6+ || 3+ || 5 || 6 || 8 || 3 || 10 || 3+ || 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Tesla Cannon&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Tesla Cannon&#039;&#039;&#039; || 30&amp;quot; || Heavy 3 || 6 || 0 || 1 || Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Two Tesla Destructors&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Tesla Destructor&#039;&#039;&#039; || 36&amp;quot; || Heavy 5 || 7 || 0 || 1 || Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explodes&amp;quot;&amp;gt;&lt;br /&gt;
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 a mortal wound.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hovering&amp;quot;&amp;gt;&lt;br /&gt;
Instead of measuring distances and ranges to and from this model&#039;s base, measure to and from this model&#039;s hull or base (whichever is closer).&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Quantum Shielding&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&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;Options:&#039;&#039;&#039;&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 model may replace its &#039;&#039;&#039;Tesla Cannon&#039;&#039;&#039; with a &#039;&#039;&#039;Gauss Cannon&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Gauss Cannon&#039;&#039;&#039; || 24&amp;quot; || Heavy 3 || 6 || -3 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Quantum Shielding}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Annihilation Barge}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Canoptek Doomstalker====&lt;br /&gt;
This unit contains 1 Canoptek Doomstalker (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Canoptek Doomstalker || &#039;&#039;&#039;10&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || 4+ || 5 || 5 || 7-12 || &#039;&#039;&#039;3&#039;&#039;&#039; || 10 || 3+ || 140&lt;br /&gt;
|-&lt;br /&gt;
| Canoptek Doomstalker || &#039;&#039;&#039;8&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || 4+ || 5 || 5 || 4-6 || &#039;&#039;&#039;2&#039;&#039;&#039; || 10 || 3+ || 140&lt;br /&gt;
|-&lt;br /&gt;
| Canoptek Doomstalker || &#039;&#039;&#039;6&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;6+&#039;&#039;&#039; || 4+ || 5 || 5 || 1-3 || &#039;&#039;&#039;1&#039;&#039;&#039; || 10 || 3+ || 140&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Doomsday Blaster&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Doomsday Blaster (Low Power)&#039;&#039;&#039; || 24&amp;quot; || Heavy D6 || 8 || -2 || D3 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomsday Blaster (High Power)&#039;&#039;&#039; || 36&amp;quot; || Heavy D3+3 || 10 || -4 || D3+3 || Blast. The bearer can only make attacks with this profile if it Remained Stationary during its previous Movement phase.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Two Gauss Flayers&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Gauss Flayer&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Containment Field&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explodes&amp;quot;&amp;gt;&lt;br /&gt;
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 5+ it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Sentinel Construct&amp;quot;&amp;gt;&lt;br /&gt;
Each time an enemy unit declares a charge against a friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} or {{W40kKeyword|Dynastic Agent}} unit within 6&amp;quot; of this model, unless this model is within Engagement Range of any enemy models, this model can fire Overwatch at the charging unit as if it was also a target of that charge (this is in an addition to any other units that are firing Overwatch). Each time this model fires Overwatch, it makes attacks with its Doomsday Blaster using the High Power profile and always hit on unmodified rolls of 5 and 6, instead of only 6.&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;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Canoptek}}&lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Canoptek Doomstalker}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Canoptek Tomb Sentinel====&lt;br /&gt;
This unit contains 1 Canoptek Tomb Sentinel (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Canoptek Tomb Sentinel || 10&amp;quot; || 4+ || 4+ || 6 || 7 || 9 || 4 || 10 || 3+ || 110&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Automaton Claws&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Automaton Claws&#039;&#039;&#039; || Melee || Melee || +2 || -3 || 2 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Exile Cannon&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Exile Cannon&#039;&#039;&#039; || 12&amp;quot; || Heavy D6 || 10 || -4 || 3 || Blast. Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Gloom Prism&#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;Gloom Prism:&#039;&#039;&#039; A model equipped with a Gloom Prism can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a {{W40kKeyword|PSYKER}}. In addition, a model equipped with a Gloom Prism can never be targeted or affected by psychic powers in any way.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phasic Tunneling&amp;quot;&amp;gt;&lt;br /&gt;
During Deployment, you can set this unit up underground instead of placing it on the battlefield. During the Reinforcements step of one of your Movement phases, this unit may emerge from the ground and into battle. Set it up anywhere on the battlefield that is more than 9&amp;quot; away from enemy models. At the beginning of any of your Movement phases, any Canoptek Tomb Stalker that is not within 1&amp;quot; of an enemy unit can phase underground. Remove it from the battlefield - it can return as described above. A Canoptek Tomb Stalker may not phase out and return to the battlefield in the same turn. If the battle ends while the Canoptek Tomb Stalker is phased out, it is considered to be slain.&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;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Canoptek}}&lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Canoptek Tomb Sentinel}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Doomsday Ark====&lt;br /&gt;
This unit contains 1 Doomsday Ark (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Doomsday Ark || &#039;&#039;&#039;12&amp;quot;&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;3+&#039;&#039;&#039; || 6 || 6 || 8-14 || &#039;&#039;&#039;3&#039;&#039;&#039; || 10 || 3+ || 170&lt;br /&gt;
|-&lt;br /&gt;
| Doomsday Ark || &#039;&#039;&#039;8&amp;quot;&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;4+&#039;&#039;&#039; || 6 || 6 || 4-7 || &#039;&#039;&#039;D3&#039;&#039;&#039; || 10 || 3+ || 170&lt;br /&gt;
|-&lt;br /&gt;
| Doomsday Ark || &#039;&#039;&#039;4&amp;quot;&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;5+&#039;&#039;&#039; || 6 || 6 || 1-3 || &#039;&#039;&#039;1&#039;&#039;&#039; || 10 || 3+ || 170&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Doomsday Cannon&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Doomsday Cannon (Low Power)&#039;&#039;&#039; || 36&amp;quot; || Heavy D6 || 9 || -3 || D3 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomsday Cannon (High Power)&#039;&#039;&#039; || 72&amp;quot; || Heavy D3+3 || 14 || -5 || D3+3 || Blast. The bearer can only make attacks with this profile if it Remained Stationary during its previous Movement phase.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Two Gauss Flayer Arrays&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Gauss Flayer Array&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 5 || 4 || -1 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explodes&amp;quot;&amp;gt;&lt;br /&gt;
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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hovering&amp;quot;&amp;gt;&lt;br /&gt;
Instead of measuring distances and ranges to and from this model&#039;s base, measure to and from this model&#039;s hull or base (whichever is closer).&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Quantum Shielding&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&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;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Quantum Shielding}}, {{W40kKeyword|Doomsday Ark}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lokhust Destroyers====&lt;br /&gt;
This unit contains 1 Lokhust Destroyer (&#039;&#039;&#039;Power Rating: 2&#039;&#039;&#039;). It can include 1 additional Lokhust Destroyer (&#039;&#039;&#039;Power Rating: +2&#039;&#039;&#039;), 2 additional Lokhust Destroyers (&#039;&#039;&#039;Power Rating: +4&#039;&#039;&#039;), 3 additional Lokhust Destroyers (&#039;&#039;&#039;Power Rating: +6&#039;&#039;&#039;), 4 additional Lokhust Destroyers (&#039;&#039;&#039;Power Rating: +8&#039;&#039;&#039;) or 5 additional Lokhust Destroyers (&#039;&#039;&#039;Power Rating: +10&#039;&#039;&#039;). It can include 1 Lokhust Heavy Destroyer (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Lokhust Destroyer || 8&amp;quot; || 3+ || 3+ || 4 || 5 || 3 || 2 || 10 || 3+ || 40&lt;br /&gt;
|-&lt;br /&gt;
| Lokhust Heavy Destroyer || 8&amp;quot; || 3+ || 3+ || 4 || 5 || 4 || 2 || 10 || 3+ || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Lokhust Destroyer):&#039;&#039;&#039;&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;-Gauss Cannon&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Gauss Cannon&#039;&#039;&#039; || 24&amp;quot; || Heavy 3 || 6 || -3 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Lokhust Heavy Destroyer):&#039;&#039;&#039;&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;-Gauss Destructor&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Gauss Destructor&#039;&#039;&#039; || 36&amp;quot; || Heavy 1 || 10 || -4 || 3D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hardwired for Destruction&amp;quot;&amp;gt;&lt;br /&gt;
Each time a model in this unit makes an attack, re-roll a hit roll of 1.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reanimation Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Repulsor Platform&amp;quot;&amp;gt;&lt;br /&gt;
Models in this unit do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Lokhus Heavy Destroyer can be included in the unit - +50 pts.&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 Lokhust Heavy Destroyer in the unit may replace its &#039;&#039;&#039;Gauss Destructor&#039;&#039;&#039; with an &#039;&#039;&#039;Enmitic Exterminator&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Enmitic Exterminator&#039;&#039;&#039; || 36&amp;quot; || Heavy 3D3 || 7 || -1 || 1 || Blast.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Lokhust Destroyer):&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|&amp;lt;Destroyer Cult&amp;gt;}}&lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Lokhust Destroyers}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Lokhust Heavy Destroyer):&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|&amp;lt;Destroyer Cult&amp;gt;}}&lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Lokhust Heavy Destroyers}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lokhust Heavy Destroyers====&lt;br /&gt;
This unit contains 1 Lokhust Heavy Destroyer (&#039;&#039;&#039;Power Rating: 3&#039;&#039;&#039;). It can include 1 additional Lokhust Heavy Destroyer (&#039;&#039;&#039;Power Rating: +3&#039;&#039;&#039;) or 2 additional Lokhust Heavy Destroyers (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Lokhust Heavy Destroyer || 8&amp;quot; || 3+ || 3+ || 4 || 5 || 3 || 2 || 10 || 3+ || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Gauss Destructor&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Gauss Destructor&#039;&#039;&#039; || 36&amp;quot; || Heavy 1 || 10 || -4 || 3D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hardwired for Destruction&amp;quot;&amp;gt;&lt;br /&gt;
Each time a model in this unit makes an attack, re-roll a hit roll of 1.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reanimation Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Repulsor Platform&amp;quot;&amp;gt;&lt;br /&gt;
Models in this unit do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved.&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;Options:&#039;&#039;&#039;&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 model may replace its &#039;&#039;&#039;Gauss Destructor&#039;&#039;&#039; with an &#039;&#039;&#039;Enmitic Exterminator&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Enmitic Exterminator&#039;&#039;&#039; || 36&amp;quot; || Heavy 3D3 || 7 || -1 || 1 || Blast.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|&amp;lt;Destroyer Cult&amp;gt;}}&lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Lokhust Heavy Destroyers}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tesseract Ark====&lt;br /&gt;
This unit contains 1 Tesseract Ark (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Tesseract Ark || &#039;&#039;&#039;12&amp;quot;&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;3+&#039;&#039;&#039; || 5 || 7 || 7-12 || &#039;&#039;&#039;3&#039;&#039;&#039; || 10 || 3+ || 170&lt;br /&gt;
|-&lt;br /&gt;
| Tesseract Ark || &#039;&#039;&#039;8&amp;quot;&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;4+&#039;&#039;&#039; || 5 || 7 || 4-6 || &#039;&#039;&#039;D3&#039;&#039;&#039; || 10 || 3+ || 170&lt;br /&gt;
|-&lt;br /&gt;
| Tesseract Ark || &#039;&#039;&#039;4&amp;quot;&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;5+&#039;&#039;&#039; || 5 || 7 || 1-3 || &#039;&#039;&#039;1&#039;&#039;&#039; || 10 || 3+ || 170&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Singularity Chamber&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Singularity Chamber (Particle Hurricane)&#039;&#039;&#039; || 12&amp;quot; || Assault 2D6 || * || -2 || 1 || This weapon automatically hits its target and wounds onf a 2+, unless it is targeting a {{W40kKeyword|VEHICLE}}, in which case it wounds on a 6+.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Singularity Chamber (Seismic Lash)&#039;&#039;&#039; || 24&amp;quot; || Assault D6 || 5 || -4 || 3 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Singularity Chamber (Solar Fire)&#039;&#039;&#039; || 36&amp;quot; || Heavy D6 || 8 || -3 || D3+3 || Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Two Particle Beamers&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Particle Beamer&#039;&#039;&#039; || 18&amp;quot; || Assault 6 || 5 || 0 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Containment Field&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gravitational Flux&amp;quot;&amp;gt;&lt;br /&gt;
When resolving a charge against a model with this ability, roll an additional D6 and discard the highest dice before determining the final result.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hovering&amp;quot;&amp;gt;&lt;br /&gt;
Instead of measuring distances and ranges to and from this model&#039;s base, measure to and from this model&#039;s hull or base (whichever is closer).&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Quantum Shielding&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tesseract Implosion&amp;quot;&amp;gt;&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 D3 mortal wounds.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
This model may replace its two &#039;&#039;&#039;Particle Beamers&#039;&#039;&#039; with one of the followings:&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;
-Two &#039;&#039;&#039;Gauss Cannons&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Gauss Cannon&#039;&#039;&#039; || 24&amp;quot; || Heavy 3 || 6 || -3 || D3 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-Two &#039;&#039;&#039;Tesla Cannons&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Tesla Cannon&#039;&#039;&#039; || 30&amp;quot; || Heavy 3 || 6 || 0 || 1 || Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Quantum Shielding}}, {{W40kKeyword|Tesseract Ark}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triarch Stalker====&lt;br /&gt;
This unit contains 1 Triarch Stalker (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Triarch Stalker || &#039;&#039;&#039;10&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;3+&#039;&#039;&#039; || &#039;&#039;&#039;3+&#039;&#039;&#039; || 7 || 6 || 7-12 || 3 || 10 || 3+ || 120&lt;br /&gt;
|-&lt;br /&gt;
| Triarch Stalker || &#039;&#039;&#039;8&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || 7 || 6 || 4-6 || 3 || 10 || 3+ || 120&lt;br /&gt;
|-&lt;br /&gt;
| Triarch Stalker || &#039;&#039;&#039;6&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || 7 || 6 || 1-3 || 3 || 10 || 3+ || 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Particle Shredder&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Particle Shredder&#039;&#039;&#039; || 24&amp;quot; || Heavy 8 || 6 || -1 || 2 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Stalker&#039;s Forelimbs&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Stalker&#039;s Forelimbs&#039;&#039;&#039; || Melee || Melee || User || -2 || 3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explodes&amp;quot;&amp;gt;&lt;br /&gt;
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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Quantum Shielding&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Targeting Relay&amp;quot;&amp;gt;&lt;br /&gt;
Each time this model makes a ranged attack against an enemy unit, if a hit is scored, until the end of the phase, each time another friendly {{W40kKeyword|Necrons}} model makes a ranged attack against that enemy unit, re-roll a hit roll of 1.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any model may replace its &#039;&#039;&#039;Particle Shredder&#039;&#039;&#039; with one of the followings:&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;Heat Ray&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Heat Ray (Dispersed)&#039;&#039;&#039; || 12&amp;quot; || Heavy 2D6 || 5 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heat Ray (Focused)&#039;&#039;&#039; || 24&amp;quot; || Heavy 2 || 8 || -4 || D6 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-Two &#039;&#039;&#039;Heavy Gauss Cannons&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 Gauss Cannon&#039;&#039;&#039; || 30&amp;quot; || Heavy 3 || 7 || -3 || D3 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-Two &#039;&#039;&#039;Tesla Destructors&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Tesla Destructor&#039;&#039;&#039; || 36&amp;quot; || Heavy 5 || 7 || 0 || 1 || Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Szarekhan}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Triarch}}&lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Quantum Shielding}}, {{W40kKeyword|Triarch Stalker}}, {{W40kKeyword|Dynastic Agent}}&lt;br /&gt;
&lt;br /&gt;
===Aircrafts===&lt;br /&gt;
====Doom Scythe====&lt;br /&gt;
This unit contains 1 Doom Scythe (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Doom Scythe || &#039;&#039;&#039;20&amp;quot;-50&amp;quot;&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;3+&#039;&#039;&#039; || 6 || 7 || 7-12 || &#039;&#039;&#039;3&#039;&#039;&#039; || 10 || 3+ || 165&lt;br /&gt;
|-&lt;br /&gt;
| Doom Scythe || &#039;&#039;&#039;20&amp;quot;-40&amp;quot;&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;4+&#039;&#039;&#039; || 6 || 7 || 4-6 || &#039;&#039;&#039;D3&#039;&#039;&#039; || 10 || 3+ || 165&lt;br /&gt;
|-&lt;br /&gt;
| Doom Scythe || &#039;&#039;&#039;20&amp;quot;-30&amp;quot;&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;5+&#039;&#039;&#039; || 6 || 7 || 1-3 || &#039;&#039;&#039;1&#039;&#039;&#039; || 10 || 3+ || 165&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Heavy Death Ray&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 Death Ray&#039;&#039;&#039; || 24&amp;quot; || Heavy 3 || 12 || -4 || D3+3 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Two Tesla Destructors&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Tesla Destructor&#039;&#039;&#039; || 36&amp;quot; || Heavy 5 || 7 || 0 || 1 || Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Airborne&amp;quot;&amp;gt;&lt;br /&gt;
You cannot declare a charge with this model and it can only be chosen as a target of a charge if the unit making the charge can {{W40kKeyword|Fly}}. You can only fight with this model if it is within Engagement range of any enemy units that can {{W40kKeyword|Fly}}, and this model can only make melee attacks against units that can {{W40kKeyword|Fly}}. Enemy units can only make melee attacks against this model if they can {{W40kKeyword|Fly}}.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Crash and Burn&amp;quot;&amp;gt;&lt;br /&gt;
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it crashes and explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hard to Hit&amp;quot;&amp;gt;&lt;br /&gt;
Each time a ranged attack is made against this unit, subtract 1 from that attack&#039;s hit roll.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Supersonic&amp;quot;&amp;gt;&lt;br /&gt;
Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase. In addition, each time this model moves, firstly pivot it on the spot up to 90 degrees (this does not contribute to how far the model moves) and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20&amp;quot; until the end of the phase - do not roll any dice.&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;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Aircraft}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Doom Scythe}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Night Scythe====&lt;br /&gt;
This unit contains 1 Night Scythe (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Night Scythe || &#039;&#039;&#039;20&amp;quot;-50&amp;quot;&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;3+&#039;&#039;&#039; || 6 || 7 || 7-12 || &#039;&#039;&#039;3&#039;&#039;&#039; || 10 || 3+ || 120&lt;br /&gt;
|-&lt;br /&gt;
| Night Scythe || &#039;&#039;&#039;20&amp;quot;-40&amp;quot;&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;4+&#039;&#039;&#039; || 6 || 7 || 4-6 || &#039;&#039;&#039;D3&#039;&#039;&#039; || 10 || 3+ || 120&lt;br /&gt;
|-&lt;br /&gt;
| Night Scythe || &#039;&#039;&#039;20&amp;quot;-30&amp;quot;&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;5+&#039;&#039;&#039; || 6 || 7 || 1-3 || &#039;&#039;&#039;1&#039;&#039;&#039; || 10 || 3+ || 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Two Tesla Destructors&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Tesla Destructor&#039;&#039;&#039; || 36&amp;quot; || Heavy 5 || 7 || 0 || 1 || Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Airborne&amp;quot;&amp;gt;&lt;br /&gt;
You cannot declare a charge with this model and it can only be chosen as a target of a charge if the unit making the charge can {{W40kKeyword|Fly}}. You can only fight with this model if it is within Engagement range of any enemy units that can {{W40kKeyword|Fly}}, and this model can only make melee attacks against units that can {{W40kKeyword|Fly}}. Enemy units can only make melee attacks against this model if they can {{W40kKeyword|Fly}}.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Crash and Burn&amp;quot;&amp;gt;&lt;br /&gt;
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it crashes and explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hard to Hit&amp;quot;&amp;gt;&lt;br /&gt;
Each time a ranged attack is made against this unit, subtract 1 from that attack&#039;s hit roll.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Supersonic&amp;quot;&amp;gt;&lt;br /&gt;
Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase. In addition, each time this model moves, firstly pivot it on the spot up to 90 degrees (this does not contribute to how far the model moves) and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20&amp;quot; until the end of the phase - do not roll any dice.&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;Transport Capacity:&#039;&#039;&#039;&lt;br /&gt;
:This model can transport 20 {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Infantry}} or {{W40kKeyword|Dynastic Agent}} {{W40kKeyword|Infantry}} models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Aircraft}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Night Scythe}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Gateway}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Night Shroud====&lt;br /&gt;
This unit contains 1 Night Shroud (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Night Shroud || &#039;&#039;&#039;20&amp;quot;-50&amp;quot;&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;3+&#039;&#039;&#039; || 6 || 7 || 8-14 || &#039;&#039;&#039;3&#039;&#039;&#039; || 10 || 3+ || 180&lt;br /&gt;
|-&lt;br /&gt;
| Night Shroud || &#039;&#039;&#039;20&amp;quot;-40&amp;quot;&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;4+&#039;&#039;&#039; || 6 || 7 || 4-7 || &#039;&#039;&#039;D3&#039;&#039;&#039; || 10 || 3+ || 180&lt;br /&gt;
|-&lt;br /&gt;
| Night Shroud || &#039;&#039;&#039;20&amp;quot;-30&amp;quot;&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;5+&#039;&#039;&#039; || 6 || 7 || 1-3 || &#039;&#039;&#039;1&#039;&#039;&#039; || 10 || 3+ || 180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Two Tesla Destructors&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Tesla Destructor&#039;&#039;&#039; || 36&amp;quot; || Heavy 5 || 7 || 0 || 1 || Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Airborne&amp;quot;&amp;gt;&lt;br /&gt;
You cannot declare a charge with this model and it can only be chosen as a target of a charge if the unit making the charge can {{W40kKeyword|Fly}}. You can only fight with this model if it is within Engagement range of any enemy units that can {{W40kKeyword|Fly}}, and this model can only make melee attacks against units that can {{W40kKeyword|Fly}}. Enemy units can only make melee attacks against this model if they can {{W40kKeyword|Fly}}.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Crash and Burn&amp;quot;&amp;gt;&lt;br /&gt;
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it crashes and explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Death Sphere Bombardment&amp;quot;&amp;gt;&lt;br /&gt;
A Night Shroud can drop death spheres on an enemy unit it moves over during one of your Movement phases. After the Night Shroud has moved, pick one enemy unit that it has passed over. Then roll 3D6 for each {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} in the unit, and roll a D6 for every other model in the unit, up to a maximum of 12D6. For each roll of 3+, the target unit suffers a mortal wound.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hard to Hit&amp;quot;&amp;gt;&lt;br /&gt;
Each time a ranged attack is made against this unit, subtract 1 from that attack&#039;s hit roll.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Quantum Shielding&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Supersonic&amp;quot;&amp;gt;&lt;br /&gt;
Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase. In addition, each time this model moves, firstly pivot it on the spot up to 90 degrees (this does not contribute to how far the model moves) and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20&amp;quot; until the end of the phase - do not roll any dice.&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;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Aircraft}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Night Shroud}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transports===&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;
====Canoptek Elekas====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Canoptek Elekas are Necron constructs resembling Terran crustaceans that are used to rapidly deploy other canoptek units in a critically damaged section of a tomb world. In battles, these serve a pretty similar function, rapidly relocating units from one key location to another, while making use of their transdimensional tools to banish annoying foes who stand in their way.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Canoptek Elekas (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Canoptek Elekas || &#039;&#039;&#039;18&amp;quot;&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;4+&#039;&#039;&#039; || 6 || 7 || 7-12 || &#039;&#039;&#039;3&#039;&#039;&#039; || 10 || 3+ || 145&lt;br /&gt;
|-&lt;br /&gt;
| Canoptek Elekas || &#039;&#039;&#039;12&amp;quot;&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;5+&#039;&#039;&#039; || 6 || 7 || 4-6 || &#039;&#039;&#039;D3&#039;&#039;&#039; || 10 || 3+ || 145&lt;br /&gt;
|-&lt;br /&gt;
| Canoptek Elekas || &#039;&#039;&#039;6&amp;quot;&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;6+&#039;&#039;&#039; || 6 || 7 || 1-3 || &#039;&#039;&#039;1&#039;&#039;&#039; || 10 || 3+ || 145&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Automaton Claws&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Automaton Claws&#039;&#039;&#039; || Melee || Melee || +2 || -3 || 2 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Scouring Eye&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Scouring Eye&#039;&#039;&#039; || 12&amp;quot; || Pistol 2 || 5 || -2 || 1 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Two Transdimensional Abductors&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Transdimensional Abductor&#039;&#039;&#039; || 12&amp;quot; || Assault D3 || 4 || -3 || 3 || Blast. Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Whip Coils&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Whip Coils&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time an attack is made with this weapon, make 2 hit rolls instead of 1.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explodes&amp;quot;&amp;gt;&lt;br /&gt;
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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hovering&amp;quot;&amp;gt;&lt;br /&gt;
Instead of measuring distances and ranges to and from this model&#039;s base, measure to and from this model&#039;s hull or base (whichever is closer).&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Quantum Shielding&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rapid Deployment&amp;quot;&amp;gt;&lt;br /&gt;
Models embarked in this unit can disembark even after this transport has moved.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scarab Hive&amp;quot;&amp;gt;&lt;br /&gt;
In your Command phase, one destroyed model from each friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Canoptek Scarab Swarm}} unit within 6&amp;quot; of this unit is Reanimated. Each unit can only be affected by this ability once per phase.&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;Transport Capacity:&#039;&#039;&#039;&lt;br /&gt;
:This model can transport 12 {{W40kKeyword|Canoptek}} {{W40kKeyword|Beasts}} and {{W40kKeyword|Swarm}} models ({{W40kKeyword|Beasts}} models count as two models for the purpose of capacity).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Canoptek}} &lt;br /&gt;
*{{W40kKeyword|Dedicated Transport}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Quantum Shielding}}, {{W40kKeyword|Canoptek Elekas}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Transport}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ghost Ark====&lt;br /&gt;
This unit contains 1 Ghost Ark (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Ghost Ark || &#039;&#039;&#039;12&amp;quot;&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;3+&#039;&#039;&#039; || 6 || 6 || 8-14 || &#039;&#039;&#039;3&#039;&#039;&#039; || 10 || 3+ || 145&lt;br /&gt;
|-&lt;br /&gt;
| Ghost Ark || &#039;&#039;&#039;8&amp;quot;&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;4+&#039;&#039;&#039; || 6 || 6 || 4-7 || &#039;&#039;&#039;D3&#039;&#039;&#039; || 10 || 3+ || 145&lt;br /&gt;
|-&lt;br /&gt;
| Ghost Ark || &#039;&#039;&#039;4&amp;quot;&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;5+&#039;&#039;&#039; || 6 || 6 || 1-3 || &#039;&#039;&#039;1&#039;&#039;&#039; || 10 || 3+ || 145&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Two Gauss Flayer Arrays&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Gauss Flayer Array&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 5 || 4 || -1 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explodes&amp;quot;&amp;gt;&lt;br /&gt;
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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hovering&amp;quot;&amp;gt;&lt;br /&gt;
Instead of measuring distances and ranges to and from this model&#039;s base, measure to and from this model&#039;s hull or base (whichever is closer).&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Open-topped&amp;quot;&amp;gt;&lt;br /&gt;
Models embarked in this model may still shoot as normal in the Shooting phase. Measure distances and line of sight from any point of this model&#039;s hull.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Quantum Shielding&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Repair Barge&amp;quot;&amp;gt;&lt;br /&gt;
In your Command phase, you can select one friendly {{W40kKeyword|Core}} {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Infantry}} unit within 6&amp;quot; of this model or embarked inside it. One destroyed model from that unit is Reanimated. If the selected unit is a {{W40kKeyword|Necron Warriors}} unit, D3 destroyed models from that unit are Reanimated instead. If the reanimated unit is embarked inside the Ghost Ark, then the reanimated models may not take the number of models inside the Ghost Ark above its Transport Capacity; models in excess are immediately destroyed.&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;Transport Capacity:&#039;&#039;&#039;&lt;br /&gt;
:This model can transport 10 {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Infantry}} and {{W40kKeyword|Dynastic Agent}} {{W40kKeyword|Infantry}} models. It cannot transport {{W40kKeyword|&amp;lt;Destroyer Cult&amp;gt;}} models and models with the {{W40kKeyword|Flayed}} keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Dedicated Transport}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Quantum Shielding}}, {{W40kKeyword|Ghost Ark}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Transport}}&lt;br /&gt;
&lt;br /&gt;
===Lords of War===&lt;br /&gt;
====Abattoir====&lt;br /&gt;
This unit contains 1 Abattoir (&#039;&#039;&#039;Power Rating: 500&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Abattoir || &#039;&#039;&#039;24”&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || &#039;&#039;&#039;2+&#039;&#039;&#039; || 18 || 18 || 161-200 || &#039;&#039;&#039;6&#039;&#039;&#039; || 10 || 2+ || 10000&lt;br /&gt;
|-&lt;br /&gt;
| Abattoir || &#039;&#039;&#039;20” || &#039;&#039;&#039;4+&#039;&#039;&#039; || &#039;&#039;&#039;2+&#039;&#039;&#039; || 18 || 18 || 121-160 || &#039;&#039;&#039;D3+2&#039;&#039;&#039; || 10 || 2+ || 10000&lt;br /&gt;
|-&lt;br /&gt;
| Abattoir || &#039;&#039;&#039;16” || &#039;&#039;&#039;5+&#039;&#039;&#039; || &#039;&#039;&#039;3+&#039;&#039;&#039; || 18 || 18 || 81-120 || &#039;&#039;&#039;3&#039;&#039;&#039; || 10 || 2+ || 10000&lt;br /&gt;
|-&lt;br /&gt;
| Abattoir || &#039;&#039;&#039;12” || &#039;&#039;&#039;6+&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || 18 || 18 || 41-80 || &#039;&#039;&#039;D3&#039;&#039;&#039; || 10 || 2+ || 10000&lt;br /&gt;
|-&lt;br /&gt;
| Abattoir || &#039;&#039;&#039;8” || &#039;&#039;&#039;7+&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || 18 || 18 || 1-40 || &#039;&#039;&#039;1&#039;&#039;&#039; || 10 || 2+ || 10000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Gauss Lightning Grid&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Gauss Lightning Grid&#039;&#039;&#039; || 24&amp;quot; || Heavy 24 || 5 || -2 || D3 || This weapon can target up to three different units in the shooting phase, choose how many hits to allocate to each unit before rolling.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Empowered Gauss Lightning Grid&#039;&#039;&#039; || 36&amp;quot; || Heavy 36 || 6 || -3 || D3+1 || This profile can only be used once the Abattoir reaches the third tier on the &#039;&#039;Altar of Sacrifice&#039;&#039; special rule. This weapon can target up to three different units in the shooting phase, choose how many hits to allocate to each unit before rolling.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Giant Tentacles&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Giant Tentacles&#039;&#039;&#039; || Melee || Melee || User || -4 || 3 || Each time an attack is made with this weapon, make 4 hit rolls instead of 1.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Particle Collider&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Particle Collider (Diffused)&#039;&#039;&#039; || 32&amp;quot; || Heavy 2D6 || 8 || -3 || D3+1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Empowered Particle Collider (Diffused)&#039;&#039;&#039; || 48&amp;quot; || Heavy 3D6 || 9 || -4 || 4 || Blast. This profile can only be used once the Abattoir reaches the fourth tier on the &#039;&#039;Altar of Sacrifice&#039;&#039; special rule.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Particle Collider (Focused)&#039;&#039;&#039; || 48&amp;quot; || Heavy 6 || 12 || -4 || D3+3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Empowered Particle Collider (Focused)&#039;&#039;&#039; || 72&amp;quot; || Heavy 9 || 16 || -6 || 9 || This profile can only be used once the Abattoir reaches the fifth tier on the &#039;&#039;Altar of Sacrifice&#039;&#039; special rule.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Scarab Swarm&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Scarab Swarm&#039;&#039;&#039; || Melee || Melee || 3 || - || 1 || Each time the bearer attacks, it makes 20 additional attacks with this weapon and no more than 20 attacks can be made with this weapon. Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target. For each model killed by an attack made with this weapon, the Abattoir regains one wound lost previously in the game, D3 if the model was a {{W40kKeyword|Vehicle}} or {{W40kKeyword|Vehicle}}, D6 if it was {{W40kKeyword|Titanic}}.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Altar of Sacrifice&amp;quot;&amp;gt;&lt;br /&gt;
Throughout the course of the battle keep track of how many models this model has slain ({{W40kKeyword|Bikers}} count as 3, {{W40kKeyword|Vehicles}} and {{W40kKeyword|MONSTERS}} count as 7 and {{W40kKeyword|TITANIC}} models count as 30) and consult the table below, each effect is not cumulative:&lt;br /&gt;
:0-49; &#039;&#039;&#039;Hungering Gods:&#039;&#039;&#039; Subtract 1 from this model&#039;s hit rolls, but add 4” to this model&#039;s Movement, advance and charge distances.&lt;br /&gt;
:50-99; &#039;&#039;&#039;Satisfied Thirst:&#039;&#039;&#039; This model now knows two powers of the C’tan and may cast one of them per turn.&lt;br /&gt;
:100-149; &#039;&#039;&#039;Lust for Slaughter:&#039;&#039;&#039; This model knows three powers of the C&#039;tan and may cast up to two of them per turn.&lt;br /&gt;
:150-199; &#039;&#039;&#039;Supercharged:&#039;&#039;&#039; This model knows four powers of the C&#039;tan and may cast up to three of them per turn.&lt;br /&gt;
:200+; &#039;&#039;&#039;Maximium Power:&#039;&#039;&#039; This model knows all the powers of the C&#039;tan and may cast up to five of them per turn. However, the model suffers D6 additional damage whenever it suffers an unsaved wound and you must add 2 to the die to see if it explodes.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Energy Containment Field&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ invulnerable save. In addition, if this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 3+ the containment grid fails and explodes, each unit within 2D6&amp;quot; suffers 2D6+3 mortal wounds. On a 6 the energy stored inside the Abbatoir bursts out, shattering the ground and violating the very fabric of reality, every unit within 2D6+6&amp;quot; suffers 2D6+6 mortal wounds. If this model has reached the fifth tier on the &#039;&#039;Altar of Sacrifice&#039;&#039; special rule consider every D6 (both for damage and range) as a 6.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Floating Fortress&amp;quot;&amp;gt;&lt;br /&gt;
This model can only be charged by units that can {{W40kKeyword|FLY}} and can only be attacked in the Fight phase by units that can {{W40kKeyword|FLY}}. In addition, unless the attacking unit can {{W40kKeyword|FLY}}, add 12&amp;quot; to the measured distance to determine the range when making shooting attacks against it. Note that this means many short-ranged shooting weapons will not be able to hit this model.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Grisly Sight&amp;quot;&amp;gt;&lt;br /&gt;
Any non-{{W40kKeyword|NECRONS}} unit that has line of sight to this model must subtract 2 from its Leadership characteristic and automatically loses 1 additional model for every roll of 1 during any Attrition test.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Harbinger of the End&amp;quot;&amp;gt;&lt;br /&gt;
This model can Fall Back in the Movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can move over enemy models that don&#039;t have the {{W40kKeyword|TITANIC}} keyword, though at the end of its move it must be more than 1&amp;quot; away from all enemy units. This model can fire its shooting weapons even if there are enemy models within 1&amp;quot; unless those enemy models are {{W40kKeyword|TITANIC}}. 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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scarab Repair Swarm&amp;quot;&amp;gt;&lt;br /&gt;
At the start of your Command phase, this model regains a number of lost wounds equal to the table below.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! Scarab Repair Swarm&lt;br /&gt;
|-&lt;br /&gt;
| 161-200 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 121-160 || D6&lt;br /&gt;
|-&lt;br /&gt;
| 81-120 || D3+3&lt;br /&gt;
|-&lt;br /&gt;
| 41-80 || D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-40 || 1&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;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|C&#039;tan Shards}}, {{W40kKeyword|Necrons}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Abattoir}}, {{W40kKeyword|Titanic}}, {{W40kKeyword|Vehicle}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Æonic Orb====&lt;br /&gt;
This unit contains 1 Æonic Orb (&#039;&#039;&#039;Power Rating: 300&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Æonic Orb || &#039;&#039;&#039;24”&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;2+&#039;&#039;&#039; || 16 || 18 || 121-150 || &#039;&#039;&#039;6&#039;&#039;&#039; || 10 || 2+ || 6000&lt;br /&gt;
|-&lt;br /&gt;
| Æonic Orb || &#039;&#039;&#039;20”&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;3+&#039;&#039;&#039; || 16 || 18 || 121-150 || &#039;&#039;&#039;D6&#039;&#039;&#039; || 10 || 2+ || 6000&lt;br /&gt;
|-&lt;br /&gt;
| Æonic Orb || &#039;&#039;&#039;16”&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;3+&#039;&#039;&#039; || 16 || 18 || 121-150 || &#039;&#039;&#039;3&#039;&#039;&#039; || 10 || 2+ || 6000&lt;br /&gt;
|-&lt;br /&gt;
| Æonic Orb || &#039;&#039;&#039;12”&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;4+&#039;&#039;&#039; || 16 || 18 || 121-150 || &#039;&#039;&#039;D3&#039;&#039;&#039; || 10 || 2+ || 6000&lt;br /&gt;
|-&lt;br /&gt;
| Æonic Orb || &#039;&#039;&#039;8”&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;5+&#039;&#039;&#039; || 16 || 18 || 121-150 || &#039;&#039;&#039;1&#039;&#039;&#039; || 10 || 2+ || 6000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Star Cage&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Star-Cage (Solar Burst)&#039;&#039;&#039; || 72&amp;quot; || Heavy 3 || * || * || * || This weapon can target up to three different units in the shooting phase, choose how many hits to allocate to each unit before rolling. For each attack that hits, roll one D6 for each model in the target unit; on a 3+ that model suffers 3 mortal wounds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Star-Cage (Solar Flare)&#039;&#039;&#039; || 180&amp;quot; || Heavy 1 || * || -5 || 48 || Attacks made with this weapon always wound on a 2+. Your opponent must subtract 3 from every kind of Save used against attacks from this profile. Each time you roll a wound roll of 6+ for this weapon, the target suffers 6 mortal wounds in addition to any other damage. If this attack hits, roll a die for every unit within 9&amp;quot; of the target; on a 3+ that unit suffers D6 mortal wounds.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Banishment Security Measures&amp;quot;&amp;gt;&lt;br /&gt;
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4-5, each unit within 3D6&amp;quot; suffers 2D6 mortal wounds. On a 6 the security protocols fail to completely banish the compressed star into a pocket dimension, each unit within 36&amp;quot; suffers 18 mortal wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blinding Light&amp;quot;&amp;gt;&lt;br /&gt;
Non-{{W40kKeyword|Necron}} and non-{{W40kKeyword|Vehicle}} units that have line of sight to this model must subtract 1 from their hit roll each time they attack and may only re-roll hit rolls of 1.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Containment Field&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ invulnerable save. Each time this model fails a saving throw, roll a D6; on an unmodified roll of 6, this model suffers D6 additional wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Fortress&amp;quot;&amp;gt;&lt;br /&gt;
At the start of your Command phase, each model in this unit regains D3 lost wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Giant Construct&amp;quot;&amp;gt;&lt;br /&gt;
This model can Fall Back in the Movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can move over enemy models that don&#039;t have the {{W40kKeyword|TITANIC}} keyword, though at the end of its move it must be more than 1&amp;quot; away from all enemy units. This model can fire its shooting weapons even if there are enemy models within 1&amp;quot; unless those enemy models are {{W40kKeyword|TITANIC}}. 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.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Stellar Gravity Core&amp;quot;&amp;gt;&lt;br /&gt;
At the start of your Shooting phase, roll a dice for each non-{{W40kKeyword|Necron}} unit that can {{W40kKeyword|Fly}} and is within 24&amp;quot; of this model; on a 4+ that unit suffers 3D3 mortal wounds; double the amount of mortal wounds if the target is a {{W40kKeyword|Aircraft}}.&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;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Æonic Orb}}, {{W40kKeyword|Titanic}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Canoptek Leviathan====&lt;br /&gt;
This unit contains 1 Canoptek Leviathan (&#039;&#039;&#039;Power Rating: 30&#039;&#039;&#039;). [[File:Canoptek_Leviathan.jpg|thumb|250px|Canoptek Leviathan soaring the skies (Credits to [https://www.instagram.com/the_warsinger/ The Warsinger])]]&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Canoptek Leviathan || &#039;&#039;&#039;24”&#039;&#039;&#039; || 4+ || &#039;&#039;&#039;4+&#039;&#039;&#039; || 7 || 8 || 13-24 || &#039;&#039;&#039;3&#039;&#039;&#039; || 10 || 3+ || 600&lt;br /&gt;
|-&lt;br /&gt;
| Canoptek Leviathan || &#039;&#039;&#039;20”&#039;&#039;&#039; || 4+ || &#039;&#039;&#039;5+&#039;&#039;&#039; || 7 || 8 || 7-12 || &#039;&#039;&#039;D3&#039;&#039;&#039; || 10 || 3+ || 600&lt;br /&gt;
|-&lt;br /&gt;
| Canoptek Leviathan || &#039;&#039;&#039;16”&#039;&#039;&#039; || 4+ || &#039;&#039;&#039;6+&#039;&#039;&#039; || 7 || 8 || 1-6 || &#039;&#039;&#039;1&#039;&#039;&#039; || 10 || 3+ || 600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Banishment Cannon&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Banishment Cannon&#039;&#039;&#039; || 24&amp;quot; || Heavy D6 || 14 || -4 || D6 || Blast. Each time an attack is made with this weapon a wound roll of 6+ inflicts D3 mortal wounds on the target in addition to any normal damage.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Canoptek Wings&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Canoptek Wings&#039;&#039;&#039; || Melee || Melee || User || -3 || 2 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Four Gauss Flayer Arrays&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Gauss Flayer Array&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 5 || 4 || -1 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explodes&amp;quot;&amp;gt;&lt;br /&gt;
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 2D6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Flying Construct&amp;quot;&amp;gt;&lt;br /&gt;
A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can even move over enemy models as long as they don&#039;t possess the {{W40kKeyword|Titanic}} keyword and as long as it ends it&#039;s moving more than 1” from enemy models. This model may still shoot if there are enemy models within 1” of it as long as they don&#039;t possess the {{W40kKeyword|Titanic}} keyword. In this case, it can shoot at enemies within 1” of itself or any other visible enemy unit that is not within 1” of a friendly unit. Finally, this model may only be charged by units that can {{W40kKeyword|Fly}}.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hard to Hit&amp;quot;&amp;gt;&lt;br /&gt;
Each time a ranged attack is made against this unit, subtract 1 from that attack&#039;s hit roll.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Particle Shields&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ Invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Thunderbolt Field&amp;quot;&amp;gt;&lt;br /&gt;
At the end of your Movement phase, roll a die for every enemy unit within 12&amp;quot; of this model; on a 4+ that unit suffers D3 mortal wounds. In addition, roll a die every time this model made a charge move, was charged, or performed a Heroic Intervention; on a 2+ select an enemy unit in Engagement Range of this model, that unit suffers D3 mortal wounds.&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;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Null Prisms&amp;quot;&amp;gt;&lt;br /&gt;
This model can attempt to deny up to three psychic powers in each enemy Psychic phase in the same manner as a {{W40kKeyword|PSYKER}}. In addition, a model equipped with these can never be targeted or affected by psychic powers in any way.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This model may take the &#039;&#039;&#039;Null Prisms&#039;&#039;&#039; upgrade - +25 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Canoptek}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Canoptek Leviathan}}, {{W40kKeyword|Titanic}}, {{W40kKeyword|Vehicle}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gauss Pylon====&lt;br /&gt;
This unit contains 1 Gauss Pylon (&#039;&#039;&#039;Power Rating: 24&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Pylon || - || 6+ || &#039;&#039;&#039;3+&#039;&#039;&#039; || 6 || 8 || 16-30 || - || 10 || 3+ || 475&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Pylon || - || 6+ || &#039;&#039;&#039;4+&#039;&#039;&#039; || 6 || 8 || 8-15 || - || 10 || 3+ || 475&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Pylon || - || 6+ || &#039;&#039;&#039;5+&#039;&#039;&#039; || 6 || 8 || 1-7 || - || 10 || 3+ || 475&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Gauss Annihilator&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Gauss Annihilator (Flux Arc)&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 6 || 6 || -2 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gauss Annihilator (Focused Beam)&#039;&#039;&#039; || 120&amp;quot; || Heavy 2D3 || 16 || -4 || D3+6 || Each time an attack is made with this weapon against an {{W40kKeyword|Aircraft}} unit, add 2 to that attack&#039;s hit roll.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Tesla Arc&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Tesla Arc&#039;&#039;&#039; || 3&amp;quot; || Assault 3D6 || 4 || 0 || 1 || Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Advanced Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
At the start of your Command phase, this model regains D3 lost wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Immobile&amp;quot;&amp;gt;&lt;br /&gt;
This model cannot move for any reason, except when it is set up using the Teleportation Matrix ability, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. It can, except when firing Overwatch, also still fire its weapons if enemy units are within 1&amp;quot; of it (but only its tesla arc can target units that are within 1&amp;quot; of it – its other guns must target other units). In addition, friendly units can still target enemy units that are within 1&amp;quot; of this model.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phase Shift Generator&amp;quot;&amp;gt;&lt;br /&gt;
All friendly {{W40kKeyword|Necrons}} models receive a 5+ invulnerable save whilst they remain within 6&amp;quot; of this model.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reactor Explosion&amp;quot;&amp;gt;&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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Teleportation Matrix&amp;quot;&amp;gt;&lt;br /&gt;
During deployment, you can set this unit up in orbit instead of placing it on the battlefield. During the Reinforcements step of one of your Movement phases, this unit may teleport into battle. Set it up anywhere on the battlefield that is more than 9&amp;quot; away from enemy models. At the beginning of any of your Movement phases, any Gauss Pylon that is not within 1&amp;quot; of an enemy unit can teleport away. Remove it from the battlefield - replace it following the rules above.&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;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Gauss Pylon}}, {{W40kKeyword|Artillery}}, {{W40kKeyword|Titanic}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Monolith====&lt;br /&gt;
This unit contains 1 Monolith (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Monolith || &#039;&#039;&#039;8&amp;quot; || 6+ || &#039;&#039;&#039;3+ || 8 || 8 || 13-24 || &#039;&#039;&#039;6&#039;&#039;&#039; || 10 || 2+ || 360&lt;br /&gt;
|-&lt;br /&gt;
| Monolith || &#039;&#039;&#039;6&amp;quot; || 6+ || &#039;&#039;&#039;4+ || 8 || 8 || 7-12 || &#039;&#039;&#039;D6&#039;&#039;&#039; || 10 || 2+ || 360&lt;br /&gt;
|-&lt;br /&gt;
| Monolith || &#039;&#039;&#039;4&amp;quot; || 6+ || &#039;&#039;&#039;5+ || 8 || 8 || 1-6 || &#039;&#039;&#039;D3&#039;&#039;&#039; || 10 || 2+ || 360&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Four Gauss Flux Arcs&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Gauss Flux Arc&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 3 || 5 || -2 || 2 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Particle Whip&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Partcile Whip&#039;&#039;&#039; || 36&amp;quot; || Heavy D3+3 || 12 || -3 || D3 || Blast. Roll a die for each enemy unit within 3&amp;quot; of the target unit, on a 5+ it suffers D3 mortal wounds.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Portal of Exile&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Portal of Exile&#039;&#039;&#039; || Melee || Melee || User || -3 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Death Descending&amp;quot;&amp;gt;&lt;br /&gt;
During deployment, you can set up this model in the upper atmosphere instead of placing it on the battlefield. If you do, then during the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Eternity Gate&amp;quot;&amp;gt;&lt;br /&gt;
In your Movement phase, if this model Remains Stationary, then in the Reinforcement step of that phase it can summon a unit. If it does, select one {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Infantry}} unit from your army that is in Strategic Reserves: set up that unit anywhere on the battlefield that it is wholly within 3&amp;quot; of this model and not within Engagement Range of any enemy models. Models in units that are set up using this ability count as having moved a distance in inches equal to their Move characteristic in the Movement phase.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explodes&amp;quot;&amp;gt;&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 2D6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hovering&amp;quot;&amp;gt;&lt;br /&gt;
Distances are measured to and from either this model&#039;s hull or its base, whichever is the closest.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Fortress&amp;quot;&amp;gt;&lt;br /&gt;
At the start of your Command phase, this model regains D3 lost wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Quantum Shielding&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&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;Options:&#039;&#039;&#039;&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;
This model may replace all its four &#039;&#039;&#039;Gauss Flux Arcs&#039;&#039;&#039; with four &#039;&#039;&#039;Death Ray&#039;&#039;&#039; - +5 pts./weapon&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Death Ray&#039;&#039;&#039; || 24&amp;quot; || Heavy 1 || 9 || -3 || D6 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Monolith}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Titanic}}, {{W40kKeyword|Quantum Shielding}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Obelisk====&lt;br /&gt;
This unit contains 1 Obelisk (&#039;&#039;&#039;Power Rating: 15&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Obelisk || &#039;&#039;&#039;8&amp;quot;&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;3+&#039;&#039;&#039; || 8 || 8 || 15-28 || &#039;&#039;&#039;6&#039;&#039;&#039; || 10 || 2+ || 300&lt;br /&gt;
|-&lt;br /&gt;
| Obelisk || &#039;&#039;&#039;6&amp;quot;&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;4+&#039;&#039;&#039; || 8 || 8 || 8-14 || &#039;&#039;&#039;D6&#039;&#039;&#039; || 10 || 2+ || 300&lt;br /&gt;
|-&lt;br /&gt;
| Obelisk || &#039;&#039;&#039;4&amp;quot;&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;5+&#039;&#039;&#039; || 8 || 8 || 1-7 || &#039;&#039;&#039;D3&#039;&#039;&#039; || 10 || 2+ || 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Four Tesla Spheres&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Tesla Sphere&#039;&#039;&#039; || 36&amp;quot; || Heavy 6 || 8 || 0 || 1 || Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Advanced Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
At the start of your Command phase, this model regains D3 lost wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Death Descending&amp;quot;&amp;gt;&lt;br /&gt;
During deployment, you can set up this model in the upper atmosphere instead of placing it on the battlefield. If you do, then during the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explodes&amp;quot;&amp;gt;&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 2D6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gravitic Pulse&amp;quot;&amp;gt;&lt;br /&gt;
In your Shooting phase, you can select one enemy unit that can {{W40kKeyword|Fly}} and is within 24&amp;quot; of this model. Until the start of your next Shooting phase, halve the Move characteristic of models in that unit. If the selected unit is an {{W40kKeyword|Aircraft}}, roll 2D6: for each point by which the total exceeds that unit&#039;s Toughness characteristic, that unit suffers 1 mortal wound. Each unit can only be selected for this ability once per phase.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hovering&amp;quot;&amp;gt;&lt;br /&gt;
Distances are measured to and from either this model&#039;s hull or its base, whichever is the closest.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hovering Sentinel&amp;quot;&amp;gt;&lt;br /&gt;
In your Movement phase, if this model Remains Stationary, then until the start of your next Movement phase, its Tesla Spheres have a Type of Heavy 8, a Strength characteristic of 9 and a Damage characteristic of 2.&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;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Obelisk}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Titanic}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Seraptek Heavy Construct====&lt;br /&gt;
This unit contains 1 Seraptek Heavy Construct (&#039;&#039;&#039;Power Rating: 18&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Seraptek Heavy Construct || &#039;&#039;&#039;16&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || 8 || 8 || 15-28 || &#039;&#039;&#039;6&#039;&#039;&#039; || 10 || 3+ || 360&lt;br /&gt;
|-&lt;br /&gt;
| Seraptek Heavy Construct || &#039;&#039;&#039;12&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || 8 || 8 || 8-14 || &#039;&#039;&#039;D6&#039;&#039;&#039; || 10 || 3+ || 360&lt;br /&gt;
|-&lt;br /&gt;
| Seraptek Heavy Construct || &#039;&#039;&#039;8&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;6+&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || 8 || 8 || 1-7 || &#039;&#039;&#039;D3&#039;&#039;&#039; || 10 || 3+ || 360&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Two Singularity Generators&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Singularity Generator&#039;&#039;&#039; || 36&amp;quot; || Heavy 3D3 || 8 || -3 || D6 || Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Titanic Forelimbs&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Titanic Forelimbs (Reaping Sweep)&#039;&#039;&#039; || Melee || Melee || User || -2 || 2 || Each time an attack is made with this weapon, make 2 hit rolls instead of 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Titanic Forelimbs (Impaling Strike)&#039;&#039;&#039; || Melee || Melee || x2 || -4 || 6 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Quantum Shielding&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Transdimensional Explosion&amp;quot;&amp;gt;&lt;br /&gt;
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4-5 it explodes, and each unit within 2D6&amp;quot; suffers D6 mortal wounds; on a 6 it explodes and breaches the transdimensional barrier, and each unit within 3D6&amp;quot; suffers D6+3 mortal wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Unstoppable Colossus&amp;quot;&amp;gt;&lt;br /&gt;
When this model moves (including when it Falls Back), it can move over {{W40kKeyword|Infantry}}, {{W40kKeyword|Beast}} and {{W40kKeyword|Swarm}} models as if they were not there, though it must end its move more than 1&amp;quot; from any enemy units. This model can Fall Back in the Movement phase and still shoot and/or charge in the same turn.&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;Options:&#039;&#039;&#039;&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;
This model may replace its two &#039;&#039;&#039;Singularity Generators&#039;&#039;&#039; with two &#039;&#039;&#039;Synaptic Obliterators&#039;&#039;&#039; and two &#039;&#039;&#039;Transdimensional Projectors&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Synaptic Obliterator&#039;&#039;&#039; || 72&amp;quot; || Heavy D3 || 16 || -4 || 6 || Each time an attack is made with this weapon a wound roll of 6+ inflicts D3 mortal wounds on the target in addition to any normal damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Transdimensional Projector&#039;&#039;&#039; || 24&amp;quot; || Heavy D6 || 6 || -3 || 2 || Blast. Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Canoptek}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Seraptek Heavy Construct}}, {{W40kKeyword|Titanic}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Szarekh, the Last Silent King====&lt;br /&gt;
This unit contains 1 Szarekh, the Last Silent King and 2 Triarchal Guards (&#039;&#039;&#039;Power Rating: 10&#039;&#039;&#039;). Only one of this unit can be included i your army. You cannot include this unit if your army already includes The Triarch.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Szarekh || 6&amp;quot; || 2+ || 2+ || 5 || 6 || 8 || 5 || 10 || 3+ || 210&lt;br /&gt;
|-&lt;br /&gt;
| Triarchal Guard || 10&amp;quot; || 2+ || 2+ || 5 || 5 || 5 || 4 || 10 || 3+ || free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Szarekh):&#039;&#039;&#039;&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;-Sceptre of Eternal Glory&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Sceptre of Eternal Glory&#039;&#039;&#039; || Melee || Melee || +4 || -3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sceptre of Eternal Glory&#039;&#039;&#039; || 24&amp;quot; || Assault 3 || 8 || -3 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Triarchal Guard):&#039;&#039;&#039;&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;-Dispersion Shield&#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;Dispersion Shield:&#039;&#039;&#039; A model equipped with a Dispersion Shield has a 4+ invulnerable save. In addition, add 1 to armor saving throws made for that model. Each time you roll an unmodified 6 for this model&#039;s invulnerable saving throw, the unit that made that attack suffers a mortal wound after it has finished making all of its attacks for that phase.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Staff of the Oath&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Staff of the Oath&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Staff of the Oath&#039;&#039;&#039; || 12&amp;quot; || Assault 2 || 6 || -3 || 3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Szarekh):&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;My Will Be Done&amp;quot;&amp;gt;&lt;br /&gt;
In your Command phase, you can select one friendly {{W40kKeyword|Necrons}} unit within 9&amp;quot; of this unit. Until the start of your next Command phase, each time a model in that unit makes an attack, add 1 to that attack&#039;s hit roll. Each unit can only be selected for this ability once per phase.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phaeron of Phaerons&amp;quot;&amp;gt;&lt;br /&gt;
This model can use its My Will Be Done two additional times per turn. In addition, each time a {{W40kKeyword|Necrons}} {{W40kKeyword|Core}} unit within 6&amp;quot; of this model makes an attack, you can re-roll the hit roll.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Relentless March (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|Necrons}} {{W40kKeyword|Core}} unit is within 6&amp;quot; of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1&amp;quot; to the Move characteristic of models in that unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Silent King&amp;quot;&amp;gt;&lt;br /&gt;
If your army is Battle-forged, Szarekh must be your army&#039;s Warlord. You receive 3 additional Command points if Szarekh is your Warlord.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Supreme Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
At the start of your Command phase, each model in this unit regains 3 lost wounds. In addition, this model cannot lose more than 4 wounds in the same phase. Any wounds that would be lost after that point are not lost.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Transtemporal Force Field&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Voice of the Triarch&amp;quot;&amp;gt;&lt;br /&gt;
Once per battle, at the start of any turn, if Szarekh is on the battlefield he can alter your command protocols. If he does, select one command protocol, that protocol becomes active instead of the one already in action.&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;Special Rules (Triarchal Guard):&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reanimation Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shield of the Phaeron (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
Szarekh and his two Triarchal Guards all count as different units although the two Triarchal Guards must always be within 3&amp;quot; of Szarekh. While Szarekh is within 3&amp;quot; of this unit, enemy units cannot target it with ranged weapons. In addition, if this model performs a Heroic Intervention against an enemy unit that charged Szarekh within 3&amp;quot; of this unit, the enemy unit may only attack this unit instead of Szarekh. When doing so, add 2 to the Attacks characteristic of models in this unit. If slain, the two Triarchal Guards do not count towards any sort of Agenda or Mission rule. If Szarekh is slain, remove the two Triarchal Guards too. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Supreme Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
At the start of your Command phase, each model in this unit regains 2 lost wounds. In addition, when the reanimation protocols of this unit are activated, add three dices to the reanimation protocols pool for each model that is attempting to reanimate.&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;Warlord Trait:&#039;&#039;&#039; If this model is your Warlord, it has the following Warlord Trait:&lt;br /&gt;
::&#039;&#039;&#039;The Last of the Silent Kings:&#039;&#039;&#039; When assigning command protocols for the battle, you can select any protocol for any number of battle rounds up to the fifth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Szarekh):&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Szarekhan}}, {{W40kKeyword|Necrons}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|The Silent King}}, {{W40kKeyword|Szarekh}}, {{W40kKeyword|Phaeron}}, {{W40kKeyword|Noble}}, {{W40kKeyword|Supreme Commander}}, {{W40kKeyword|Dynastic Agent}}, {{W40kKeyword|Character}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Triarchal Guard):&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Szarekhan}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|The Silent King}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Triarchal Guard}}, {{W40kKeyword|Dynastic Agent}}, {{W40kKeyword|Character}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tesseract Vault====&lt;br /&gt;
This unit contains 1 Tesseract Vault (&#039;&#039;&#039;Power Rating: 23&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Tesseract Vault || &#039;&#039;&#039;8&amp;quot;&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;3+&#039;&#039;&#039; || 8 || 8 || 16-30 || &#039;&#039;&#039;6&#039;&#039;&#039; || 10 || 2+ || 450&lt;br /&gt;
|-&lt;br /&gt;
| Tesseract Vault || &#039;&#039;&#039;6&amp;quot;&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;4+&#039;&#039;&#039; || 8 || 8 || 9-15 || &#039;&#039;&#039;D6&#039;&#039;&#039; || 10 || 2+ || 450&lt;br /&gt;
|-&lt;br /&gt;
| Tesseract Vault || &#039;&#039;&#039;4&amp;quot;&#039;&#039;&#039; || 6+ || &#039;&#039;&#039;5+&#039;&#039;&#039; || 8 || 8 || 1-8 || &#039;&#039;&#039;D3&#039;&#039;&#039; || 10 || 2+ || 450&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Four Tesla Spheres&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Tesla Sphere&#039;&#039;&#039; || 36&amp;quot; || Heavy 6 || 8 || 0 || 1 || Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Advanced Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
At the start of your Command phase, this model regains D3 lost wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hovering&amp;quot;&amp;gt;&lt;br /&gt;
Distances are measured to and from either this model&#039;s hull or its base, whichever is the closest.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tesseract Prison&amp;quot;&amp;gt;&lt;br /&gt;
This model doesn&#039;t count as having the {{W40kKeyword|C&#039;tan Shard}} keyword for the purpose of the &#039;&#039;Dynastic Agents and Star Gods&#039;&#039; Detachment Ability.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Transtemporal Force Field&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Vengeance of the Unchained&amp;quot;&amp;gt;&lt;br /&gt;
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ the Transcendent C’tan contained within takes their vengeance, and each unit within 2D6&amp;quot; suffers D6 mortal wounds.&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;Powers of the C&#039;tan:&#039;&#039;&#039; This model knows four C&#039;tan Power selected from the Powers of the C&#039;tan. At the end of the Movement phase, if this model did not Advance or Fall Back that phase, it can use a number of C&#039;tan Powers it knows equal to the number in the table below. It cannot use the same C&#039;tan Power more than once per turn.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! Powers of the C&#039;tan&lt;br /&gt;
|-&lt;br /&gt;
| 16-30 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 9-15 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 1-8 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|C&#039;tan Shard}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Tesseract Vault}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Titanic}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Triarch====&lt;br /&gt;
This unit contains 1 Dias of Dominion and 2 Triarchal Menhir (&#039;&#039;&#039;Power Rating: 23&#039;&#039;&#039;). Only one of this unit can be included in your army. You cannot include this unit if your army already includes Szarekh, the Last Silent King.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Dias of Dominion || &#039;&#039;&#039;8&amp;quot;&#039;&#039;&#039; || 2+ || 2+ || 5 || 7 || 9-16 || &#039;&#039;&#039;6&#039;&#039;&#039; || 10 || 3+ || 450&lt;br /&gt;
|-&lt;br /&gt;
| Dias of Dominion || &#039;&#039;&#039;6&amp;quot;&#039;&#039;&#039; || 2+ || 2+ || 5 || 7 || 5-8 || &#039;&#039;&#039;4&#039;&#039;&#039; || 10 || 3+ || 450&lt;br /&gt;
|-&lt;br /&gt;
| Dias of Dominion || &#039;&#039;&#039;4&amp;quot;&#039;&#039;&#039; || 2+ || 2+ || 5 || 7 || 1-4 || &#039;&#039;&#039;3&#039;&#039;&#039; || 10 || 3+ || 450&lt;br /&gt;
|-&lt;br /&gt;
| Triarchal Menhir || 8&amp;quot; || 6+ || 2+ || 5 || 7 || 5 || 1 || 10 || 3+ || free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Dias of Dominion):&#039;&#039;&#039;&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;-Sceptre of Eternal Glory&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Sceptre of Eternal Glory&#039;&#039;&#039; || Melee || Melee || +4 || -3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sceptre of Eternal Glory&#039;&#039;&#039; || 24&amp;quot; || Assault 3 || 8 || -3 || 2 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Scythe of Dust&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Scythe of Dust&#039;&#039;&#039; || Melee || Melee || +3 || -4 || 3 || Each time the bearer attacks, it makes 4 additional attack with this weapon and no more than 4 attacks can be made with this weapon.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Staff of Stars&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Staff of Stars&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || Each time the bearer attacks, it makes 3 additional attack with this weapon and no more than 3 attacks can be made with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Staff of Stars&#039;&#039;&#039; || 24&amp;quot; || Assault 9 || 6 || -2 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Triarchal Menhir):&#039;&#039;&#039;&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;-Annihilator Beam&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Annihilator Beam&#039;&#039;&#039; || 36&amp;quot; || Heavy 1 || 12 || -4 || 6 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Dias of Dominion):&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;My Will Be Done&amp;quot;&amp;gt;&lt;br /&gt;
In your Command phase, you can select one friendly {{W40kKeyword|Necrons}} unit within 9&amp;quot; of this unit. Until the start of your next Command phase, each time a model in that unit makes an attack, add 1 to that attack&#039;s hit roll. Each unit can only be selected for this ability once per phase.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Noctilith Beacon&amp;quot;&amp;gt;&lt;br /&gt;
This model can attempt to deny two psychic powers in each enemy Psychic phase in the same manner as a {{W40kKeyword|Psyker}}. In addition, this model can never be targeted or affected by psychic powers in any way.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Obeisance Generators&amp;quot;&amp;gt;&lt;br /&gt;
At the start of the Fight phase, if there are any enemy units within Engagement Range of Szarekh, then until the end of the phase, those units cannot fight until after all other eligible units from your army have done so.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phaeron of Phaerons&amp;quot;&amp;gt;&lt;br /&gt;
This model can use its My Will Be Done two additional times per turn. In addition, each time a {{W40kKeyword|Necrons}} {{W40kKeyword|Core}} unit within 6&amp;quot; of this model makes an attack, you can re-roll the hit roll.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phaeron of the Blades (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|Necron}} {{W40kKeyword|Core}} unit is within 6&amp;quot; of Szarekh, each time a melee attack is made by a model in that unit, you can re-roll the wound roll.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Phaeron of the Stars (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|Necron}} {{W40kKeyword|Core}} unit is within 6&amp;quot; of Szarekh, each time a ranged attack is made by a model in that unit, you can re-roll the hit roll.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Preservative Auto-torpor&amp;quot;&amp;gt;&lt;br /&gt;
If Szarekh has 8 or fewer wounds remaining, it cannot make attacks with its Staff of Stars and loses the &#039;&#039;Phaeron of the Stars&#039;&#039; ability. If Szarekh has 4 or fewer wounds remaining, it cannot make attacks with its Scythe of Dust and loses the &#039;&#039;Phaeron of the Blades&#039;&#039; ability.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Relentless March (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|Necrons}} {{W40kKeyword|Core}} unit is within 6&amp;quot; of this model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 1&amp;quot; to the Move characteristic of models in that unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Silent King&amp;quot;&amp;gt;&lt;br /&gt;
If your army is Battle-forged, Szarekh must be your army&#039;s Warlord. You receive 3 additional Command points if Szarekh is your Warlord.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Advanced Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
At the start of your Command phase, this model regains D3 lost wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Transtemporal Force Field&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Triarchal Menhir&amp;quot;&amp;gt;&lt;br /&gt;
While this unit contains any Triarchal Menhirs models, it does not count as a {{W40kKeyword|Character}} for the purposes of the Look Out, Sir rule, and each time an attack successfully wounds this unit, that attack must be allocated to one of those models. The destruction of Triarchal Menhirs is ignored for the purposes of Morale tests. If Szarekh is ever destroyed, any remaining Triarchal Menhirs in this unit are also destroyed.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Vengence of the Enchained&amp;quot;&amp;gt;&lt;br /&gt;
If Szarekh is destroyed, roll a D6 before removing it from the battlefield. On a 4+ it explodes, and each unit within 2D6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Voice of the Thriarch&amp;quot;&amp;gt;&lt;br /&gt;
Once per battle, at the start of any turn, if Szarekh is on the battlefield he can alter your command protocols. If he does, select one command protocol, that protocol becomes active instead of the one already in action.&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;Special Rules (Triarchal Menhir):&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Advanced Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
At the start of your Command phase, each model in this unit regains D3 lost wounds.&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;Powers of the C&#039;tan:&#039;&#039;&#039; The DIas of Dominion knows one C&#039;tan Power from the Powers of the C&#039;tan. At the end of the Movement phase, if this model did not Advance or Fall Back that phase, it can use the C&#039;tan Powers it knows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039; If this model is your Warlord, it has the following Warlord Trait:&lt;br /&gt;
::&#039;&#039;&#039;The Last of the Silent Kings:&#039;&#039;&#039; Friendly {{W40kKeyword|Necrons}} units within 12&amp;quot; of this model benefit from both directives of the active command protocols instead of only one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Dias of Dominion):&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Szarekhan}}, {{W40kKeyword|Necrons}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|The Silent King}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Szarekh}}, {{W40kKeyword|Phaeron}}, {{W40kKeyword|Noble}}, {{W40kKeyword|Supreme Commander}}, {{W40kKeyword|Dynastic Agent}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Triarchal Menhir):&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Szarekhan}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|The Silent King}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Triarchal Menhir}}, {{W40kKeyword|Dynastic Agent}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tomb Harvester====&lt;br /&gt;
This unit contains 1 Tomb Harvester (&#039;&#039;&#039;Power Rating: 60&#039;&#039;&#039;). [[File:Tomb_Harvester.jpg|thumb|240px|Tomb Harvester harvesting the leftovers of a gruesome battle (Credits to [https://www.instagram.com/the_warsinger/ The Warsinger])]]&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Tomb Harvester || &#039;&#039;&#039;24”&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || 9 || 10 || 26-50 || &#039;&#039;&#039;6&#039;&#039;&#039; || 10 || 2+ || 1200&lt;br /&gt;
|-&lt;br /&gt;
| Tomb Harvester || &#039;&#039;&#039;18”&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || 9 || 10 || 13-25 || &#039;&#039;&#039;D6&#039;&#039;&#039; || 10 || 2+ || 1200&lt;br /&gt;
|-&lt;br /&gt;
| Tomb Harvester || &#039;&#039;&#039;12”&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || 9 || 10 || 7-12 || &#039;&#039;&#039;3&#039;&#039;&#039; || 10 || 2+ || 1200&lt;br /&gt;
|-&lt;br /&gt;
| Tomb Harvester || &#039;&#039;&#039;6”&#039;&#039;&#039; || &#039;&#039;&#039;6+&#039;&#039;&#039; || &#039;&#039;&#039;6+&#039;&#039;&#039; || 9 || 10 || 1-6 || &#039;&#039;&#039;D3&#039;&#039;&#039; || 10 || 2+ || 1200&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Canoptek Claws&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Canoptek Claws&#039;&#039;&#039; || Melee || Melee || x2 || -5 || D3+6 || If a {{W40kKeyword|VEHICLE}} or {{W40kKeyword|MONSTER}} that doesn&#039;t have the {{W40kKeyword|Titanic}} keyword is slain by this weapon, pick an enemy unit within 12&amp;quot; of the bearer and roll a D6. On a 4+ that unit suffers D6 mortal wounds.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Heat Cannon Devastator&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Heat Cannon Devastator (Dispersed)&#039;&#039;&#039; || 18&amp;quot; || Heavy 3D6 || 6 || -2 || 2 || Each time an attack is made with this weapon, that attack automatically hits the target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heat Cannon Devastator (Focused)&#039;&#039;&#039; || 36&amp;quot; || Heavy 6 || 14 || -4 || 6 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of 9.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Two Particle Beamers&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Particle Beamer&#039;&#039;&#039; || 18&amp;quot; || Assault 6 || 5 || 0 || 1 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Two Synaptic Annihilators&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Synaptic Annihilator&#039;&#039;&#039; || 96&amp;quot; || Heavy D6 || 10 || -4 || 5 || Each time an attack is made with this weapon a wound roll of 6+ inflicts D3 mortal wounds on the target in addition to any normal damage.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Abilities:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Advanced Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
At the start of your Command phase, this model regains D3 lost wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Canoptek Forge&amp;quot;&amp;gt;&lt;br /&gt;
Each time this model kills a {{W40kKeyword|Vehicle}} in the Fight phase, this model gains one &#039;&#039;Material Token&#039;&#039;. At the beginning of your turn, you may expend any number of Tokens to produce a Canoptek unit. Choose one of the following and then roll a die; if the result is equal or higher the unit is spawned, place it within 6&amp;quot; of this model; if the roll fails, this model suffers D3 mortal wounds. The units spawned by this rule count as reinforcements for all intents and purposes.&lt;br /&gt;
::&#039;&#039;&#039;-Canoptek Scarabs (X Tokens)&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;-Canoptek Spyder (2 Tokens/model)&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;-Canoptek Acanthrites (2 Tokens/3 models)&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;-Canoptek Wraiths (2 Tokens/3 models)&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;-Canoptek Tomb Stalker (3 Tokens/model)&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;-Canoptek Tomb Sentinel (3 Tokens/model)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Necrodermis Repair System&amp;quot;&amp;gt;&lt;br /&gt;
At the end of your Movement phase, this model can repair a single {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Vehicle}} within 1&amp;quot;. That model regains D6 wounds lost earlier in the battle. A model can only be repaired once per turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Titanic Containment Field&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ invulnerable save. In addition, 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 2D6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Towering Construct&amp;quot;&amp;gt;&lt;br /&gt;
A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can even move over enemy models as long as they don&#039;t possess the {{W40kKeyword|Titanic}} keyword and as long as it ends it&#039;s moving more than 1” from enemy models. This model may still shoot if there are enemy models within 1” of it as long as they don&#039;t possess the {{W40kKeyword|Titanic}} keyword. In this case, it can shoot at enemies within 1” of itself or any other visible enemy unit that is not within 1” of a friendly unit.&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;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Null Prisms&amp;quot;&amp;gt;&lt;br /&gt;
This model can attempt to deny up to three psychic powers in each enemy Psychic phase in the same manner as a {{W40kKeyword|PSYKER}}. In addition, a model equipped with these can never be targeted or affected by psychic powers in any way.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This model may take the &#039;&#039;&#039;Null Prisms&#039;&#039;&#039; upgrade - +25 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Canoptek}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Tomb Harvester}}, {{W40kKeyword|Titanic}}, {{W40kKeyword|Vehicle}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tomb Jackal====&lt;br /&gt;
This unit contains 1 Tomb Jackal (&#039;&#039;&#039;Power Rating: 250&#039;&#039;&#039;). Each Tomb Jackal contains 1 Tomb Jackal and 1 Storm Pyramid. [[File:Tomb_Jackal.jpg|thumb|200px|A Tomb Jackal overlooking the battlefield for targets to smite (Credits to [https://www.instagram.com/the_warsinger/ The Warsinger])]]&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Storm Pyramid || - || - || - || - || 16 || 20 || - || - || 2+ || free&lt;br /&gt;
|-&lt;br /&gt;
| Tomb Jackal || &#039;&#039;&#039;20&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || &#039;&#039;&#039;2+&#039;&#039;&#039; || 14 || 16 || 61-80 || &#039;&#039;&#039;6&#039;&#039;&#039; || 10 || 2+ || 5000&lt;br /&gt;
|-&lt;br /&gt;
| Tomb Jackal || &#039;&#039;&#039;16”&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || &#039;&#039;&#039;3+&#039;&#039;&#039; || 14 || 16 || 41-60 || &#039;&#039;&#039;D6&#039;&#039;&#039; || 10 || 2+ || 5000&lt;br /&gt;
|-&lt;br /&gt;
| Tomb Jackal || &#039;&#039;&#039;12”&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || 14 || 16 || 21-40 || &#039;&#039;&#039;3&#039;&#039;&#039; || 10 || 2+ || 5000&lt;br /&gt;
|-&lt;br /&gt;
| Tomb Jackal || &#039;&#039;&#039;8”&#039;&#039;&#039; || &#039;&#039;&#039;6+&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || 14 || 16 || 1-20 || &#039;&#039;&#039;D3&#039;&#039;&#039; || 10 || 2+ || 5000&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Six Particle Whips&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Partcile Whip&#039;&#039;&#039; || 36&amp;quot; || Heavy D3+3 || 12 || -3 || D3 || Blast. Roll a die for each enemy unit within 3&amp;quot; of the target unit, on a 5+ it suffers D3 mortal wounds.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Six Tesla Destructors&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Tesla Destructor&#039;&#039;&#039; || 36&amp;quot; || Heavy 5 || 7 || 0 || 1 || Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Storm Pyramid&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Storm Pyramid (Wave)&#039;&#039;&#039; || 24&amp;quot;-60&amp;quot; || * || 6 || -2 || 1 || When using this weapon profile, for every non-{{W40kKeyword|Necron}} model that is inside this weapon&#039;s range its unit automatically suffers one hit with this profile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm Pyramid (Dispersed)&#039;&#039;&#039; || 24&amp;quot;-120&amp;quot; || Heavy 2D6 || 8 || -4 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm Pyramid (Focused)&#039;&#039;&#039; || 24&amp;quot;-360&amp;quot; || Heavy 3 || 16 || -5 || D3+6 || Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Titanic Limbs&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Titanic Limbs&#039;&#039;&#039; || Melee || Melee || User || -3 || 3 || Each time an attack is made with this weapon, make 2 hit rolls instead of 1.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Two Gauss Exterminators&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Gauss Exterminator&#039;&#039;&#039; || 48&amp;quot; || Heavy 2 || 12 || -4 || D6 || Each time an attack is made with this weapon against an {{W40kKeyword|Aircraft}} unit, add 2 to that attack&#039;s hit roll.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Advanced Living Metal&amp;quot;&amp;gt;&lt;br /&gt;
At the start of your Command phase, each part of this model regains D3 lost wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Energy Core Failure&amp;quot;&amp;gt;&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 2D6&amp;quot; suffers D3+6 mortal wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Macro-Gravitational Killer&amp;quot;&amp;gt;&lt;br /&gt;
If this model did not Advance or Fall Back and hasn&#039;t shot with its Storm Pyramid in this Shooting phase, it can use this ability. Select a unit that is directly below this model and roll a dice; if the result is equal or higher than that unit&#039;s highest Armor Save value, the unit suffers 4D6 mortal wounds.  &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Storm Pyramid&amp;quot;&amp;gt;&lt;br /&gt;
The Storm Pyramid provides the following three additional abilities: Gravitational Well, Null Zone and Quantic-Void Shields. When this component drops below 10 wounds, choose one of these three abilities; the effects of that ability immediately stop being applied. When this component drops below 5 wounds, choose one of the remaining two abilities; the effects of that ability immediately stop being applied. As soon as this component reaches 0 wounds the Tomb Jackal may no not fire its Storm Pyramid or use its &#039;&#039;Macro-Gravitational Killer&#039;&#039; special rule anymore. In addition, roll a die; on a 4+ the Tomb Jackal suffers D6 mortal wounds.&lt;br /&gt;
::&#039;&#039;&#039;-Gravitational Well:&#039;&#039;&#039; At the start of your Shooting phase, roll a dice for each enemy unit that can {{W40kKeyword|Fly}} and is within 18&amp;quot; of this model; on a 4+ that unit suffers 3D3 mortal wounds.&lt;br /&gt;
::&#039;&#039;&#039;-Null Zone:&#039;&#039;&#039; This model can never be targeted or affected by psychic powers in any way. In addition, enemy {{W40kKeyword|PSYKERS}} must subtract 6 from Psychic tests and Deny the witch tests they take for each model with this ability that is within 12&amp;quot; of them.&lt;br /&gt;
::&#039;&#039;&#039;-Quantic-Void Shields:&#039;&#039;&#039; Each time this model fails a saving throw, roll a D6. If the result is equal or less than the damage inflicted by that attack, the damage is ignored (e.g. if this model suffers 4 damage and you then roll a 3 or less the damage is ignored). This also provides a 4+ save against mortal wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tesla Amplifier&amp;quot;&amp;gt;&lt;br /&gt;
When friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} unit within 12&amp;quot; of this model shoots with weapons from the &#039;&#039;Tesla Weapons&#039;&#039; list, consider their hit roll as 1 point higher to see if the weapons special effect triggers. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Towering Construct&amp;quot;&amp;gt;&lt;br /&gt;
A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can even move over enemy models as long as they don&#039;t possess the {{W40kKeyword|Titanic}} keyword and as long as it ends it&#039;s moving more than 1” from enemy models. This model may still shoot if there are enemy models within 1” of it as long as they don&#039;t possess the {{W40kKeyword|Titanic}} keyword. In this case, it can shoot at enemies within 1” of itself or any other visible enemy unit that is not within 1” of a friendly unit. 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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Tomb Jackal}}, {{W40kKeyword|Titanic}}, {{W40kKeyword|Vehicle}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tsara&#039;noga, the Outsider====&lt;br /&gt;
This unit contains 1 Tsara&#039;noga (&#039;&#039;&#039;Power Rating: 60&#039;&#039;&#039;). Only one of this model may be incuded 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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Tsara&#039;noga || 12&amp;quot; || 2+ || 2+ || 9 || 8 || 24 || 4 || 10 || 3+ || 1200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-God&#039;s Maw&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;God&#039;s Maw&#039;&#039;&#039; || Melee || Melee || User || -4 || 9 || Each time the bearer attacks, it makes 1 additional attacks with this weapon and no more than 3 attacks can be made with this weapon. Invulnerable saves may not be taken against wounds inflicted by this weapon. If this weapon kills a model with a Wounds characteristic of 6 or more, Tsara&#039;noga heals D3 wounds it had previously lost.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Tendrils of the Banished&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Tendrils of the Banished (Flurry of Madness)&#039;&#039;&#039; || Melee || Melee || User || -2 || 3 || Each time an attack is made with this weapon, make 3 hit rolls instead of 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tendrils of the Banished (Breaking Slash)&#039;&#039;&#039; || Melee || Melee || x2 || -4 || 6 || Each time an attack is made with this weapon, invulnerable saves cannot be taken against that attack.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Echoes of the Swallowed&amp;quot;&amp;gt;&lt;br /&gt;
At the start of each of your turn, roll a D6 and consult the table below. Each effect remains until the beginning of your next turn.&lt;br /&gt;
:&#039;&#039;&#039;-1) Tormented Screams:&#039;&#039;&#039; Add D3 to this model&#039;s attack characteristic.&lt;br /&gt;
:&#039;&#039;&#039;-2) Deceiving Whispers:&#039;&#039;&#039; Choose one enemy unit within 18&amp;quot; of this model, that unit must subtract 1 from all its hit rolls.&lt;br /&gt;
:&#039;&#039;&#039;-3) Incorporeal Voice:&#039;&#039;&#039; Instead of moving this model like normally, chose a point on the battlefield; remove this model and place it as close as possible to that point. If this brings Tsara&#039;noga within 1&amp;quot; of an enemy unit, it counts as having charged and can fight as normal.&lt;br /&gt;
:&#039;&#039;&#039;-4) Ground-shacking Truth:&#039;&#039;&#039; Roll a die at the end of both the Shooting and Fight phase for each unit within 12&amp;quot; of this model. On a 2+ that unit suffers 2D3 mortal wounds, 4D3 on a 4+, 8D3 on a 6.&lt;br /&gt;
:&#039;&#039;&#039;-5) Piercing Lies:&#039;&#039;&#039; The damage dealt by Tsara&#039;noga is converted into mortal wounds.&lt;br /&gt;
:&#039;&#039;&#039;-6) Frenzy Rampage:&#039;&#039;&#039; Add 3 to this model&#039;s attack characteristic and movement, advance and charge distances. This model can charge even if it advanced in its previous movement phase but it has to move towards the nearest unit (even if friendly) and to attack it (even if friendly)&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Stellar Deity&amp;quot;&amp;gt;&lt;br /&gt;
Enemy units do not receive a bonus to their saving throws for being in cover whilst they are within 18&amp;quot; of this model. Also, at the start of your Command phase, this model regains D3 lost wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Superior Necrodermis&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ invulnerable save. In addition, this model cannot lose more than 3 wounds in the same phase. Any wounds that would be lost after that point are not lost.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Transcendent Madness&amp;quot;&amp;gt;&lt;br /&gt;
Each time a unit that has line of sight to this model has to take a Leadership or Morale test, consider its Leadership characteristic equal to 5 unless it was already lower than that. In addition, non-{{W40kKeyword|Necron}} units are forced to take said tests, regardless of any special rule or stratagem.&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;Powers of the C&#039;tan:&#039;&#039;&#039; This model knows the &#039;&#039;Sanity Swallower&#039;&#039; C&#039;tan Power and all other C&#039;tan Powers from the Powers of the C&#039;tan. At the end of the Movement phase, if this model did not Advance or Fall Back that phase, it can use all of the C&#039;tan Powers it knows.  It cannot use the same C&#039;tan Power more than once per turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|C&#039;tan Shard}}, {{W40kKeyword|Necrons}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Tsara&#039;noga the Outsider}}, {{W40kKeyword|Titanic}}, {{W40kKeyword|Monster}}&lt;br /&gt;
&lt;br /&gt;
===Fortifications===&lt;br /&gt;
====Convergence of Dominion====&lt;br /&gt;
This unit contains 3 Starsele (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Starsele&#039;&#039;&#039;|| - || - || 3+ || 6 || 8 || 10 || - || - || 3+ || 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Transdimensional Abductor&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Transdimensional Abductor&#039;&#039;&#039; || 12&amp;quot; || Assault D3 || 4 || -3 || 3 || Blast. Each time an attack is made with this weapon a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any normal damage.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Convergence of Dominion&amp;quot;&amp;gt;&lt;br /&gt;
When this unit is first set up on the battlefield, its models do not have to be set up in unit coherency. Instead, each model must be set up wholly within 12&amp;quot; of one other model from its unit. From that point on, each model in this unit is treated as a separate unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Structure&amp;quot;&amp;gt;&lt;br /&gt;
At the start of your Command phase, each model in this unit regains D3 lost wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Repair Protocols Override (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} unit is within 6&amp;quot; of this model, when rolling for reanimation protocols for that unit, you can re-roll a single failed roll, 3 if the unit is {{W40kKeyword|Core}}.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Translocation Protocols&amp;quot;&amp;gt;&lt;br /&gt;
While there are any {{W40kKeyword|Starsele}} units from y our army on the battlefield, {{W40kKeyword|Cryptek}} units in your army can attempt the following action:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Activate Translocation Protocols (Action):&#039;&#039;&#039; At the end of your Movement phase, one friendly {{W40kKeyword|Cryptek}} unit from your army that is within 3&amp;quot; of any friendly {{W40kKeyword|Starsele}} units can start to perform this action. The action is completed at the end of your turn. Once completed, select one of those {{W40kKeyword|Starsele}} units and remove it from the battlefield; in the Reinforcements step of your next Movement phase, set that {{W40kKeyword|Starsele}} unit back up on the battlefield, anywhere that is more than 9&amp;quot; away from any enemy models. If the battle ends and that Starstele unit is not on the battlefield, it is destroyed.&#039;&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;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Fortification}}, {{W40kKeyword|Convergence of Dominion}}, {{W40kKeyword|Starsele}}, {{W40kKeyword|Building}}, {{W40kKeyword|Vehicle}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Null Pylons====&lt;br /&gt;
This unit contains 1 Null Pylon (&#039;&#039;&#039;Power Rating: 9&#039;&#039;&#039;).  It can include 1 additional Null Pylon (&#039;&#039;&#039;Power Rating: +9&#039;&#039;&#039;) or 2 additional Null Pylons (&#039;&#039;&#039;Power Rating: +18&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Null Pylon&#039;&#039;&#039;|| - || - || - || - || 8 || 16 || - || - || 3+  || 180&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Repair Nanoscarabs&#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;Repair Nanoscarabs:&#039;&#039;&#039; Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Immobile&amp;quot;&amp;gt;&lt;br /&gt;
This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. Friendly units can still target enemy units that are within Engagement Range of this model.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Structure&amp;quot;&amp;gt;&lt;br /&gt;
At the start of your Command phase, each model in this unit regains D3 lost wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Null Field (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
This model can never be targeted or affected by psychic powers in any way. In addition, enemy {{W40kKeyword|PSYKERS}} must subtract 2 from Psychic tests and Deny the witch tests they take for each model with this ability that is within 12&amp;quot; of them. Finally, {{W40kKeyword|Daemon}} units suffer a penalty of 1 to their invulnerable save while they are within 6&amp;quot; of this model.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Null Pylons&amp;quot;&amp;gt;&lt;br /&gt;
A Null Pylon is no larger than 5&amp;quot;x5&amp;quot;x18&amp;quot;. These pieces must be deployed at the same time once both players have finished setting their armies on the table, but they don&#039;t need to be set near each other.&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;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Fortification}}, {{W40kKeyword|Null Pylon}}, {{W40kKeyword|Building}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sentry Pylons====&lt;br /&gt;
This unit contains 1 Sentry Pylon (&#039;&#039;&#039;Power Rating: 5&#039;&#039;&#039;). It can include 1 additional Sentry Pylon (&#039;&#039;&#039;Power Rating: +5&#039;&#039;&#039;) or  2 additional Sentry Pylons (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Sentry Pylon || 3&amp;quot; || - || 3+ || 4 || 7 || 8 || - || 10 || 3+ || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;-Gauss Exterminator&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Gauss Exterminator&#039;&#039;&#039; || 48&amp;quot; || Heavy 2 || 12 || -4 || D6 || Each time an attack is made with this weapon against an {{W40kKeyword|Aircraft}} unit, add 2 to that attack&#039;s hit roll.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Artillery Battery&amp;quot;&amp;gt;&lt;br /&gt;
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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explodes&amp;quot;&amp;gt;&lt;br /&gt;
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;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Structure&amp;quot;&amp;gt;&lt;br /&gt;
At the start of your Command phase, each model in this unit regains D3 lost wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Teletrasportation Matrix&amp;quot;&amp;gt;&lt;br /&gt;
During deployment, you can set this unit up in orbit instead of placing it on the battlefield. At the end of your Movement phases, this unit may teleport into battle. Set it up anywhere on the battlefield that is more than 9&amp;quot; away from enemy models. At the beginning of any of your Movement phases, any Sentry Pylon with a Teletrasportation Matrix that is not within 1&amp;quot; of an enemy unit can teleport away. Remove it from the battlefield - replace it following the rule above.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any model may replace its &#039;&#039;&#039;Gauss Exterminator&#039;&#039;&#039; with one of the followings:&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;Focussed Death Ray&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Focused Death Ray&#039;&#039;&#039; || 36&amp;quot; || Heavy 1 || 14 || -4 || 6 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Heat Cannon&#039;&#039;&#039; - +25 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Heat Cannon&#039;&#039;&#039; || 36&amp;quot; || Heavy D6 || 8 || -4 || D6 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Any model may take Repair Nanoscarabs - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Repair Nanoscarabs:&#039;&#039;&#039; Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}&lt;br /&gt;
*{{W40kKeyword|Fortification}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Sentry Pylons}}, {{W40kKeyword|Artillery}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tomb Citadel====&lt;br /&gt;
This unit contains 1 Tomb Citadel (&#039;&#039;&#039;Power Rating: 25&#039;&#039;&#039;). Each Tomb Citadel contains 1 Tomb Ziggurat, 1 Power Crucible and 2 Gun Emplacements. This unit can contain 1 additional Tomb Citadel (&#039;&#039;&#039;Power Rating: +25&#039;&#039;&#039;), 2 additional Tomb Citadels (&#039;&#039;&#039;Power Rating: +50&#039;&#039;&#039;) or 3 additional Tomb Citadels (&#039;&#039;&#039;Power Rating: +75&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gun Emplacement&#039;&#039;&#039;|| - || - || 3+ || 7 || 7 || 14 || - || 10 || 3+  || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Crucible&#039;&#039;&#039;|| - || - || 3+ || 8 || 8 || 20 || - || 10 || 3+ || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tomb Ziggurat&#039;&#039;&#039;|| - || - || 3+ || 9 || 9 || 20 || - || 10 || 2+ || 500&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;Repair Nanoscarabs&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Repair Nanoscarabs:&#039;&#039;&#039; Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Tesla Destructor&#039;&#039;&#039; (one for each Gun Emplacement)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Tesla Destructor&#039;&#039;&#039; || 36&amp;quot; || Heavy 5 || 7 || 0 || 1 || Each time an attack is made with this weapon, a hit roll of 6+ scores 2 additional hits.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Defence Field (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
Friendly {{W40kKeyword|Necron}} units upon the Tomb Citadel have a 5+ invulnerable save against shooting attacks. This model loses this special rule if every Power Crucible in the unit is destroyed.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Eternity Gate&amp;quot;&amp;gt;&lt;br /&gt;
In your Movement phase, if this model Remains Stationary, then in the Reinforcement step of that phase it can summon a unit. If it does, select one {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Infantry}} unit from your army that is in Strategic Reserves: set up that unit anywhere on the battlefield that it is wholly within 3&amp;quot; of this model and not within Engagement Range of any enemy models. Models in units that are set up using this ability count as having moved a distance in inches equal to their Move characteristic in the Movement phase.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Immobile&amp;quot;&amp;gt;&lt;br /&gt;
This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. Friendly units can still target enemy units that are within Engagement Range of this model.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Fortress&amp;quot;&amp;gt;&lt;br /&gt;
At the start of your Command phase, each model in this unit regains D3 lost wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Resurrection Amplifier (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
Friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} units upon the Tomb Citadel add 1 to their Reanimation Protocol rolls. This model loses this special rule if every Power Crucible in the unit is destroyed.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tomb Citadel&amp;quot;&amp;gt;&lt;br /&gt;
After this unit is set up:&lt;br /&gt;
*The Tomb Ziggurat is treated as a terrain feature with the following Terrain Traits: Scaleable, Defensible, Light Cover, Obscuring&lt;br /&gt;
*The Power Crucible is treated as a terrain feature with the following Terrain Traits: Unstable Position, Dense Cover, Obscuring&lt;br /&gt;
*The Gun Emplacement Mounts are treated as terrain features with the following Terrain Traits: Unstable Position, Dense Cover, Obscuring&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wrecked&amp;quot;&amp;gt;&lt;br /&gt;
Each time a model in this unit is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within 9&amp;quot; suffers D6 mortal wounds. On any other result that model is wrecked; though the model counts as destroyed for all rules purposes do not remove it from the battlefield. Instead, for the remainder of the battle, it is treated as an Obstacle terrain feature with the following terrain traits: Difficult Ground, Exposed Position, Unstable Position&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ziggurat Dock&amp;quot;&amp;gt;&lt;br /&gt;
A single friendly {{W40kKeyword|Monolith}} or {{W40kKeyword|Gauss Pylon}} can dock with the Tomb Ziggurat during deployment. Whilst upon the Tomb Ziggurat, all weapons on the docked model gain +1 to their Strength. A {{W40kKeyword|Monolith}} cannot use its own &#039;&#039;Eternity Gate&#039;&#039; special rule whilst docked with a Tomb Ziggurat.&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;Option:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any Gun Emplacement may replace its &#039;&#039;&#039;Tesla Destructor&#039;&#039;&#039; with one of the followings:&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;Focussed Death Ray&#039;&#039;&#039; - +20 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Focused Death Ray&#039;&#039;&#039; || 36&amp;quot; || Heavy 1 || 14 || -4 || 6 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Gauss Exterminator&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Gauss Exterminator&#039;&#039;&#039; || 48&amp;quot; || Heavy 2 || 12 || -4 || D6 || Each time an attack is made with this weapon against an {{W40kKeyword|Aircraft}} unit, add 2 to that attack&#039;s hit roll.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Heat Cannon&#039;&#039;&#039; - +25 pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Heat Cannon&#039;&#039;&#039; || 36&amp;quot; || Heavy D6 || 8 || -4 || D6 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Fortification}}, {{W40kKeyword|Tomb Citadel}}, {{W40kKeyword|Building}}, {{W40kKeyword|Gateway}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tomb World Gateway====&lt;br /&gt;
This unit contains 1 Tomb World Gateway (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tomb World Gateway&#039;&#039;&#039;|| - || - || - || - || 9 || 20 || - || - || 3+ || 120&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&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;Repair Nanoscarabs&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Repair Nanoscarabs:&#039;&#039;&#039; Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Command Protocols&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Immobile&amp;quot;&amp;gt;&lt;br /&gt;
This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. Friendly units can still target enemy units that are within Engagement Range of this model.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Structure&amp;quot;&amp;gt;&lt;br /&gt;
At the start of your Command phase, each model in this unit regains D3 lost wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Eternity Gate&amp;quot;&amp;gt;&lt;br /&gt;
In your Movement phase, if this model Remains Stationary, then in the Reinforcement step of that phase it can summon a unit. If it does, select one {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Infantry}} unit from your army that is in Strategic Reserves: set up that unit anywhere on the battlefield that it is wholly within 3&amp;quot; of this model and not within Engagement Range of any enemy models. Models in units that are set up using this ability count as having moved a distance in inches equal to their Move characteristic in the Movement phase.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tomb World Gateway&amp;quot;&amp;gt;&lt;br /&gt;
A Tomb World Gateway is no larger than 5&amp;quot;x8&amp;quot;x10&amp;quot;. It must be deployed once both players have finished setting their armies on the table.&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;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Fortification}}, {{W40kKeyword|Tomb World Gateway}}, {{W40kKeyword|Building}}, {{W40kKeyword|Gateway}}&lt;br /&gt;
&lt;br /&gt;
=Crusade Rules=&lt;br /&gt;
==Agendas==&lt;br /&gt;
===Universal===&lt;br /&gt;
*&#039;&#039;&#039;Inescapable Retribution:&#039;&#039;&#039; &#039;&#039;As though it were not enough of an insult that the creeping thieves of the lesser races defiled the dynastic tombs with their intrusion, they also stole precious artifacts whose true worth they cannot comprehend. These must be recovered, even if the quest should take a thousand years!&#039;&#039;	&lt;br /&gt;
::If you selected this Agenda, then after both sides have finished deploying, your opponent must set up one objective marker on the battlefield that is not within their own deployment zone. This objective marker represents the Dynastic Treasure, but does not count as an objective marker for any rules purpose other than for this Agenda.&lt;br /&gt;
::{{W40kKeyword|Necrons}} {{W40kKeyword|Infantry}} units from your army can attempt the following action:&lt;br /&gt;
::&#039;&#039;&#039;Recover Treasure (Action):&#039;&#039;&#039; At the end of your Movement phase, one unit from your army that is within 3&amp;quot; of the Dynastic Treasure objective marker can start to perform this action. This action is completed at the start of your next Command phase. If completed, remove the Dynastic Treasure objective marker from the battlefield.&lt;br /&gt;
::A unit gains 3 experience points if it completed this action. If that unit is either within your deployment zone at the end of the battle, or if every enemy unit on the battlefield is destroyed, and if that unit is a {{W40kKeyword|Character}}, you can additionally use the Relic Requisition or Cryptek Arkana Requisition to give that model a Relic or Cryptek Arkana as if it had gained a rank, without spending a Requisition point (that model must be able to take either a Relic or an item of Cryptek Arkana).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mechanical Support:&#039;&#039;&#039; &#039;&#039;Canoptek constructs have only one purpose in existence, to serve their Necron masters.&#039;&#039;	&lt;br /&gt;
::Keep a Support tally for each {{W40kKeyword|Canoptek}} unit in your army. Add 1 to that unit&#039;s Support tally each time they destroy an enemy unit or use their Fabricator Claw Array on a friendly {{W40kKeyword|Necrons}} unit.&lt;br /&gt;
::Each unit gains a number of experience points equal to half its Support Tally (rounding up).&lt;br /&gt;
	&lt;br /&gt;
*&#039;&#039;&#039;Supremacy Through Annihilation:&#039;&#039;&#039; &#039;&#039;To the Necrons, it is not enough to simply defeat their enemies. They must prove their superiority by completely obliterating them with contemptuous ease. How else, after all, are the lesser races to be truly put in their place?&#039;&#039;	&lt;br /&gt;
::Keep an Annihilation tally for each {{W40kKeyword|Necrons}} unit from your army. At the start of each battle round, select one enemy unit that is at its Starting Strength in which every model has its starting number of wounds. If that enemy unit is destroyed this battle round, add 1 to the Annihilation tally of each unit from your army that destroyed one or more models from that enemy unit during this battle round.&lt;br /&gt;
::Each unit gains a number of experience points equal to their Annihilation tally.&lt;br /&gt;
	&lt;br /&gt;
*&#039;&#039;&#039;The Unending Tally:&#039;&#039;&#039; &#039;&#039;Destroyers care only for the murder of organic life - their obsession is monomaniacal, their tally of the slain ever-growing and their joyless appetite never sated.&#039;&#039;&lt;br /&gt;
::Keep an Unending tally for each {{W40kKeyword|Necrons}} {{W40kKeyword|&amp;lt;Destroyer Cult&amp;gt;}} unit from your army. At the end of each battle round, add 1 to that unit&#039;s Unending tally if it destroyed 2 or more enemy units that battle round.&lt;br /&gt;
::At the end of the battle, each unit gains 2 experience points for every mark on its Unending tally.&lt;br /&gt;
	&lt;br /&gt;
*&#039;&#039;&#039;Territorial Imperative:&#039;&#039;&#039; &#039;&#039;During the Great Sleep, the Necrons&#039; once-sprawling territories were steadily eroded, conquered and parcelled up by other beings. Now that they are rising once more, the dynasties are loathe to lose any more ground.&#039;&#039;&lt;br /&gt;
::Keep a Territorial Imperative tally for each {{W40kKeyword|Necrons}} unit in your army. Add 1 to a unit&#039;s Territorial Imperative tally each time it destroys an enemy unit that started the turn within 3&amp;quot; of an objective marker and each time it completes the Territorial Imperative action (see below).&lt;br /&gt;
::If you selected this Agenda, {{W40kKeyword|Necrons}} {{W40kKeyword|Infantry}} units (excluding {{W40kKeyword|Character}} units) from your army can attempt the following action:&lt;br /&gt;
::&#039;&#039;&#039;Territorial Imperative (Action):&#039;&#039;&#039; At the end of your Movement phase, one {{W40kKeyword|Necrons}} {{W40kKeyword|Infantry}} unit from your army (excluding {{W40kKeyword|Characters}}) that is within range of an objective marker that is not wholly within your own deployment zone, can start to perform this action. A unit cannot start to perform this action while there are any enemy unit (excluding {{W40kKeyword|Aircraft}}) within range of the same objective marker. This action is completed at the start of your next Command phase.&lt;br /&gt;
::Each unit gains a number of experience points equal to their Territorial Imperative tally.&lt;br /&gt;
&lt;br /&gt;
===Dynasty Specific===&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|MAYNARKH}} - Decayed Glory:&#039;&#039;&#039; &#039;&#039;The once-great warriors of the Maynarkh are now blood-drunk killer machines. They don&#039;t care about glory but only to satiate their unending thirst for blood.&#039;&#039;&lt;br /&gt;
::Keep a Decayed Glory tally for each {{W40kKeyword|MAYNARKH}} {{W40kKeyword|Flayed}} unit in your army. Add 1 to that unit&#039;s Decayed Glory each time they destroy an enemy unit.&lt;br /&gt;
::At the end of the battle, if a unit has a Decayed Glory tally of at least three, that unit gains a Battle Trait; increase its Crusade points accordingly and make a note on its Crusade card.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|MEPHRIT}} - Slayer of Giants:&#039;&#039;&#039; &#039;&#039;Once these warriors were capable of extinguishing the light of stars in spectacular supernovas. Now, although those terrifying weapons have long been lost, the weaponry of the Mephrit still holds the potential to bring down giants.&#039;&#039;&lt;br /&gt;
::Keep a Solar Killer tally for each {{W40kKeyword|MEPHRIT}} in your army. Add 1 to that unit&#039;s Solar Killer tally each time they destroy an enemy {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}} unit.&lt;br /&gt;
::Each unit gains a number of experience points equal to double its Solar Killer tally.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|NEPHREKH}} - Devout to the Light:&#039;&#039;&#039; &#039;&#039;The members of the Nephrekh dynasty wish to become beings of pure light. Although this is a dream long distant from reality, the metagold in their bodies is able to make them live their ambition.&#039;&#039;&lt;br /&gt;
::Keep a Devout tally for each {{W40kKeyword|NEPHREKH}} unit in your army. Add 1 to a unit&#039;s Devout tally each time it translocates.&lt;br /&gt;
::Each unit gains a number of experience points equal to their Devout tally.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|NIHILAKH}} - Eternal Protectors:&#039;&#039;&#039; &#039;&#039;The Nihilakh dynasty is well known for its territorial brutality and it will defend its domain with everything it has.&#039;&#039;&lt;br /&gt;
::Keep an Eternal Protectors tally for your army. Add 1 to the Eternal Protectors tally if, at the start of your Command phase, there are no enemy units within your deployment zone. Add 2 to the Eternal Protectors tally each time an enemy unit that is inside your deployment zone is destroyed by a {{W40kKeyword|NIHILAKH}} unit.&lt;br /&gt;
::You gain a number of victory points equal to the Eternal Protectors tally.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|NOVOKH}} - Blood Ritual:&#039;&#039;&#039; &#039;&#039;In the age of flesh, the warriors of the Novokh used to paint their bodies with the blood of their enemies. Despite these times having long come to past, the members of this dynasty still seak the thrill of combat as to mark their honor inside their culture.&#039;&#039;&lt;br /&gt;
::Keep a Blood Ritual tally for each {{W40kKeyword|NOVOKH}} unit from your army. Add 1 to a unit&#039;s Blood Ritual tally each time they destroy an enemy unit during the Fight phase.&lt;br /&gt;
::At the end of the battle, if a unit has a Blood Ritual tally of at least two, that unit gains a Weapon Enhancement; increase its Crusade points accordingly and make a note on its Crusade card. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|SAUTEKH}} - Merciless Conquest:&#039;&#039;&#039; &#039;&#039;The great Sautekh dynasty knows no border and instead directly attacks the heart of the enemy territory to assure a quick and flawless victory.&#039;&#039;&lt;br /&gt;
::Keep a Conquest tally for each {{W40kKeyword|SAUTEKH}} unit from your army. Add 1 to a unit&#039;s Conquest tally if at the start of your Command phase it controls an objective that isn&#039;t inside your deployment zone (2 if it&#039;s inside the enemy&#039;s deployment zone).&lt;br /&gt;
::Each unit gains a number of Victory Points equal to their Conquest tally.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|SZAREKHAN}} - Harbingers of Unity:&#039;&#039;&#039; &#039;&#039;As done once, the forces of the last Silent King march to give unity to the Necron race and eradicate anyone that opposes them.&#039;&#039;&lt;br /&gt;
::Keep a Unity tally for your army. Add 1 to the Unity tally at the start of your Command phase for each objective you control. Add 1 to the Unity tally for each enemy {{W40kKeyword|Character}} destroyed by a {{W40kKeyword|SZAREKHAN}} unit from your army.&lt;br /&gt;
::You gain a number of Victory Points equal to half the Unity tally  (rounding up).&lt;br /&gt;
&lt;br /&gt;
==Requisitions==&lt;br /&gt;
*&#039;&#039;&#039;Cryptek Arkana (1 RP):&#039;&#039;&#039; &#039;&#039;Crypteks are forever inventing, seeking to bend the laws of the material universe to their whims by shackling those forces within devices that stand testament to their subjugation of the living cosmos. Here is but the latest product of that endless quest.&#039;&#039;&lt;br /&gt;
::Purchase this Requisition when you add a {{W40kKeyword|Cryptek}} unit to your Order of Battle (excluding named characters), or when a {{W40kKeyword|Cryptek}} model in your Crusade force gains a rank. That model is upgraded to have one item of Cryptek Arkana; increase its Power Rating accordingly and make a note on its Crusade card. A model can never have more than one item of Cryptek Arkana. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force&#039;s Supply Limit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cunning Advisors (1 RP):&#039;&#039;&#039; &#039;&#039;The greater a Necron nobles reputation, the more cunning and accomplished are the Crypteks who seek them out and offer them service.&#039;&#039;&lt;br /&gt;
::Purchase this Requisition when you add a {{W40kKeyword|Cryptek}} unit to your Order of Battle if your Crusade force already includes a {{W40kKeyword|Noble}} unit of at least Blooded rank. That {{W40kKeyword|Cryptek}} unit gains 6 experience points (and therefore gains the Blooded rank). Select one Battle Honour for them as normal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Artifice (1 RP):&#039;&#039;&#039; &#039;&#039;No greater status symbols are there to the Necron nobility than mighty war engines. Any dynastic leader with designs on hierarchical elevation would do well to pour all the resources they can into furnishing their armory with the finest weapons they possibly can.&#039;&#039;&lt;br /&gt;
::Purchase this Requisition when you add a {{W40kKeyword|Necrons}} {{W40kKeyword|Vehicle}} unit to your Order of Battle, or when a {{W40kKeyword|Necrons}} {{W40kKeyword|Vehicle}} unit in your Crusade force gains a rank, if your Crusade force includes a {{W40kKeyword|Technomancer}}. That {{W40kKeyword|Vehicle}} unit gains one Weapon Enhancement; increase its Crusade points accordingly and make a note on its Crusade card.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flayed Epidemy (1 RP):&#039;&#039;&#039; &#039;&#039;The curse of Llandu&#039;gor, the Flayer, lurks still in the Necron ranks and turns those it touches into macabre displays of gory insanity&#039;&#039;&lt;br /&gt;
::Purchase this Requisition after a battle in which your Crusade army contained one or more units with the {{W40kKeyword|Flayed}} keyword. Select one unit that was also part of that Crusade army and that can take a &#039;&#039;&#039;Flayed Upgrade&#039;&#039;&#039; (e.s. &#039;&#039;&#039;Flayed King&#039;&#039;&#039;; &#039;&#039;&#039;Flayed Warriors&#039;&#039;&#039;; etc...). That unit&#039;s &#039;&#039;&#039;Flayed Upgrade&#039;&#039;&#039; is immediately taken and takes effect from the following battle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Glory of Subjugation (1 RP):&#039;&#039;&#039; &#039;&#039;As the ancient codes of honour demand, the victor in any dynastic war may claim the resultant spoils - greater notoriety, rich treasures and a tithe of soldiery subsumed from the legions of the defeated foe.&#039;&#039;&lt;br /&gt;
::Purchase this Requisition after a victory is achieved in a battle against a {{W40kKeyword|Necrons}} army. Your Warlord gains 5 experience points and you can immediately purchase the &#039;&#039;&#039;Fresh Recruits&#039;&#039;&#039; Requisition once, for 0RP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Secrets of the Stars (1 RP):&#039;&#039;&#039; &#039;&#039;When unlocking the secrets written in the cosmos, an Astromancer enriches not only itself but the court of its patreon too.&#039;&#039;&lt;br /&gt;
::Purchase this Requisition after a victory is achieved in a battle. If your Crusade force includes a {{W40kKeyword|Astromancer}}, that model gains 3 experience points and you gain D3 Requisition Points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Slow Decay of the Self (1 RP):&#039;&#039;&#039; &#039;&#039;It is perilous to fight alongside the Destroyer Cults for too long, lest their nihilistic madness finds purchase within the personality engrams of formerly stable Necrons.&#039;&#039;&lt;br /&gt;
::Purchase this Requisition after a battle in which your Crusade army contained one or more units with the {{W40kKeyword|&amp;lt;Destroyer Cult&amp;gt;}} keyword. Select one {{W40kKeyword|Lord}} or {{W40kKeyword|Overlord}} model that was also part of that Crusade army; remove that model from your Order of Battle and replace it with either a {{W40kKeyword|Lokhust Lord}}, a {{W40kKeyword|Ophydian Lord}}, or a {{W40kKeyword|Skorpekh Lord}} from the same dynasty (if the model replaced is an Overlord then the replacing model must be upgraded to its Overlord counterpart). You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force&#039;s Supply Limit. The newly added {{W40kKeyword|&amp;lt;Destroyer Cult&amp;gt;}} {{W40kKeyword|Character}} model starts with the same number of experience points as the {{W40kKeyword|Character}} it replaced and immediately gains the appropriate number of Battle Honours for its rank.&lt;br /&gt;
&lt;br /&gt;
==Battle Traits==&lt;br /&gt;
==={{W40kKeyword|Canoptek}} Units===&lt;br /&gt;
*&#039;&#039;&#039;1) Guardian Constructs:&#039;&#039;&#039; &#039;&#039;This Canoptek unit exhibits hyper-developed protective protocols, engaging extermination protocols to defend their Cryptek masters.&#039;&#039;&lt;br /&gt;
::While this unit is within 6&amp;quot; of a friendly {{W40kKeyword|Cryptek}} unit, each time a melee attack is made by a model in this unit, re-roll a wound roll of 1.&lt;br /&gt;
	&lt;br /&gt;
*&#039;&#039;&#039;2) Optimised Aggressors:&#039;&#039;&#039; &#039;&#039;Their duties as tomb guardians discarded, these Canoptek constructs have adapted to focus on speed and aggression.&#039;&#039;&lt;br /&gt;
::You can re-roll Advance rolls and charge rolls made for this unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3) Self-replicator Nodes:&#039;&#039;&#039; &#039;&#039;Augmented with advanced matter-replication capabilities, these Canoptek constructs can swiftly repair themselves in battle.&#039;&#039;	&lt;br /&gt;
::Each time you make Reanimation Protocol rolls for this unit, you can change a single dice result to a 6.&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|Core}} Units===&lt;br /&gt;
*&#039;&#039;&#039;1) Engrammitic Imprinting:&#039;&#039;&#039; &#039;&#039;The soldiery in this unit are receptive to the desires and commands of their betters even at great distances.&#039;&#039;&lt;br /&gt;
::When picking this Battle Trait, pick a friendly {{W40kKeyword|Necrons}} {{W40kKeyword|Character}} model (excluding {{W40kKeyword|C&#039;tan Shard}} models) from your roster; this unit counts as always being within range of that {{W40kKeyword|Character}}&#039;s Aura abilities.&lt;br /&gt;
	&lt;br /&gt;
*&#039;&#039;&#039;2) The Will to Serve:&#039;&#039;&#039; &#039;&#039;These combatants have developed a truly indomitable will, rapidly recovering from even the most catastrophic damage in their determination to serve their masters.&#039;&#039;&lt;br /&gt;
::Out of Action tests taken for this unit are automatically passed.&lt;br /&gt;
	&lt;br /&gt;
*&#039;&#039;&#039;3) Undying Revenants:&#039;&#039;&#039; &#039;&#039;These Necrons rise again and again despite the most grievous wounding, resolutely refusing to succumb to their wounds.&#039;&#039;&lt;br /&gt;
::Each time you make Reanimation Protocol rolls for this unit, you can change a single dice result to a 6.&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|Cryptek}} Units===&lt;br /&gt;
*&#039;&#039;&#039;1) Corporeal Integration:&#039;&#039;&#039; &#039;&#039;This Cryptek has taken into themselves elements of their own technologies with potent results.&#039;&#039;&lt;br /&gt;
::Once per battle, after this model has used its &#039;&#039;&#039;Chronometron&#039;&#039;&#039;, &#039;&#039;&#039;Harbinger of Despair&#039;&#039;&#039;, &#039;&#039;&#039;Harbinger of Destruction&#039;&#039;&#039;, &#039;&#039;&#039;Harbinger of the Stars&#039;&#039;&#039;, &#039;&#039;&#039;Harp of Dissonance&#039;&#039;&#039; or &#039;&#039;&#039;Rites of Reanimation&#039;&#039;&#039; ability, it can use that ability one additional time.&lt;br /&gt;
	&lt;br /&gt;
*&#039;&#039;&#039;2) Dimensional Emancipation:&#039;&#039;&#039; &#039;&#039;By accident or design, this Cryptek has placed themselves slightly out of phase with realspace. As a result, their blows pass through foes&#039; defenses as easily as any hyperphase blade.&#039;&#039;&lt;br /&gt;
::*Improve the Weapon Skill characteristic of this model by 1.&lt;br /&gt;
::*Each time this model makes a melee attack, a successful hit roll automatically wounds the target.&lt;br /&gt;
	&lt;br /&gt;
*&#039;&#039;&#039;3) Energy Savant:&#039;&#039;&#039; &#039;&#039;Able to perceive the living currents of cosmic energy that power their stave, this Cryptek can channel its power with increased efficacy.&#039;&#039;&lt;br /&gt;
::Once per battle, in your Shooting phase, after this unit has shot, it can shoot again.&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|&amp;lt;Destroyer Cult&amp;gt;}} Units===&lt;br /&gt;
*&#039;&#039;&#039;1) Improved Optics:&#039;&#039;&#039; &#039;&#039;Some destroyers augment their optical senses even more, to make sure nothing can escape their brutal attacks.&#039;&#039;&lt;br /&gt;
::Change this unit&#039;s &#039;&#039;Hardwired for Destruction&#039;&#039; special rule to read &amp;quot;Each time a model in this unit makes an attack, you can re-roll the hit roll&amp;quot;.&lt;br /&gt;
	&lt;br /&gt;
*&#039;&#039;&#039;2) Repulsion Engines:&#039;&#039;&#039; &#039;&#039;The screaming engines of these Lokhust Destroyers shout a powerful wave that slows down enemy charges.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Lokhust Lord}}, {{W40kKeyword|Lokhust Destroyer}} or {{W40kKeyword|Lokhust Heavy Destroyer}} units only. When resolving a charge against this unit, roll an additional D6 and discard the highest dice before determining the final result.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3) Restless Advance:&#039;&#039;&#039; &#039;&#039;These harbingers of death know no rest; without hesitation, they run against their foes as fast as they can, so that the target can live less long.&#039;&#039;&lt;br /&gt;
::When this unit Advances, increase its Move characteristic by 6&amp;quot; until the end of the phase - do not roll any dice.&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|Noble}} Units===&lt;br /&gt;
*&#039;&#039;&#039;1) Endless Legions:&#039;&#039;&#039; &#039;&#039;As ever more systems awake upon this noble&#039;s tomb world, ever greater legions become theirs to command.&#039;&#039;&lt;br /&gt;
::If this model is part of your Crusade army and it gained 3 or more experience points from the battle (excluding the experience gained from &#039;&#039;Marked for Greatness&#039;&#039;). gain 1 Requisition point.&lt;br /&gt;
	&lt;br /&gt;
*&#039;&#039;&#039;2) Hierarchical Advancements:&#039;&#039;&#039; &#039;&#039;This noble has successfully climbed another rung within the byzantine hierarchies of the Royal Court.&#039;&#039;&lt;br /&gt;
::Add 3&amp;quot; to the range of this model&#039;s &#039;&#039;My Will Be Done&#039;&#039; special rule.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3) Martial Apotheosis:&#039;&#039;&#039; &#039;&#039;The passing eons provide ample opportunity to improve one&#039;s bladesmanship when mortality is but a dim memory.&#039;&#039;&lt;br /&gt;
::Each time an attack is made by this model, re-roll a hit roll of 1.&lt;br /&gt;
&lt;br /&gt;
==Dynastic Epithets==&lt;br /&gt;
If the Warlord of your Crusade army is a {{W40Kkeyword|Necrons}} {{W40Kkeyword|Noble}} (excluding a named character), then, each time you win a battle, you must generate a new Dynastic Epithet for that Warlord. You can either select one from the tables below, or you can randomly generate one by first rolling a D6 to select one of the two tables (on a 1-3, use table l; on a 4-6, use table 2), before rolling a D66 on that table (to roll a D66, roll two D6s, one after the other - the first result is your &#039;tens&#039; and your second is your &#039;units&#039;. For example, a D66 roll where the first result is a 3 and the second is a 6 is a result of 36). Make a note of any Dynastic Epithets gained on that model&#039;s Crusade card.&lt;br /&gt;
&lt;br /&gt;
For every third title gained, you can select one of the Dynastic abilities shown below for that {{W40Kkeyword|Character}} unit. Increase its Crusade points by 1 for each of these abilities selected. No model can have more than five of these abilities and the same ability cannot be taken more than once in your Crusade force.&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;
===Table 1===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:-&#039;&#039;&#039;11): Archnemesor of the Dread Legion&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;12): Awakened Heir to the Crownworld&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;13): Butcher of the Five Hundred Worlds&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;14): Celestial Ruler of Divine Right&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;15): Conqueror of the Xoraxians&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;16): Death of the Great Krork Empire&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;21): Destroyer of the Fleshling Curse&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;22): Doom of Morrigar&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;23): Embodiment of Metalloglory&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;24): Enlightened Monarch of the Void&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;25): Eternal Lord of Heavens&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;26): Ever Vengeful Tyrant of the Night&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;31): Grand Sunderer&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;32): Indestructible Lord of Stars&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;33): Intolerant Ruler of the Ninth Kingdom&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;34): Keeper of the Bladed Void&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;35): Keeper of the Hyper-ankh&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;36): Keeper of the Light&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;41): King of the Crimson Rising&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;42): Majestic Lord of the Shifting Stars&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;43): Master of the Coreworlds&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;44): Master of the Twilight Kingdoms&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;45): Reaper of the Dhorm System&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;46): Rightful Ruler of the Third Dynasty&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;51): Ruler of a Thousand Moons&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;52): Sentinel of the Eternal Gate&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;53): Slayer of the Cosmic Spyder&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;54): Sovereign of the Thirty-five Hollow Worlds&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;55): Subjugator of the Phloxos Hordes&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;56): Technomagister of the Third Epoch&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;61): The Eye of the Triarch&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;62): Uncorroded Slayer of Empires&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;63): Undying Commander of the Lost Legions&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;64): Vanquisher of the Z&#039;oath&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;65): Voidlord of the Vassal Dynasties&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;66): Wrathful Lord of the Crystal Empires&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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;
===Table 2===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:-&#039;&#039;&#039;11): All-conquering Master of the Billion Blades&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;12): Bane of the Talassari&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;13): Bane of the Vyggh&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;14): Beheader of the Emperor Enthroned&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;15): Bladethief of the Kehletai&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;16): Breaker of the Beings Below&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;21): Breaker of the C&#039;tan&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;22): Champion of the Ancient Codes&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;23): Conqueror of the Sperithrast Knarls&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;24): Despiser of the Yabi-Yabi&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;25): Destroyer of the Swarm&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;26): Dominator of the Pernicious Antedil&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;31): Eradicator of the Elquon&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;32): He/She Who Bars the Gate&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;33): He/She Who Listens Not to Unworthy Prattlings&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;34): He/She Who Spits Upon the Ancient Codes&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;35): Herald of the Night Unending&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;36): Hierarch of the Ghoul Stars&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;41): Keeper of the Sempiternal Tome&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;42): Monarch of Monarchs&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;43): Monarch of the Outer Void&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;44): Nemesis of the Gul&#039;dar Race&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;45): Obliterator of the Negatuul&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;46): Oppressor of the Unworthy&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;51): Plunderer of the Solar Catacomb&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;52): Resplendent Master of the Cosmic Fires&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;53): Saviour of the Wars of Rust&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;54): Scourge of the Blood Worlds&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;55): Scourge of the Sslyth&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;56): Slayer of a Thousand Foes&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;61): Technomartyr of the Inner Worlds&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;62): The Great Awakener&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;63): Uniter of the Broken Worlds&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;64): Unrusted Lord of the Bratak Empire&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;65): Unsleeping Eye of Infinity&#039;&#039;&#039;&lt;br /&gt;
:-&#039;&#039;&#039;66): Wielder of the Secret Blade&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Titles===&lt;br /&gt;
*&#039;&#039;&#039;Arch-machinator:&#039;&#039;&#039; &#039;&#039;There is much to learn in the galaxy, for much has changed since the Great Sleep. This noble pours all of their time into setting new schemes in motion, bending this new reality to their will.&#039;&#039;&lt;br /&gt;
::If this {{W40kKeyword|Noble}} is part of your Crusade army, then when selecting Agendas, you can select one additional Agenda. If you do so, after Agendas are revealed, you must discard one of them.&lt;br /&gt;
	&lt;br /&gt;
*&#039;&#039;&#039;Arkane Collector:&#039;&#039;&#039; &#039;&#039;This Necron yearns to understand the mysteries of the galaxy, seeking to study the artifice of each of its other races to learn how best to subjugate them utterly.&#039;&#039;&lt;br /&gt;
::Each time a melee attack made by this {{W40kKeyword|Noble}} destroys an enemy model that has a Relic, this {{W40kKeyword|Noble}} gains 2 experience points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Champion of Legends:&#039;&#039;&#039; &#039;&#039;In this noble burns the bravery and skill of the heroes of ancient Necrontyr lore. Impossible feats are all but a normal part of war for this exceptional warrior.&#039;&#039;&lt;br /&gt;
::Once per battle, if this {{W40kKeyword|Noble}} is on the battlefield, you can use one Epic Deed Stratagem on this model for 0 Command Points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conqueror of Worlds:&#039;&#039;&#039; &#039;&#039;This noble has fought campaigns against countless lesser races, conquering star systems and dismantling empires.&#039;&#039;&lt;br /&gt;
::This {{W40kKeyword|Noble}} has &#039;&#039;Objective Secured&#039;&#039;. In addition, while this {{W40kKeyword|Noble}} is within 6&amp;quot; of an objective, add 2 to its Attacks characteristic.&lt;br /&gt;
	&lt;br /&gt;
*&#039;&#039;&#039;Dynastic Embodiment:&#039;&#039;&#039; &#039;&#039;For this Necron, order and tradition are everything. The codes of battle must be adhered to.&#039;&#039;&lt;br /&gt;
::If this {{W40kKeyword|Noble}} is part of your Crusade army, you can select a maximum of two Necron Agendas instead of one.&lt;br /&gt;
	&lt;br /&gt;
*&#039;&#039;&#039;Lord of Legions:&#039;&#039;&#039; &#039;&#039;This noble has prioritized the awakening of their vast legions as only an obsessive completionist could.&#039;&#039;&lt;br /&gt;
::If this {{W40kKeyword|Noble}} is part of your Crusade force, then the Fresh Recruits Requisition costs 0 Requisition points if the unit being increased is {{W40kKeyword|Core}} and from the same dynasty as this {{W40kKeyword|Noble}}.&lt;br /&gt;
	&lt;br /&gt;
*&#039;&#039;&#039;Loyal Servant:&#039;&#039;&#039; &#039;&#039;This noble retains absolute devotion to the Silent King, command protocols or no. While some may now believe themselves more suitable to rule, this loyal servant seeks to work Szarekh&#039;s will by furthering his plans in battle.&#039;&#039;&lt;br /&gt;
::Once per battle, if this {{W40kKeyword|Noble}} is on the battlefield, you can use one Strategic Ploy Stratagem for 0 Command points.&lt;br /&gt;
	&lt;br /&gt;
*&#039;&#039;&#039;Martial Perfectionist:&#039;&#039;&#039; &#039;&#039;Since their revivification, this noble has become obsessed with refining their fighting form to peak efficiency, for they desire to slaughter the lesser races.&#039;&#039;&lt;br /&gt;
::Once per battle, if this {{W40kKeyword|Noble}} is on the battlefield, you can use one Battle Tactics Stratagem for 0 Command points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mover of Spirits:&#039;&#039;&#039; &#039;&#039;The political influences and rallying spirit of this noble mean that never is he to fight alone, but instead marches alongside powerful allies.&#039;&#039;&lt;br /&gt;
::Once per battle, if this {{W40kKeyword|Noble}} is in your crusade roaster, you can use the &#039;&#039;Warlord Trait&#039;&#039;, &#039;&#039;Relic&#039;&#039; or &#039;&#039;Specialist Reinforcements&#039;&#039; Requisition for 0 Requisition Points.&lt;br /&gt;
	&lt;br /&gt;
*&#039;&#039;&#039;Restorer of Empires:&#039;&#039;&#039; &#039;&#039;This dynastic master seeks to impose an order of their own devising - that of dominance under their rule.&#039;&#039;&lt;br /&gt;
::If this {{W40kKeyword|Noble}} is part of your Crusade army and at the end of the battle you are the victor, you can increase your Crusade force&#039;s Supply Limit by 1.&lt;br /&gt;
	&lt;br /&gt;
*&#039;&#039;&#039;Unflinchingly Regressive:&#039;&#039;&#039; &#039;&#039;This commander longs for the glory days of the past when their existence was simple and the galaxy was not plagued with upstart races. Nothing brings them clarity like the absolute expunging of the lesser species from their sight.&#039;&#039;&lt;br /&gt;
::If, at the end of the battle, this {{W40kKeyword|Noble}} is on the battlefield and there are no enemy models on the battlefield, this {{W40kKeyword|Noble}} gains 3 bonus experience points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unmerciful Destroyer:&#039;&#039;&#039; &#039;&#039;This noble feels no remorse for his enemies and instead unleashes the full power of his army in a brutal display of superiority.&#039;&#039;&lt;br /&gt;
::Once per battle, if this {{W40kKeyword|Noble}} is on the battlefield, you can use one Wargear Stratagem for 0 Command Points.&lt;br /&gt;
&lt;br /&gt;
==Weapon Enhancements==&lt;br /&gt;
===Enmitic Weapons===&lt;br /&gt;
&#039;&#039;&#039;-1) Dissonant Molecular Frequencies:&#039;&#039;&#039; &#039;&#039;The wavelengths of this malevolent weapon are coordinated to produce a terrible cacophony of energies, lowering the strength of the impact but spreading the carnage further.&#039;&#039;&lt;br /&gt;
:Change the number of shots of this weapon from D3 to D6 but subtract 1 from the Damage and Armour Penetration characteristics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-2) Enhanced Frequency Amplification:&#039;&#039;&#039; &#039;&#039;Enhanced resonance chambers turn this weapon into a powerful tool of destruction.&#039;&#039;&lt;br /&gt;
:In your Shooting phase, when shooting with this unit, unless the Stratagem has already been used this phase, you can use the &#039;&#039;&#039;Repulsive Vibrations&#039;&#039;&#039; Stratagem for 0 CPs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-3) Suppressive Wave Disperser:&#039;&#039;&#039; &#039;&#039;Enemies hit by this weapon find their balance sensors shattered, leaving them disoriented and vulnerable.&#039;&#039;&lt;br /&gt;
:Enemy units that suffer an unsaved wound from this weapon must subtract 2 from their Movement and Leadership characteristics.&lt;br /&gt;
&lt;br /&gt;
===Gauss Weapons===&lt;br /&gt;
&#039;&#039;&#039;-1) Metallophagic Atomic Decouplers:&#039;&#039;&#039; &#039;&#039;Even the heaviest slabs of armor cannot resist the flensing touch of this vicious weapon.&#039;&#039;&lt;br /&gt;
:In your Shooting phase, when the bearer’s unit is selected to shoot, unless the Stratagem has already been used in this phase, you can use the &#039;&#039;&#039;Disintegration Capacitors&#039;&#039;&#039; Stratagem for 0CP.&lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;-2) Molecular Vaporiser:&#039;&#039;&#039; &#039;&#039;Targets of this weapon are flayed apart with such violence that they explode in shocking molecular eruptions.&#039;&#039;&lt;br /&gt;
:If an enemy model is destroyed as a result of an attack made with this weapon, until the end of the turn, that model&#039;s unit is treated as being at below Half-strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-3) Nanoparticulate Disassembler Coils:&#039;&#039;&#039; &#039;&#039;This weapon assesses and then assiduously deconstructs its target&#039;s molecular makeup at a terrifying rate.&#039;&#039;&lt;br /&gt;
:Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.&lt;br /&gt;
&lt;br /&gt;
===Particle Weapons===&lt;br /&gt;
&#039;&#039;&#039;-1) Anti-matter Core Overload:&#039;&#039;&#039; &#039;&#039;Although dangerous, the bearer of this weapon can overload its enhanced core to fire a deadly salvo at the enemy.&#039;&#039;&lt;br /&gt;
:In your Shooting phase, when shooting with this unit, unless the Stratagem has already been used this phase, you can use the &#039;&#039;&#039;Matter Annihilation&#039;&#039;&#039; Stratagem for 0 CPs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-2) Dark Energy Acceleration:&#039;&#039;&#039; &#039;&#039;This weapon employs arcane energies to accelerate the anti-matter particles contained within, amplifying the strength of the impact.&#039;&#039;&lt;br /&gt;
:Add one to the Strength and Damage characteristic of this weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-3) Particle Chamber Overdrive:&#039;&#039;&#039; &#039;&#039;A special system installed in this weapon permits the bearer to eject the anti-matter particles at a higher rate of fire. This is a risky move as doing so damages the weapon and renders it useless until it is repaired.&#039;&#039;&lt;br /&gt;
:When this unit is selected to make an attack with this weapon any number of models may choose to overdrive its weapon. If so, halve the Range characteristic of the weapon and double its number of shots; in addition, attacks made by that weapon automatically hit their target. However, after a model has overdriven its weapon, it cannot fire it anymore until the end of the game.&lt;br /&gt;
&lt;br /&gt;
===Tesla Weapons===&lt;br /&gt;
&#039;&#039;&#039;-1) Arkshock Projectors:&#039;&#039;&#039; &#039;&#039;Quantum cells ensure this weapon fires at maximum discharge.&#039;&#039;&lt;br /&gt;
:In your Shooting phase, after you have made attacks with this weapon, unless the Stratagem has already been used this phase, you can use the &#039;&#039;&#039;Malevolent Arcing Stratagem&#039;&#039;&#039; for 0CP.&lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;-2) Atmospheric Fulminator Array:&#039;&#039;&#039; &#039;&#039;As they rise skyward, this weapon&#039;s lightning blasts splinter into a crackling web that envelops aerial targets.&#039;&#039;&lt;br /&gt;
:Each time an attack is made with this weapon against an {{W40kKeyword|Aircraft}} unit, add 1 to that attack&#039;s hit roll and wound roll.&lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;-3) Electromagnetic Overcapacitators:&#039;&#039;&#039; &#039;&#039;This weapon&#039;s living lightning discharge arcs and leaps with increased ferocity and aggression.&#039;&#039;&lt;br /&gt;
:Each time an attack made with this weapon targets a unit within 12&amp;quot;, the additional hits scored as a result of this weapon&#039;s abilities are on an unmodified hit roll of 5+, instead of a 6.&lt;br /&gt;
&lt;br /&gt;
==Battle Scars==&lt;br /&gt;
==={{W40kKeyword|Canoptek}} Units Only===&lt;br /&gt;
&#039;&#039;&#039;-Depleted Transmaterial Reserves:&#039;&#039;&#039; &#039;&#039;These constructs are running on exhausted power supplies, leaving them nothing in reserve to effect self-repair during battle.&#039;&#039;&lt;br /&gt;
*Add 1 to the Attacks characteristic of models in this unit.&lt;br /&gt;
*This unit cannot use its &#039;&#039;Reanimation Protocols&#039;&#039; and &#039;&#039;Living Metal&#039;&#039; special rules.&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|Cryptek}} Units Only===&lt;br /&gt;
&#039;&#039;&#039;-Broken Scientific Curiosity:&#039;&#039;&#039; &#039;&#039;The damages sustained in battle have damaged the neural links of this Cryptek. No more is it a subject of its Overlords, but instead moves to through the battlefield in search of new specimens to acquire and experiment on.&#039;&#039;&lt;br /&gt;
*This model can&#039;t use its &#039;&#039;Harbinger of the Stars&#039;&#039;, &#039;&#039;Chronometron&#039;&#039;, &#039;&#039;Harp of Dissonance&#039;&#039;, &#039;&#039;Harbinger of Destruction&#039;&#039;, &#039;&#039;Harbinger of Despair&#039;&#039; or &#039;&#039;Rites of Reanimation&#039;&#039; special rule.&lt;br /&gt;
*This model can&#039;t use its Cryptek Arkana.&lt;br /&gt;
*Each time this model makes an attack against a {{W40kKeyword|Infantry}} or {{W40kKeyword|Beast}} unit you can add one to the wound roll.&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|C&#039;tan Shard}} Units Only===&lt;br /&gt;
&#039;&#039;&#039;-Broken Shell:&#039;&#039;&#039; &#039;&#039;The damage sustained on the field has taken its toll on the necrodermis prison of this shard. Although now physically weaken, its powers are now even deadlier and burst from the cracks of this fallen deity with fierce vengeance.&#039;&#039;&lt;br /&gt;
*Subtract 2 from the Strength, Toughness, and Attacks characteristics of this model.&lt;br /&gt;
*This model can use one additional Power of the C&#039;tan at the end of your Movement phase, although it must always target the closest unit, even if friendly (in powers that target more than one unit, select the units in order from the closest to the farthest).&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|&amp;lt;Destroyer Cult&amp;gt;}} Units Only===&lt;br /&gt;
&#039;&#039;&#039;-Mindless Reaper:&#039;&#039;&#039; &#039;&#039;Whatever dregs of personality or intellect this being possessed are draining away, replaced by their mechanistic obsession with endless slaughter.&#039;&#039;&lt;br /&gt;
*When a model in this unit makes an attack, you can re-roll the hit roll.&lt;br /&gt;
*In your Shooting phase, each time this unit is selected to shoot, models in this unit can only target the closest eligible enemy unit.&lt;br /&gt;
*In your Charge phase, each time this unit declares a charge, you can only select the closest enemy unit (excluding {{W40kKeyword|Aircraft}}) as the target of that charge.&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|Necrons}} Units Only===&lt;br /&gt;
&#039;&#039;&#039;-Engrammatic Degradation:&#039;&#039;&#039; &#039;&#039;So damaged has this unit been that their core personality engrams have become scrambled.&#039;&#039;&lt;br /&gt;
*Subtract 1&amp;quot; from the Move characteristic of models in this unit.&lt;br /&gt;
*Subtract 1 from Advance and charge rolls made for this unit.&lt;br /&gt;
*This unit always benefits from the selected directive of the command protocol that was active for your army during the first battle round, instead of the selected directive of the command protocol that is currently active for your army.&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|Noble}} Units Only===&lt;br /&gt;
&#039;&#039;&#039;-Creeping Madness:&#039;&#039;&#039; &#039;&#039;This noble&#039;s sanity is unraveling one engram at a time, lending them a savage vitality, but rendering their capacity to issue rational commands non-existent.&#039;&#039;&lt;br /&gt;
*Add 1 to the Strength and Attacks characteristics of models in this unit.&lt;br /&gt;
*This unit is not considered to be a {{W40kKeyword|Noble}} or {{W40kKeyword|Character}} unit for the purposes of the &#039;&#039;Command Protocols&#039;&#039; ability, and no longer has the following special ruless: &#039;&#039;My Will Be Done&#039;&#039;; &#039;&#039;The Lord&#039;s Will&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Crusade Relics==&lt;br /&gt;
===Artificer Relics===&lt;br /&gt;
*&#039;&#039;&#039;Engrammatic Entangler:&#039;&#039;&#039; &#039;&#039;The core of this Necron&#039;s artificial cerebrum is maintained within a quasinium casing that is in a state of constant quantum entanglement with an exact copy stored within the vaults of the bearer&#039;s tomb world. Should the Necron&#039;s physical form be destroyed beyond all possibility of self-repair, their personality engram is instantly projected across the interstellar gulf and into its cerebrum backup.&#039;&#039;&lt;br /&gt;
::-All Battle Scars this unit has are removed from its Crusade card.&lt;br /&gt;
::-Out of Action tests made for the bearer are automatically passed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rod of Night:&#039;&#039;&#039; &#039;&#039;A mysterious rod of black metal, this strange artifact grants the user ever-lasting life, reaping the matter of lesser beings and adding it to the noble&#039;s body.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Noble}} model only. The Rod of Night has 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;Rod of Night&#039;&#039;&#039; || Melee || Melee || User || -1 || 2 || Each time a model is slain by an attack made with this Relic, the bearer recovers one wound previously lost in the battle.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rod of Night&#039;&#039;&#039; || 18&amp;quot; || Assault 3 || 6 || -1 || 2 || Each time a model is slain by an attack made with this Relic, the bearer recovers one wound previously lost in the battle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Transdimensional Shroud:&#039;&#039;&#039; &#039;&#039;A veil of gossamer-fine dimensional transitions billows about this Necron, obfuscating their precise location and causing incoming enemy fire to be diverted into alternate dimensional states.&#039;&#039;&lt;br /&gt;
::Each time a ranged attack is made against the bearer, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.&lt;br /&gt;
&lt;br /&gt;
===Antiquity Relics===&lt;br /&gt;
*&#039;&#039;&#039;Gaze of Flame:&#039;&#039;&#039; &#039;&#039;The eyes of this Necron burn of ghostly emerald fire. Those who gaze into them are torn apart by fear before being burned to ash from the inside.&#039;&#039;&lt;br /&gt;
::Enemy units within 3&amp;quot; of this model must subtract 2 from their Leadership characteristic. In addition, at the beginning of each Fight phase, you can pick a single enemy unit within 1&amp;quot; of this unit. Roll a D6 for each model in this unit; for each roll of 3+, the enemy unit suffers a mortal wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Necroexcruciator:&#039;&#039;&#039; &#039;&#039;This unassuming device possesses the ability to inflict such potent agonies upon the necrodermis of C&#039;tan Shards that even the stunted and recursive echoes of consciousness trapped within can feel it. So motivated, C&#039;tan strives to unleash every iota of cosmic might available to them. Whether this reaction is an attempt to stop the pain or a confused gesture of outrage at the presumption of those who inflict it is debatable.&#039;&#039;&lt;br /&gt;
::The bearer has the following ability:&lt;br /&gt;
::&#039;&#039;&#039;Necroexcruciator (Aura):&#039;&#039;&#039; While a friendly {{W40kKeyword|C&#039;tan Shard}} model is within 12&amp;quot; of this model, add l&amp;quot; to the Move characteristic of that {{W40kKeyword|C&#039;tan Shard}} model and add 1 to the Strength, Toughness and Attacks characteristics of that {{W40kKeyword|C&#039;tan Shard}} model.’&lt;br /&gt;
&lt;br /&gt;
===Legendary Relics===&lt;br /&gt;
*&#039;&#039;&#039;Tachyon Field Phase Inducer:&#039;&#039;&#039; &#039;&#039;A controversial and dangerous weapons technology, this device generates a tachyon energy field around its bearer&#039;s blade, resulting in their every blow striking faster than light and discharging tremendous destructive energy into their victims. Should the bearer be slain, the field rapidly overloads and detonates in a blinding flash of lethal power.&#039;&#039;&lt;br /&gt;
::-Select one melee weapon the bearer is equipped with. Each time an attack made with that weapon scores a hit, that attack inflicts 1 mortal wound in addition to any normal damage.&lt;br /&gt;
::-When the bearer is destroyed, roll one D6 before removing it from play. On a 2+ it explodes, and each unit within 3&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadow Ankh:&#039;&#039;&#039; &#039;&#039;Disguised as the bearer&#039;s Triarch Ankh, this small amulet is capable of nullifying the energies of the Warp, oxidating even the likes of Greater Demons.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Noble}} model only. This model can attempt to deny one psychic power in the same manner as a {{W40kKeyword|Psyker}}. In addition, enemy {{W40kKeyword|Psyker}} units must subtract 2 from Psychic tests and Deny the witch tests they take if they are within 6&amp;quot; of this model. Finally, {{W40kKeyword|Daemon}} units may not utilize their invulnerable Save while they are within 6&amp;quot; of this model.&lt;br /&gt;
&lt;br /&gt;
[[Category:/tg/ 40,000]]&lt;br /&gt;
[[Category:Awesome]]&lt;br /&gt;
[[Category:Codex /tg/&#039;s Edition]]&lt;br /&gt;
[[Category:Necrons]]&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;/div&gt;</summary>
		<author><name>192.42.116.15</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/7th_Edition_Tactics/Space_Marines&amp;diff=1011551</id>
		<title>Warhammer 40,000/7th Edition Tactics/Space Marines</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/7th_Edition_Tactics/Space_Marines&amp;diff=1011551"/>
		<updated>2026-05-20T14:42:20Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.15: Replaced content with &amp;quot;{{cleanup}} {{Autism}}  WE ARE THE SPEHSS MAHREENS! WE ARE THE EMPRA&amp;#039;S FUREH!  This is the previous Edition&amp;#039;s Space Marine tactics. The 8th Edition Tactics are here while the 6th Edition Tactics are here.  ==Why Play Space Marines==  Space Marines are perhaps the best army for beginners. Their units are fai...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
[[Indrick Boreale|WE ARE THE SPEHSS MAHREENS! WE ARE THE EMPRA&#039;S FUREH!]]&lt;br /&gt;
&lt;br /&gt;
This is the [[Warhammer_40,000/7th Edition Tactics|previous Edition&#039;s]] Space Marine tactics. The [[Warhammer_40,000/Tactics/Space_Marines(8E)|8th Edition Tactics are here]] while [[Warhammer_40,000/6th_Edition_Tactics/Space_Marines|the 6th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Space Marines==&lt;br /&gt;
&lt;br /&gt;
Space Marines are perhaps the best army for beginners. Their units are fairly expensive points-wise, so they usually field less bodies and vehicles than most other armies. While you can&#039;t bog down your foes in waves of men, this makes army construction cheaper and painting faster. Additionally, Space Marines are dead&#039;ard; their basic troops have Toughness 4 and a 3+ armour save, giving them great staying power compared to most basic infantry of other armies. They&#039;re also solid in whatever role they&#039;re put in; Marines are good shots, and they&#039;re not half bad in an assault, either. Space Marine tanks, on the other hand, may not be as robust or as powerful as those of the Imperial Guard&#039;s, but they are dirt-cheap and reliable. Dreadnoughts, while slower than a tank, are slightly better at shooting than predators, present a smaller target and are far better in close combat (unless your luck with Tank Shock is ridiculous...), and are able to take on heroes, units and other vehicles and come out on top.&lt;br /&gt;
&lt;br /&gt;
Other benefits include:&lt;br /&gt;
* Space Marines are the jacks of all trades, able to do pretty much anything reasonably well with no particular weaknesses. Whatever an enemy army’s weakness is, Space Marines have something that can exploit it.&lt;br /&gt;
* eBay-ability. Space marines are the most commonly auctioned off army. This makes starting out with them second-hand cheap (by Warhammer standards…).&lt;br /&gt;
* Easy to paint. The broad, flat areas (legs, shoulders) and defined ridges make painting straight-forward and simple. [[Necrons | Little]] is easier to paint than a space marine. They even drybrush well for the lazy painter who just wants a force finished on the table ASAP. Conversely, they also provide large amounts of open areas for more advanced painters to go ham with freehand and more detailed painting.&lt;br /&gt;
* Quick to build, easy to convert. Space marines have the greatest range of bitz available to any army in any game, and not just from Games Workshop. There are several companies out there that make GW Marine conversion bitz. Almost everyone who plays 40k has some space marine bitz sitting around, and they&#039;re almost all plastic, so you can easily make a force that&#039;s really &amp;quot;you&amp;quot;.&lt;br /&gt;
* Easy to play for beginners. Your basic troops can take a bit of abuse, so the army is relatively forgiving of noob mistakes, and you won&#039;t be horribly FUBAR because of a single poorly-thought out move. Very little in the codex is dead weight, so almost any unit purchased will be a welcome addition to your growing force. &lt;br /&gt;
* Rewarding for experts. Space marines are an army that you can really grow with. Once you learn how to shuffle your metal boxes around, and get the gist of the game, a closer examination of the space marine codex reveals a wealth and depth of available army builds and tactics unrivalled in the current 40k codices.&lt;br /&gt;
* Games Workshop has a long history of [[Plot armor|tilting things in the Marines&#039; favor]]. The introduction of AP values to melee weapons was largely for the benefit of Marines and especially Terminators, and the grav gun has been introduced so you can kill heavily armoured troops without burning your fingers. Other armies may have weaknesses, but whenever a weakness is found for the Marines, GW just releases something to patch over it. You also have THREE Codex Supplements (Four if you count Kauyon) to ensure that no two armies play exactly alike.&lt;br /&gt;
* Thanks to UNBOUND ARMIES and infinite allies, you can mix and match your Space Marine Army with other Faction Marines. Want some serious firepower for your Space Wolves? Centurions shall work wonders. All the pain of the last few years with various Marine armies lacking decent units or updates has been patched up.&lt;br /&gt;
&lt;br /&gt;
However there are a few draw backs to playing space marines that should be considered:&lt;br /&gt;
* Space Marines are the jacks of all trades, but the masters of none. Their non-specialization as an army is in itself a weakness, as pretty much every other army does their particular shtick better than Space Marines. If you don&#039;t figure out how to play rock-paper-scissors 40k and end up trying to out-shoot tau or out-assault genestealers, you&#039;re gonna get your power armored ass handed to you.&lt;br /&gt;
* As the most popular army your codex is the most often to be updated, which can be be seen as a good thing, but it does mean that you&#039;re going to be buying codices more often then other armies.&lt;br /&gt;
* As the most popular army you&#039;re the one most likely to be optimised against. An army geared to fight marines will do decent against most of the players in a tournament simply because most of the players will likely be using some variant of Marine. Killing Space Marines is a hobby among internet army list planners and any army list worth its salt will have a plan to deal with marines.&lt;br /&gt;
* In terms of armoured tanks your vehicles are maybe not the worst in the game, but they are far from the best. Any Tank that showed up to the Imperial guard motor pool with only an auto cannon (a weapon found in the guards heavy weapon squad) would be laughed right out of the pool and the Rhino, while good, does not compare well to other dedicated transports - its cheapness is why it&#039;s considered good.&lt;br /&gt;
* As the most popular army, other players will know most of your tricks. A Drop Pod assault can be powerful, but it&#039;s also something almost all the marine players have done at some point so when you show up to a game with eight Drop Pods the other player (Who may have done his share of Drop Podding) will have a good idea how to counterplay you.&lt;br /&gt;
* As a small elite army, you don&#039;t take large losses well such as those AP3 or lower large blast template from a Leman Russ, Riptide, or Imperial Knight. Tyranids can laugh off the loss of a brood and spawn more from a Tervigon, you can&#039;t. What counters Space Marines counters them HARD since they tend to be a smaller army.&lt;br /&gt;
*Vanilla marines of all flavors are almost laughably bad in close combat and your specialist melee units (with the notable exception of the Assault Terminators) won&#039;t win any prizes, either. Consider yourself in the bottom-middle of close combat overall.&lt;br /&gt;
*You have almost universally small squad sizes. This means that while your marines don&#039;t need as much support as other armies, they don&#039;t benefit as much from it, either.&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
===Combat Doctrines===&lt;br /&gt;
Now made universal, certain units and formations/detachments can now grant uses of the Doctrines, regardless of chapter, instead of only being an Ultras thing. The most common method for &#039;&#039;non&#039;&#039;-Ultramarines Chapter Tactics to get uses of Doctrines is by taking a Gladius Strike Force detachment (see Formations section), which grants one use of each of the three Doctrine types. If an army has multiple rules that enable a particular Doctrine, that Doctrine can be enacted that number of times per game (e.g. an Ultramarines Battle Demi-Company with Calgar would be able to use the Tactical Doctrine up to four times per game; one use granted by their Chapter Tactics, one use granted by being part of a Gladius Strike Force, one use granted by being a Battle Demi-Company, and Calgar granting one extra use of any Doctrine).&lt;br /&gt;
There are three Doctrine types, and when enacted, each of them grants the following benefits to all units in your army with the same Chapter Tactics as the detachment that enacts it, till the start of your next turn:&lt;br /&gt;
* Tactical: Re-roll 1s to hit for shooting and assault. Tactical Marines, and any ICs joining them, can re-roll all misses that turn.&lt;br /&gt;
* Assault: Re-roll 1s to-hit in the Assault phase (so both Overwatch and close combat). Assault Marines, Bikes, Attack Bikes and AssCenturions, including any ICs joining those squads, can re-roll all misses during that Assault phase.&lt;br /&gt;
* Devastator: Re-roll 1s to-hit in the Shooting phase. Devastators and DevCenturions, including any ICs joining those squads, can re-roll all misses during that Shooting phase.&lt;br /&gt;
&lt;br /&gt;
===Chapter Tactics===&lt;br /&gt;
The Chapter Tactics give you one of seven (mostly) army-wide rules - one for each of the First Founding Chapters that don&#039;t get their own codex, and the Black Templars. This also applies to their successor Chapters. Note that special characters may not be part of a detachment that does not have the same version of Chapter Tactics as them - i.e. Marneus Calgar can&#039;t lead a detachment of Salamanders, however he can be taken if you&#039;re Iron Snakes, as you can choose what Chapter they &amp;quot;are&amp;quot; and thus what Tactics they have. Counts-as characters are still a thing, you just have use the Chapter Tactics they&#039;re associated with (&amp;quot;it&#039;s not actually Tigurius, it&#039;s just a Chief Librarian for Chapter X with wargear functionally identical to Tigurius&#039;s&amp;quot;). Chapters whose founders are unknown may use whichever set of Chapter Tactics they wish. It should also be noted that if a unit contains models drawn from two different Chapters, it won&#039;t benefit from either of its constituents&#039; Chapter Tactics.&lt;br /&gt;
*&#039;&#039;&#039;Important Clarification&#039;&#039;&#039;: Only models with the Chapter Tactics special rule will get the special rules described under their Chapter Tactics (specified pretty clearly in the Codex) - this most commonly fails to happen for non-Dreadnought vehicles. So, every time it says that a model has this or that special rule, it refers &#039;&#039;only&#039;&#039; to models with Chapter Tactics (i.e. Salamanders&#039; Land Raider Redeemers cannot re-roll To Wound rolls with their Flamestorm Cannons).  The exceptions are Astral Claws skimmers and, per the FAQ, all Iron Hands vehicles. Those dicks. &lt;br /&gt;
**The Space Marine FAQ rough draft which is coinciding with the 7th Edition Rulebook FAQ says &amp;quot;If a unit contains models drawn from two different chapters, it counts as being from neither chapter, and thus benefits from neither chapter tactic.&amp;quot; This ruling is actually okay since it&#039;s reeling in [[powergamers]] from spamming multiple CAD of White Scars and biker Iron Hands to make Smashfucker-White Scars Librarius Conclave on Bike Deathstar bullshit, like some guy used at Adepticon. Also, the same thing applies when Independent Characters drawn from Grey Knights/Dark Angels/Space Wolves/Blood Angels onto SM units and vice versa. (Note that this does not apply to Grey Knights/Dark Angels/Space Wolves/Blood Angels, as they do not have chapter tactics and do not lose any rules if joining/joined by SM units).&lt;br /&gt;
&lt;br /&gt;
====Codex Marines====&lt;br /&gt;
=====Ultramarines=====&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;
Ultramarines are often the first thing that comes to mind when people think of Space Marines, for better or for worse. They come with a slightly elite twist and rely on Combat Doctrines more than any other army.&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;Requirements:&#039;&#039;&#039; Only Marneus Calgar, Captain Sicarius, Cassius, Chronus, Telion, Tigurius, and Roboute Guilliman are the special characters.&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics:&#039;&#039;&#039;  An army that contains any Ultramarine units can use the Assault, Tactical and Devastator Doctrine once each per game. It affects all Ultramarine models in your army.&lt;br /&gt;
**This means that with the Gladius Strike Force you can use each doctrine twice, while the Tactical can be used a third time for your Demi-Company. Add in Calgar, and you might be able to bring that up to FOUR Tactical doctrine uses!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relics of Ultramar:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Tarentian Cloak:&#039;&#039;&#039; Wearer gets &#039;&#039;Eternal Warrior&#039;&#039; and &#039;&#039;It Will Not Die&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Helm of Censure:&#039;&#039;&#039; The first red helmet belonging to the Codex Astartes co-author Aonid Thiel. This gives the &#039;&#039;Preferred Enemy&#039;&#039; rule, but if the bearer attacks Chaos Space Marines, they get full Twin-Linked and Shred.&lt;br /&gt;
***This functionally makes the model immune to its own Chapter Tactics, as the Combat Doctrines will no longer improve it.&lt;br /&gt;
**&#039;&#039;&#039;Sanctic Halo:&#039;&#039;&#039; Captains only. Get &#039;&#039;Adamantium Will&#039;&#039; and &#039;&#039;Feel No Pain&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Soldier&#039;s Blade:&#039;&#039;&#039; An exceptionally sharp sword with no technological enhancement. Is an S User AP 2 melee weapon and that&#039;s it. &lt;br /&gt;
**&#039;&#039;&#039;Standard of Macragge Inviolate:&#039;&#039;&#039; Available to Honour Guard standard bearers and any units that can take relics. Grants +1 Ld and +1 Attack to friendly Ultramarines within 12&amp;quot;. Also, any Ultramarine infantry model to die within 6&amp;quot; rolls a die; on a 5+ they may immediately take an out of sequence shooting attack if is the Movement, Shooting, or Psychic phase, or a free pile-in + melee attacks &#039;&#039;at its normal initiative&#039;&#039; if the Fight sub-phase (so you don&#039;t get any attacks if it&#039;s past your Initiative step - a good reason to stick to Unwieldy melee weapons - or if it&#039;s not the Fight sub-phase or you&#039;re not already engaged in a melee but managed to die anyway).&lt;br /&gt;
**&#039;&#039;&#039;Vengeance of Ultramar:&#039;&#039;&#039; A relic storm bolter that modifies normal bolt ammunition into bio-reactive shells. Is S1 AP5, but &#039;&#039;Assault 4, Poisoned 2+&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Victrix Strike Force:&#039;&#039;&#039; The Ultramarines specific detachment.&lt;br /&gt;
**&#039;&#039;&#039;Core:&#039;&#039;&#039; Your core choices are the Battle Demi-Company, and Strike Force Ultra.&lt;br /&gt;
**&#039;&#039;&#039;Command:&#039;&#039;&#039; Your Command choices are the Librarius Conclave, the Reclusiam Command Squad, and the Strike Force Command option (which Guilliman may be taken for.&lt;br /&gt;
**&#039;&#039;&#039;Auxiliary:&#039;&#039;&#039; Your normal Auxiliary choices are; the Armored Task Force, 1st Company Task Force, Anti-Air Defence Force, 10th Company Task Force, Storm Wing, Suppression Force, Land Raider Spearhead, and the Centurion Siegebreaker Cohort with an Ultramarine exclusive choice:&lt;br /&gt;
***&#039;&#039;&#039;Victrix Guard:&#039;&#039;&#039; Captain Sicarius leads 1 unit of Honor Guard and 4 units of either Vanguard or Sternguard Veterans in any combination. They all get +1WS/BS and can &amp;quot;Look Out, Sir!&amp;quot; for Roboute Guilliman if he&#039;s within 3&amp;quot; as if he were a part of the unit. It&#039;s very expensive, but gives Guilliman his desperately needed meat shields.&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;
=====Imperial Fists=====&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;
Masters of Siege Warfare, and excellent with Bolter weaponry, these guys will get the job done.&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;Requirements:&#039;&#039;&#039; Only special characters allowed are Captain Lysander and Pedro Kantor.&lt;br /&gt;
*&#039;&#039;&#039;Benefits:&#039;&#039;&#039; Re-roll ones to hit with all Bolter weapons (Bolt Pistol, Bolt Gun, Heavy Bolter, Storm Bolter) except the twin-linked Hurricane Bolter, their Devastators get Tank Hunter, and roll +1 on the Building Damage table. In addition, Centurion Devastators are an Elite choice, meaning you can have up to 6 squads of these Marine Matryoshka dolls.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Traits:&#039;&#039;&#039; Technically these are for the Crimson Fists, but as a named Successor Chapter who uses the IF Chapter Tactics, they&#039;ll suffice.&lt;br /&gt;
**&#039;&#039;&#039;Pain is for the Weak:&#039;&#039;&#039; Feel No Pain&lt;br /&gt;
**&#039;&#039;&#039;Die-Hard Defenders:&#039;&#039;&#039; Counter-Attack and Stubborn, which makes these guys a lot tougher to shift, especially when added with Lysander.&lt;br /&gt;
**&#039;&#039;&#039;Veteran of Rynn&#039;s World:&#039;&#039;&#039; Hatred and Preferred Enemy (Orks). Yeah, those green walls can&#039;t do shit now, if they ever could.&lt;br /&gt;
**&#039;&#039;&#039;Experienced Instructor:&#039;&#039;&#039; If your Warlord doesn&#039;t shoot or run in the Shooting phase, he can nominate a friendly model within 12&amp;quot; to use his Ballistic Skill. Pretty much Telion upgraded to be useful on more heavy weapons.&lt;br /&gt;
**&#039;&#039;&#039;Unwilling to Die:&#039;&#039;&#039; Eternal Warrior. NICE. Just hope you didn&#039;t buy the Shield Eternal and roll this.&lt;br /&gt;
**&#039;&#039;&#039;Heir of Dorn:&#039;&#039;&#039; Warlord and all friendly Crimson Fists within 12&amp;quot; gain Fearless.&lt;br /&gt;
&lt;br /&gt;
*Relics of the Phalanx&lt;br /&gt;
Imperial Fist specific relics they can use in addition to the regular ones.&lt;br /&gt;
**&#039;&#039;&#039;The Eye of Hypnoth&#039;&#039;&#039;: 15 points. Used in place of a shooting attack, it can target a unit or a building - it reduces a unit&#039;s cover save by 1, or all of the target building&#039;s AVs (i.e. all three sides) by 1, until the end of the phase. Shaky value, especially since it doesn&#039;t stack with an Auspex - unless fortifications are a staple of your meta. &lt;br /&gt;
***Note: It DOES stack with a Skitarii/AdMech omnispex.&lt;br /&gt;
**&#039;&#039;&#039;The Angel of Sacrifice&#039;&#039;&#039;: 10 points, Chaplain only. When killed in assault, Chaplain stays around until close combat attacks are resolved, and then a&lt;/div&gt;</summary>
		<author><name>192.42.116.15</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Imperial_Guard&amp;diff=1011550</id>
		<title>Warhammer 40,000/8th Edition Tactics/Imperial Guard</title>
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		<updated>2026-05-20T14:41:29Z</updated>

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This is the 8th Edition&#039;s Imperial Guard tactics. [[Warhammer_40,000/7th_Edition_Tactics/Imperial_Guard|7th Edition Tactics are here.]] Their current tactics can be found [[Warhammer 40,000/Tactics/Imperial Guard (9E)|here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Imperial Guard==&lt;br /&gt;
When recruits are inducted into the Imperial Guard, they are given four things: their regulation flashlight (commonly referred to by the troops as &amp;quot;lasguns&amp;quot; for some reason,) their regulation cardboard box (which certain regiments have taken to cutting up and wearing into battle, calling it &amp;quot;flak armor,&amp;quot;) a large stack of toilet paper (which the recruiters refer to as the &amp;quot;Imperial Infantryman&#039;s Uplifting Primer,&amp;quot;) and a regulation extra large wheelbarrow that allows them to cart their &#039;&#039;massive brazen balls&#039;&#039; into battle.&lt;br /&gt;
&lt;br /&gt;
From a gameplay perspective, the Imperial Guard is a flexible force known for having either hordes of cheap infantry to blast the heretic swine, waves of tanks to flatten the bastards, or both. The army is easy to learn while having a lot of options and tactics being discovered frequently, (Conscript spam is not the most viable option in the Guard army, after all). That&#039;s why you play the Imperial Guard. &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Versatile and strong vehicles.&lt;br /&gt;
*Hordes of infantry that can be buffed with force multipliers such as Commissars, Astropaths, Priests and Commanders.&lt;br /&gt;
*Dirt cheap troops means you can laugh off the loss of cheap guardsmen or even 30 man conscript squads whereas an elite army cannot.&lt;br /&gt;
*Laughably easy to amass command points in a brigade detachment or multiple battalions due to dirt cheap units.&lt;br /&gt;
*Most Special and Heavy weapons are discounted for you in comparison to other Imperial armies, which is great considering how many you can cram into a list. &lt;br /&gt;
*Scions, with the help of numerous powerful long range IG options, will easily fill up brigade detachments and will out gun any army at any range. You will rarely see an army with more special weapons than Scions.&lt;br /&gt;
*Most HQ choices are very affordable which helps mitigate the &amp;quot;HQ tax&amp;quot; of multiple detachments.&lt;br /&gt;
*The new Strength/Toughness and AP mechanics tend to favor hordes, as does the removal of templates. Your opponent won&#039;t get more than 6 hits from a flamer or heavy flamer, you actually get a save against both, and that heavy flamer only wounds your boys on 3s.&lt;br /&gt;
*You have way more opportunities to make your army look distinctive than most other armies. Space Marines might get to make themselves feel special by slapping different colors of paint on their armor or putting different emblems on their pauldrons, but you&#039;ve got entirely different model options for your guardsmen. This is pointed out in the Codex, with Guard/Admech/Genestealer Cult kitbashes now being canon (as well as Chris Peach’s Empire chaps from White Dwarf). &lt;br /&gt;
*You&#039;re the best ally army in the Imperium, bar none. It doesn&#039;t matter if you&#039;re bringing Space Marines, Sisters, AdMech, or [[Brood Brothers|Genestealers]]: you open more doors for more armies than any other army in the game, whether you need long-ranged fire support, cheap bodies, or badass flyers.&lt;br /&gt;
*Your primary strength is your versatility, so you&#039;re not reliant on a single gimmick.&lt;br /&gt;
*Guard is one of the strongest armies in the game thanks to high point efficiency, versatile units, and high special/heavy weapon density. Between Scions, Leman Russes being able to secure objectives, and lots of cheap bodies, you&#039;ll do quite well when board control is the name of the game (like CA2019 missions).&lt;br /&gt;
*The Imperial Guard is the true hero of Warhammer 40,000.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Overall flimsy infantry. What you have in numbers you do not have in resilience; your most common model statline is toughness 3 with a 5+ save. Still some of the toughest models point-for-point, but it practically forces you to buy in bulk.&lt;br /&gt;
*None of your ground vehicles, (with the exception of super heavies,) can fall back and shoot. This makes tank heavy armies extremely vulnerable to assault. &lt;br /&gt;
*Comparatively weak in assault. S3 (S4 for Catachans) with 1 attack each is not doing you any favors. Avoid close combat like the plague, unless you can mob a single enemy squad with models, buff your dudes to the point of competence, or you&#039;re using dedicated melee units like Ogryns/Bullgryns. Our Infantry squads are still better in assault than Battle Sisters, Guardians Defenders, Termagants or even Tactical Marines point for point. That&#039;s before Priests, Fix Bayonets (the single best rule in ALL of the 40K universe!), and {{W40Kkeyword|Catachan}} shenanigans. However, individual squads caught in melee alone will fail anyway because...&lt;br /&gt;
*Individual units are weak without support from characters and other squads. Synergy is key. &lt;br /&gt;
*Anti-infantry weapons will destroy your hordes in short order.&lt;br /&gt;
*Anti-tank weapons will destroy your tanks in short order.&lt;br /&gt;
**Now stop and think about those above three points. Together, they constitute a major challenge when faced in tandem. Enemies can reap bounteous rewards through good target selection against the IG, and it can be tricky to find ways to deny their efforts. Take a typical mixed-unit army, some infantry and some tanks. There will be times when the enemy can pull off a highly effective attack, pointing their dakka at your infantry and their blasta at your tanks. Some units may have to be sacrificed to an effective enemy - let&#039;s say a unit of Sentinels against enemy melta fire - if it means guarding a more important yet similarly vulnerable target - your Leman Russes - until you can wheel a more effective counter unit into place - disposable infantry squads. You can only anticipate so much! The standard wisdom when designing an army is to aim for a uniform defensive approach between units, to prevent easy target practice for the enemy. But the IG are very dependent on synergy, so taking an all-infantry or all tank army is also quite risky! Whether it&#039;s a mixed army that demands carefully positioning and tough sacrifices, all-infantry that runs the risk of weak output or all-tank brigades that struggle to shoot fast enough, you&#039;ve always got a catch when constructing your wall of shooty death.&lt;br /&gt;
*Playing Imperial Guard can be tedious. Whether its literally counting out &#039;&#039;hundreds&#039;&#039; of dice for shooting (bring bags, and expect to lose some) or spending more than half an hour just deploying your army (movement trays, learn to love them). Fortunately [[Grimdark|your turns will go by faster once you start piling up casualties.]]&lt;br /&gt;
*Although your units are cheap in points, they&#039;re not that cheap in cash, &#039;&#039;particularly&#039;&#039; if you buy from Games Workshop, instead of a cheaper source; four maxed out conscript blobs will run you $160, not to mention the difficulty of painting and hauling around 120 3 point bodies, and that&#039;s far from the most expensive option.  You &#039;&#039;will&#039;&#039; want to find a cheaper, alternative source of models, unless you&#039;re interested in supporting your FLGS - store owners &#039;&#039;love&#039;&#039; new Guard players.&lt;br /&gt;
*You&#039;re not GW&#039;s [[Space Marines|favorite children]], so not only are new models for your army very rare, but your infantry models are mostly outdated as fuck and are rarely in stock. &lt;br /&gt;
*There are many Guard units (mostly Forgeworld) that are out of production. If you want to take those you&#039;ll either have to buy used or kitbash. If you&#039;re into conversions this won&#039;t be a big problem.&lt;br /&gt;
*Your units are either a steal (most of your troops, most of your tanks) or completely overpriced compared to what other armies get (almost all named characters, Baneblades).&lt;br /&gt;
*If you&#039;re playing ITC, good luck. Guard are built to take and hold objectives regardless of heavy casualties, but ITC primary and secondary objectives will really screw you over in particular due to the squishiness of your army.&lt;br /&gt;
* As of mid 2020, if you&#039;re not Space Marines, then you&#039;re already well behind the competitive power curve. Sure, Guard have it easier than other armies like Tyranids, but our Psychic Awakening entry feels lackluster unless you invested in Scions. Here&#039;s to hoping 9th edition is more balanced as a whole.&lt;br /&gt;
&lt;br /&gt;
==Important Rules References==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Codex: Astra Militarum&#039;&#039;&#039; is obviously your primary go-to for rules.&lt;br /&gt;
**The FAQ is [https://whc-cdn.games-workshop.com/wp-content/uploads/2017/10/Codex_Astra_Militarum_ENG.pdf here].&lt;br /&gt;
*&#039;&#039;&#039;Index: Imperium 2&#039;&#039;&#039; contains the original rules for the majority of the options you&#039;ll be considering as an Astra Militarum player; since any datasheet in the Index remains valid if it was absent in the Codex, you&#039;ll need to consult it for rules on things like Rough Riders or Power Axes and Power Mauls, and it has the rules for various allies you&#039;ll want to consider, like Celestine and the Inquisition.&lt;br /&gt;
**The FAQ is [https://www.games-workshop.com/resources/PDF/Errata/Warhammer_40000/Index_Imperium2_ENG.pdf here].&lt;br /&gt;
*&#039;&#039;&#039;Index: Forces of the Astra Militarum&#039;&#039;&#039; also contains options of substantial interest, including rules for Death Korps of Krieg and Elysian Drop Troops - this is your source for Forge World rules.&lt;br /&gt;
**The FAQ is [https://whc-cdn.games-workshop.com/wp-content/uploads/2017/10/40K_8th_ed_Update_Imperial_Armour_Index_Forces_of_the_Astra_Militarum_ver_1.1.pdf here].&lt;br /&gt;
*&#039;&#039;&#039;Chapter Approved 2019&#039;&#039;&#039; is an essential upgrade for all players (especially competitive ones) as it includes all the latest official rules and points updates for most armies (including IG). Don&#039;t mix up with the outdated 2017 or 2018 version which you don&#039;t need any more.&lt;br /&gt;
**The FAQ is [https://www.warhammer-community.com/wp-content/uploads/2019/12/b8a09e3d.pdf here]&lt;br /&gt;
*&#039;&#039;&#039;Psychic Awakening: The Greater Good&#039;&#039;&#039; is yet another essential blob of new rules, stratagems, keywords, warlord traits, doctrines, etc.&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
*&#039;&#039;&#039;Defenders of Humanity:&#039;&#039;&#039; [[Awesome|Leman Russes in a Spearhead Detachment]], and all Astra Militarum troop choices, have Objective Secured in 8th edition.&lt;br /&gt;
&lt;br /&gt;
==Regiments and Regimental Doctrines==&lt;br /&gt;
These are your equivalent (but different) of Chapter Tactics, Legion Traits, Forgeworld Dogma, you get the idea. If your army is Battle-forged and every unit in the Detachment has the same {{W40Kkeyword|&amp;lt;Regiment&amp;gt;}} (with some exceptions, see below), you get one of these rules. You just replace the keyword {{W40Kkeyword|Regiment}} for one of the eight listed Regiments their Doctrines you want to use and you&#039;ll get the rule. &lt;br /&gt;
====Custom Regimental Doctrines====&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;
With The Greater Good, the IG can follow in the footsteps of several other factions in making their own Regimental Doctrine, combining two of the following rules:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Agile Warriors&#039;&#039;&#039;: {{W40Kkeyword|Infantry}} can re-roll advance dice.&lt;br /&gt;
*&#039;&#039;&#039;Combined Auspex&#039;&#039;&#039;: When a vehicle fires Overwatch within 3&amp;quot; of another vehicle from the same Regiment, it hits on a 5+. Half of the Mordian doctrine.&lt;br /&gt;
*&#039;&#039;&#039;Disciplined Shooters&#039;&#039;&#039;: {{W40Kkeyword|Infantry}} with Rapid Fire weapons fire an extra shot at 18&amp;quot; instead of the usual distance. Half of the Armageddon doctrine. A defensive buff pretending to be a offensive one, as many foes at 18&amp;quot; out won&#039;t be able to launch a charge in their next turn, (18&amp;quot; away moving 6&amp;quot; closer gives them a 12&amp;quot; charge)&lt;br /&gt;
*&#039;&#039;&#039;Fire from the Hip&#039;&#039;&#039;: {{W40Kkeyword|Infantry}} can shoot Rapid Fire weapons after advancing, with a -1 to hit. Before considering this trait remember that there is an order that lets you do this for free with no penalty.&lt;br /&gt;
*&#039;&#039;&#039;Gunnery Experts&#039;&#039;&#039;: When rolling to determine the number of shots it fires, a {{W40Kkeyword|vehicle}} can re-roll one of the dice. Half of the Catachan doctrine.&lt;br /&gt;
*&#039;&#039;&#039;Jury-Rigged Repairs&#039;&#039;&#039;: At the start of the turn, roll a d6 for each {{W40Kkeyword|vehicle}} that has lost a wound. It heals one wound on a 2-4, and d3 wounds on a 5+. Who needs Enginseers?&lt;br /&gt;
**Further, you can take Gunnery Experts, and genuinely run some potent vehicles.&lt;br /&gt;
**Stacks with Enginseers: force your opponent to kill the tank or suffer. Double trouble on Atlases; not only can they repair other tanks, they benefit from this Doctrine themselves!&lt;br /&gt;
**While other regiment&#039;s tanks may shoot more accurately or more efficiently, this will make your tanks the toughest, forcing your opponent to kill tanks outright, lest you rebuild them with Elmer&#039;s glue and MRE wrappers.  &lt;br /&gt;
*&#039;&#039;&#039;Lords&#039; Approval&#039;&#039;&#039;: {{W40Kkeyword|Infantry}} melee weapons get -1 AP if within 9&amp;quot; of an {{W40Kkeyword|Officer}} (which includes tank commanders). No matter how many ways you stack the odds in your favor for CC, other CC armies will still smash you (&#039;Nids, Orks, Chaos, [[Sisters Repentia|naked women with giant chainswords]]...) You might as well optimize for solid ranged warfare and/or durability of your vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Monster Hunters&#039;&#039;&#039;: Heavy weapons inflict 1 mortal wound against {{W40Kkeyword|Monster}}s on an &#039;&#039;unmodified&#039;&#039; wound roll of 6. &lt;br /&gt;
**This has a more noticeable impact the &#039;&#039;weaker&#039;&#039; the weapon&#039;s S, AP, and D, especially if you haven&#039;t got access to the ability to re-roll successful wounds. Focus on weapons with high A instead - heavy bolters and flamers, gatling cannons, etc.&lt;br /&gt;
*&#039;&#039;&#039;Pyromaniacs&#039;&#039;&#039;: Flamers, heavy flamers, and twin heavy flamers re-roll wound rolls of 1. A very nice effect, but irritatingly leaves out vehicle-specific weapons on things like Hellhounds or the Malcador Infernus. &lt;br /&gt;
*&#039;&#039;&#039;Slum Fighters&#039;&#039;&#039;: {{W40Kkeyword|Infantry}} scores an additional melee hit on an unmodified melee hit roll of 6. &lt;br /&gt;
**See Lord&#039;s Approval above. It&#039;s cool, but certain aliens are literally bred and evolved to slaughter you in melee. You can fight a little harder and kill a few more with this in melee, but you can do far more at range, out of melee.  That said, it works like +1 to hit only better, so it&#039;s most noticeable the worse your WS - put this on Conscripts to make them hit like regular soldiers.&lt;br /&gt;
*&#039;&#039;&#039;Spotter Details&#039;&#039;&#039;: +6&amp;quot; to the range of heavy weapons with a range of at least 24&amp;quot;. Half of the Vostroyan doctrine.&lt;br /&gt;
*&#039;&#039;&#039;Wilderness Survivors&#039;&#039;&#039;: {{W40Kkeyword|Infantry}} that did not advance get the cover save bonus to their saving throws. Not bad, as you can still move and even get within 12&amp;quot; (or 18&amp;quot; if you combine with discipline shooters (hint hint)) of the opponent and use cover out in the open.  In fact, if for some reason you want to charge the enemy, you&#039;ll get the bonus against Overwatch shots, and even less likely, if you end up still in combat in the following shooting phase, it&#039;ll work on any pistols you get shot with.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Maintaining Regiment Doctrines====&lt;br /&gt;
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Most units in {{W40Kkeyword|Astra Militarum}} detachments (excluding Superheavy Auxiliary detachments) benefit from a regimental doctrine if every unit in the detachment has the same {{W40Kkeyword|Regiment}} and/or is on the list of units that do not break regimental doctrine. These units include:&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;
*{{W40Kkeyword|Aeronautica Imperialis}}. Not &amp;quot;this unit, and that unit&amp;quot;, but all Aeronautica units, like Vendettas.&lt;br /&gt;
*{{W40Kkeyword|Militarum Auxilla}} AKA Abhumans, each and every single one.&lt;br /&gt;
*Ministorum Priest and Crusaders. Not {{W40Kkeyword|Adeptus Ministorum}} units, &#039;&#039;just those two&#039;&#039;. &lt;br /&gt;
*{{W40Kkeyword|Officio Prefectus}} AKA Commissars.&lt;br /&gt;
*{{W40Kkeyword|Militarum Tempestus}} units won&#039;t prevent your army from getting a Doctrine, but they themselves won&#039;t get their {{W40Kkeyword|Storm Troopers}} doctrine &#039;&#039;unless&#039;&#039; all other units are Tempestus themselves (or people from this list). So, if you want to bring Artillery or other vehicles, you&#039;ll need to bring them in a separate Spearhead detachment.&lt;br /&gt;
*{{W40Kkeyword|Scholastica Psykana}} AKA Primaris Psykers ([[Primaris_Librarian|no relation]]), Wyrdvanes, and Astropaths.&lt;br /&gt;
*Tech-priest Enginseer (either your copy, the elite with {{W40Kkeyword|Astra Militarum}}, or AdMech&#039;s copy, the HQ without) and Servitors. Not {{W40Kkeyword|Forge world}} units, just those three. Remember &#039;&#039;this is an Astra Militarum Detachment&#039;&#039;. They DON&#039;T gain a Dogma, NOR AdMech Stratagems, Relics or Warlord Traits. [[Warhammer_40,000/Tactics/Adeptus_Mechanicus(8E)|If you want those rules]], you can bring them in a separate Vanguard detachment, for all the good it&#039;ll do you.  &lt;br /&gt;
&lt;br /&gt;
As alluded to above, Superheavy Auxiliary Detachments don&#039;t benefit from Doctrines. If you want a LoW with a Doctrine you need to take them in either a  Superheavy Detachment (&#039;&#039;&#039;3-5!&#039;&#039;&#039; Lords of War), a cheaper Supreme Command Detachment (3-5 HQs plus &#039;&#039;&#039;0-1 LoW&#039;&#039;&#039;), or give it the &#039;&#039;&#039;Steadfast Leviathan&#039;&#039;&#039; Tank Ace trait in a Superheavy Auxiliary Detachment.&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;[[Death Korps of Krieg|{{W40Kkeyword|Death Korps of Krieg}}]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Elysian Drop Troops|{{W40Kkeyword|Elysia}}]]&#039;&#039;&#039; can also be selected as your Regiment, though they do not have a proper Regimental Doctrine. Instead, they get a modified unit and Order selection with several choices unique to them, along with a number of special rules that more or less form a Doctrine. They lack any unique Warlord Traits, Stratagems or Relics, but have access to all the regular ones. Check out their sections towards the bottom of the page for more information.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
If your Warlord is {{W40Kkeyword|Astra Militarum}}, then they may select a Warlord Trait. Your Warlord may only select a {{W40Kkeyword|&amp;lt;Regiment&amp;gt;}} Warlord Trait if they are part of that {{W40Kkeyword|&amp;lt;Regiment&amp;gt;}}; custom regiments can only take the universal traits (honestly, the best ones are universal so no worries there). Named characters that already belong to a specified {{W40Kkeyword|&amp;lt;Regiment&amp;gt;}}, like Creed, Kell, and Straken, may NOT pick from these universal traits and always have the {{W40Kkeyword|&amp;lt;Regiment&amp;gt;}} specific Warlord Trait. {{W40Kkeyword|Brood Brothers}} can never be the warlord, so don&#039;t get any ideas there. &lt;br /&gt;
&lt;br /&gt;
Since they lack the necessary keywords, {{W40Kkeyword|Scholastica Psykana}} (Primaris Psykers &amp;amp; Astropaths), {{W40Kkeyword|Forge World}} (Enginseers), {{W40Kkeyword|Adeptus Ministorum}} (Priests), {{W40Kkeyword|Militarum Auxilla}}, and {{W40Kkeyword|Aeronautica Imperialis}} (Officers of the Fleet, outside of {{W40Kkeyword|Elysia}}) {{W40Kkeyword|characters}} &#039;&#039;can&#039;t use these traits&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Universal Traits===&lt;br /&gt;
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As noted above, these only apply to {{W40Kkeyword|characters}} with the {{W40Kkeyword|&amp;lt;regiment&amp;gt;}} (including {{W40Kkeyword|militarum tempestus}}) or {{W40Kkeyword|officio prefectus}} keywords, &#039;&#039;&#039;&amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt;&#039;&#039;&#039; all {{W40Kkeyword|astra militarum characters}}. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Grand Strategist:&#039;&#039;&#039; Arguably the best Warlord Trait available to us. Re-roll one failed hit, wound, or save per battle. More importantly, every time you spend a command point, get it back on a 5+. Quite powerful when you have an easy time making Brigades compared to other armies.&lt;br /&gt;
#*As of Chapter Approved 2018, you can only recover 1CP per battle round, making this somewhat less impressive. Still, the ability to reroll a save at a critical moment can be a life-saver.&lt;br /&gt;
#*This warlord trait is still amazing post FAQ if you&#039;re spending a lot of your command points before the battle begins which means there is no limit to how many CPs you can recover before the game.&lt;br /&gt;
#&#039;&#039;&#039;Old Grudges:&#039;&#039;&#039; At the start of the game, choose an enemy unit. All {{W40Kkeyword|Astra Militarum}} &#039;&#039;units&#039;&#039; within 6&amp;quot; of your warlord re-roll failed wounds against that unit. One of the best choices for a Tank Commander thanks to a bigger aura (remember, measure from the hull!).&lt;br /&gt;
#*Better than &amp;quot;Bring it Down!&amp;quot; and affecting multiple units, thus letting you order &amp;quot;Take Aim!&amp;quot; for dual re-rolls (static Cadians will re-roll everything!), but against a single enemy unit you have to pick up front. Powerful when nominating Magnus, an allied Knight or other superheavy, or models providing buffs. However, Guilliman and anyone smaller can hide from anything more dangerous than a Ratling, unless you nominate a key element of your enemy&#039;s strategy instead, like a deathstar squad or their transport. &lt;br /&gt;
#&#039;&#039;&#039;Implacable Determination:&#039;&#039;&#039; When the warlord and one friendly unit within 3&amp;quot; of them advance, both add 6&amp;quot; to their move instead of rolling.&lt;br /&gt;
#*Note the lack of keywords on this one - you can use this to accelerate any friendly.&lt;br /&gt;
#&#039;&#039;&#039;Draconian Disciplinarian:&#039;&#039;&#039; Re-roll failed Morale checks for friendly {{W40Kkeyword|Astra Militarum Infantry}} within 6&amp;quot; of the Warlord. &#039;&#039;Definitely better than a Commissar, rerolling for free instead of at the cost of 1 execution&#039;&#039;.&lt;br /&gt;
#*If applied to an actual Commissar, Summary Execution takes precedence. If the Summary Execution re-roll is also failed, d3 models are slain but the test is considered passed. Now that regular Commissars may not cut it for Conscripts, this is the only area-of-effect source of morale &#039;&#039;immunity&#039;&#039; (after 3 cowards) that every regiment has access to.&lt;br /&gt;
#&#039;&#039;&#039;Bellowing Voice:&#039;&#039;&#039; Increase all data sheet ability ranges of the Warlord by 3 inches, aka 9&amp;quot; orders (which &#039;&#039;won&#039;t&#039;&#039; stack with a Vox-caster) or 9&amp;quot; Commissar auras of Discipline and Summary Execution. &#039;&#039;Remember named characters and Officers of the Fleet can&#039;t get this WT in the first place&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Master of Command:&#039;&#039;&#039; Gain the Voice of Command Rule. If you already have it or Tank Orders, issue one extra order &#039;&#039;instead&#039;&#039; (Just remember that Tank Commanders don&#039;t get the infantry orders). Probably the best trait to have as you can always use an extra order to buff your squishy guardsmen as much as possible.&lt;br /&gt;
#*No longer an issue for Yarrick or Lord Commissars. The FAQ says {{W40Kkeyword|Commissar}}s can issue the basic orders to &#039;&#039;any&#039;&#039; {{W40Kkeyword|&amp;lt;regiment&amp;gt; infantry}} units, regardless of regiment. This is more special if you have multiple detachments, as Company Commanders may order units only from their own Regiment. So it&#039;s not only putting your orders in more baskets, but it carries fewer restrictions (although the Warlord won&#039;t have a Regiment-exclusive order).  Remember, the {{W40Kkeyword|Commissar}} still won&#039;t have a {{W40Kkeyword|&amp;lt;regiment&amp;gt;}}, so they won&#039;t be able to order themselves.&lt;br /&gt;
#*Notably more useful in more contexts than the {{W40Kkeyword|Cadian}} Warlord Trait, and should usually be preferred to it if you have the choice.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tank Aces===&lt;br /&gt;
&lt;br /&gt;
New for Psychic Awakening, the IG can skip taking a warlord trait and/or use a stratagem to apply a Tank Ace trait to an eligible vehicle. Different vehicles gain access to different abilities. Can not be used for vehicles in a Brood Brothers detachment, sorry GSC. These traits also cannot be given to a named character (in other words, Pask).&lt;br /&gt;
&lt;br /&gt;
====Leman Russ Aces====&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;
Can be taken on any unit with the {{W40Kkeyword|Leman Russ}} keyword. This includes Tank Commanders as well as the Forge World Leman Russ variants (but not the Thunderer or Stygies Destroyer).&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Armoured Rush:&#039;&#039;&#039; May fire the turret weapon even after advancing (and at no penalty, as the weapon remains Heavy). You do sacrifice shooting twice, though, plus your sponsons&#039; fire.&lt;br /&gt;
**Your Punishers and Demolishers can get to the fight earlier, but keep in mind that you&#039;ll still need a screen if there&#039;s anything that might charge your tank.&lt;br /&gt;
*&#039;&#039;&#039; Master Mechanic:&#039;&#039;&#039; -1 to the Damage characteristic of all &#039;&#039;ranged attacks&#039;&#039;, to a minimum of 1. Doesn&#039;t work in melee.&lt;br /&gt;
**Combine with Jury-rigged Repairs or being Valhallan and a Techpriest to maximize the lifespan of a Leman Russ. Do remember damage that comes from a weapon&#039;s special rules will usually not be affected by this: if a D1 ranged weapon deals an additional damage on a wound roll of 6+, this rule will never stop it from dealing 2 damage on a 6+; it modifies the attacking weapon&#039;s characteristic, &#039;&#039;not&#039;&#039; the amount of damage suffered.&lt;br /&gt;
*&#039;&#039;&#039;Slow and Purposeful:&#039;&#039;&#039; Ranged attacks made after moving the model &amp;quot;less than&amp;quot; half its Move (AKA &amp;quot;half its move -0.1 mm&amp;quot;) re-roll 1s to wound.&lt;br /&gt;
**While this has the same impact on any gun you shoot, it won&#039;t synergize with the same ability from elsewhere, such as Pyromaniacs on a Leman Russ with Heavy Flamers, so just.... don&#039;t take both at once.&lt;br /&gt;
*&#039;&#039;&#039;Steel Commander:&#039;&#039;&#039; If the bearer is a Tank Commander, it may issue 1 additional tank order. If you&#039;re not just cranking every Leman Russ you have into a Tank Commander, this allows them to still order themselves. &#039;&#039;Finally, something akin to a generic Pask.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Up-Armoured:&#039;&#039;&#039; 2+ armor save. Demolishers and Punishers will appreciate the 2+ save. Kinda sucks that you can&#039;t give Tank Ace traits to Pask, but this will make Tank Commanders live a good bit longer, taking some of the edge off of plasma and lascannon spam.&lt;br /&gt;
*&#039;&#039;&#039;Weapon Expert&#039;&#039;&#039;:  The turret weapon&#039;s AP is improved by 1 (i.e. AP0 becomes AP-1).&lt;br /&gt;
**This is better the worse the weapon&#039;s native AP, so Punishers like it more than Exterminators, while a Demolisher will notice the benefit least.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Support Aces====&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;
These can be given to any {{W40Kkeyword|Vehicle}} unit with the {{W40Kkeyword|Basilisk}}, {{W40Kkeyword|Hydra}}, {{W40Kkeyword|Manticore}}, {{W40Kkeyword|Wyvern}}, or {{W40Kkeyword|Deathstrike}} keywords. Besides those very units, that means it also applies to the Armageddon Pattern Basilisk, but not the Battery variants.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Full Payload:&#039;&#039;&#039; Always deal maximum damage on D3/D6 damage ranged weapons. The only D6 damage weapon any of these tanks can take is a hunter-killer missile; otherwise, this is completely worthless on everything but the Basilisk and Manticore, as the Deathstrike, Wyvern, and Hydra all eschew damage rolls altogether.&lt;br /&gt;
*&#039;&#039;&#039;Shatterer of Will:&#039;&#039;&#039; -2LD for any unit hit by this ace&#039;s ranged weapons. This stacks with other debuffs, but not with itself (so you can&#039;t hit a unit twice using the Emperor&#039;s Wrath Artillery stratagem and give them -4). Worth a look if you&#039;re already stacking these debuffs and were planning on taking artillery anyway, but you probably won&#039;t do enough damage with just the artillery to even force a leadership test in the first place (unless you&#039;re shooting a Wyvern into blobs of Cultists and Conscripts).  Even then, immunity or near-immunity to morale checks is so abundant, this is probably not worth your time.&lt;br /&gt;
*&#039;&#039;&#039;Well Stocked Magazines:&#039;&#039;&#039; Re-roll any or all of the dice for the number of shots for weapons that roll. Might be fun on a Deathstrike. Not competitive (only because the Deathstrike can&#039;t be guaranteed to shoot over the course of a game), but fun. Worthless on a Hydra, and pretty worthwhile on a Wyvern, but pretty redundant on Basilisks (especially {{W40Kkeyword|Catachan}} ones).  &lt;br /&gt;
**The effect on a Wyvern is particularly great; the average number of shots a Wyvern fires is 14 base, 15.79 for Catachan, and 17 with this.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Super Heavy Aces====&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;
These can be given to any {{W40Kkeyword|Vehicle}} unit with the {{W40Kkeyword|Titanic}} keywords. This includes Forge World Lords of War, such as the Macharius and Crassus... even the Marauder variants technically can take one, but none of the traits are any good on Marauders for reasons that are obvious once you look at them.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Hull Down Deployment:&#039;&#039;&#039; Receives the benefit of cover until the first time the tank moves. Now THIS is cheese, man. Stacks with Psychic Barrier, and so long as your opponent doesn&#039;t have the ability to ignore cover, enjoy your 1+ save.&lt;br /&gt;
*&#039;&#039;&#039;Inspiring Might:&#039;&#039;&#039; Roll 2 dice and choose the result for morale for any friendly Guard infantry within 12&amp;quot;. While Baneblade-class vehicles don&#039;t care as much about getting into close combat as other vehicles do, you should still be protecting them from deepstriking thunder hammers and rock saws with a screen, and this will help them stick around longer, or support your infantry advance if you&#039;re making a brawler tank.&lt;br /&gt;
*&#039;&#039;&#039;Steadfast Leviathan&#039;&#039;&#039;: The user can benefit from a Regimental Doctrine even if they&#039;re in a Super-heavy Auxiliary Detachment. A small price to pay for the points savings involved. This is cheese, man. Nice way of making that Baneblade you snuck into a 750 or 1000 point list more effective without having to pay a 3 HQ tax. Note that this doesn&#039;t grant the {{W40Kkeyword|Regiment}} keyword and does not allow a unit without it to benefit (looking at you, Marauder).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Orders==&lt;br /&gt;
THE Imperial Guard Gimmick, the Orders system grants abilities to your troops to tip the scales of battle! At the beginning of your shooting phase units with the {{W40Kkeyword|OFFICER}} keyword and &#039;&#039;&#039;Voice of Command&#039;&#039;&#039; rule may issue an order to friendly {{W40Kkeyword|infantry}} units of the same {{W40Kkeyword|&amp;lt;Regiment&amp;gt;}} within 6&amp;quot; of them. {{W40Kkeyword|Krieg Officer}}s are the only ones who can also order {{W40Kkeyword|Cavalry}}. Similarly, a {{W40Kkeyword|Tank Commander}} with the &#039;&#039;&#039;Tank Orders&#039;&#039;&#039; rule can issue a Tank Order (labeled as such below) to a friendly {{W40Kkeyword|Leman Russ}} of the same {{W40Kkeyword|&amp;lt;regiment&amp;gt;}} within 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note that Regiment-Exclusive Orders, like Warlord Traits and Relics, but unlike Doctrines, can only be used by their designated Regiment: a custom Regiment, like the {{W40Kkeyword|Savlar Chem-Dogs}}, has to play without any exclusive orders at all. A way to step around this problem is to bring separate detachments, each with the Doctrine you want the units to have, which &#039;&#039;is&#039;&#039; fluffy (e.g. Prosan 314th is Catachan 182nd &amp;amp; Elysian 90th)...or to talk with your opponent/organizer. This is still supposed to be a game to have fun, after all.&lt;br /&gt;
&lt;br /&gt;
Imperial Guard Orders, both general and regiment-exclusive, can basically be put in four groups: Re-roll Orders, Movement Orders, Extra Attack Orders, and Targeting Orders. Elysia&#039;s Morale order is the only one not falling into any of these groups.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Elysia}}&#039;&#039;&#039; - Loses &#039;&#039;&#039;Fix Bayonets!&#039;&#039;&#039; for &#039;&#039;&#039;Hold the Line!:&#039;&#039;&#039; The targeted unit ignores models killed during both the Shooting and Fight phases for the purposes of the Morale phase until the next Movement phase. This makes commissars even less useful for Elysians, though you will, in most cases, use the other orders, since your company commanders already grant a re-roll.&lt;br /&gt;
&lt;br /&gt;
====Re-roll Orders====&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;
These orders allow a unit to re-roll dice when attacking (attack volume, to-hit, or to-wound). Both &amp;quot;Take Aim!&amp;quot; and &amp;quot;Bring it Down!&amp;quot; are better than &amp;quot;First Rank Fire! Second Rank Fire!&amp;quot; when you don&#039;t have massed lasguns. Tempestus Scions are an interesting case though, because they can&#039;t rapid fire their hot-shot lasguns when they deep strike, and particularly if you&#039;re using Vox-Casters, you&#039;ll only have 1-4 hot-shot lasguns in the unit, both of which make FRFSRF less than compelling, so think their orders out carefully.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Bring it down!:&#039;&#039;&#039; Ordered unit re-rolls to-wound rolls of 1 until the end of the phase.&lt;br /&gt;
**When compared to Take Aim!, Bring it down! has the exact same effect on chances of wounding, making the two orders interchangeable, except for cases of Gets Hot! (where &amp;quot;Take Aim!&amp;quot; is better) or auto-hitting weapons (where &amp;quot;Bring it down!&amp;quot; is better), or for special interactions, like {{W40Kkeyword|Cadian}} units that don&#039;t move.&lt;br /&gt;
*&#039;&#039;&#039;Take Aim!:&#039;&#039;&#039; Ordered unit re-rolls to hit rolls of 1 until the end of the phase. &#039;&#039;Did someone say &amp;quot;Supercharged Plasma&amp;quot;?&#039;&#039;&lt;br /&gt;
**The main argument for &amp;quot;Take Aim!&amp;quot; is that your guys won&#039;t die from supercharges; FRFSRF is a better infantry-killer in the cases written above. Still, your dudes not dying IS argument enough, and even more so when facing the heavier stuff.&lt;br /&gt;
*&#039;&#039;&#039;Gunners, Kill on Sight! (Tank Order):&#039;&#039;&#039; This is simply the Tank Order version of &amp;quot;Take Aim!&amp;quot;, it just doesn&#039;t compete with FRFSRF.&lt;br /&gt;
**&#039;&#039;Unlike &amp;quot;Take Aim!&amp;quot;&#039;&#039;, however, static {{W40Kkeyword|Cadian Leman Russ}}es do &#039;&#039;&#039;not&#039;&#039;&#039; upgrade to re-rolling all hits like static {{W40Kkeyword|Cadian Infantry}} does, so it doesn&#039;t affect them when not moving. Luckily, they have the next order for that.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Movement Orders====&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;
These orders allow units to double move or advance/fall back and shoot, not only making transports less necessary but also letting you play with weapon ranges or slipping away from your foe.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Forwards, for the Emperor!:&#039;&#039;&#039; Ordered unit can shoot, even if it advanced in the movement phase. Heavy weapons will behave like Assault weapons on the advance, while Rapid Fire ones will behave even better, not taking any penalty to hit.&lt;br /&gt;
**Can be used for close play with weapons range: Get your special weapons into Rapid/Melta range without giving up your Lasgun shots (which can be split-fired), or get your Lasguns into 24&amp;quot; range to begin with. If deep-striking infantry arrived within 9+&amp;quot; of your unit, give the order and now they&#039;ll need a charge of 9&amp;quot; + your advance&amp;quot;, although you&#039;ll be firing at a penalty if you do it with heavy weapons, since you moved. Get around corners; it&#039;s run &amp;amp; gun, man. If pure speed or rapid firing lasguns is what you&#039;re after, &amp;quot;Move! Move! Move!&amp;quot; and FRFSRF will serve you better.&lt;br /&gt;
*&#039;&#039;&#039;Get back in the fight!:&#039;&#039;&#039; Ordered unit can shoot, even if it fell back in its movement phase; &#039;&#039;no penalty, unlike Ultramarines&#039;&#039;.&lt;br /&gt;
**The main point of falling back is allowing the rest of your army to shoot at the enemy and forcing it to eat another round of overwatch, if at the cost of the retreating squad&#039;s shooting. This order waives away that penalty, which can mark the difference when it rallies something like 20 rapid fire lasguns and plasma and flamers (specialists last longer) back against the enemy. Undeniably better than just punching them. HOWEVER, if the retreating squad is a badly mauled handful of survivors and you&#039;re forced to choose, you&#039;re better off ordering a nearby, healthier squad to FRFSRF: One sgt and three guardsmen don&#039;t really bring much back to the fight.&lt;br /&gt;
*&#039;&#039;&#039;Move! Move! Move!:&#039;&#039;&#039; Ordered unit must move as if it were in the movement phase, and it must advance and cannot charge. This lets your infantry &#039;&#039;outrun tanks and assault marines&#039;&#039;, moving 19&amp;quot; on average. Get where you need to be (or out of dodge) ASAP.&lt;br /&gt;
*&#039;&#039;&#039;Full Throttle! (Tank Order):&#039;&#039;&#039; This is simply the Tank Order version of &amp;quot;Move! Move! Move!&amp;quot;, and is identical in every other respect. &#039;&#039;Did you ever expect a Russ to move 27&amp;quot;, outrunning Eldar skimmers?&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
====Extra Attack Orders====&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;
These orders are effectively &amp;quot;double phase&amp;quot; orders, allowing a unit to effectively shoot twice (Lasguns &amp;amp; Hotshots) or fight twice, doubling its attack volume.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;First Rank, Fire! Second Rank, Fire!:&#039;&#039;&#039; Your bread and butter. Ordered unit&#039;s Lasguns and Hot-shot Lasguns become Rapid Fire 2. That means &#039;&#039;4 shots when Rapid Fired&#039;&#039;, so mind your range! Especially with Scions, who can&#039;t Rapid Fire immediately after deepstriking but want the increased rate of fire to proc Storm Troopers more often. While Conscripts have less BS, can only get to 30 and reject orders half the time, 20 Infantry pasted together do the same FRFSRF damage, &#039;&#039;reliably&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Fix Bayonets!:&#039;&#039;&#039; May only be issued to units within 1&amp;quot; of an enemy unit. Ordered unit may immediately fights as if it were in the fight phase.&lt;br /&gt;
**Ordering Get Back in the Fight is better on most scenarios: your BS and WS are the same, so two punches are the same as a rapid firing lasgun...but falling back forces the enemy into overwatch again and allows the rest of your army to shoot at them (your squads are never on their own), and special weapons are way better than a bayonet. HOWEVER, a single melee boost like the Priest&#039;s or Straken&#039;s (preferably both) turns this around: unless you are a {{W40Kkeyword|Mordian Conscript}}, punching three or four times is better than rapid firing + overwatch...especially if you&#039;re a S4 {{W40Kkeyword|Catachan}}. And if you are against a [[Tau|lightweight enemy with bad melee and good shooting]], then it becomes a damn good tactic.&lt;br /&gt;
**As the unit is fighting while still in the Shooting Phase, the {{W40Kkeyword|Cadian}} Doctrine and &#039;&#039;&#039;Take Aim!&#039;&#039;&#039; will let them re-roll 1s to hit. Likewise, &#039;&#039;&#039;Bring it Down!&#039;&#039;&#039; will let them re-roll 1s to wound.&lt;br /&gt;
**{{W40Kkeyword|Krieg Cavalry}} &#039;&#039;can take orders&#039;&#039;. They don&#039;t pause to think about the considerations of wether to fall back or not, &amp;lt;u&amp;gt;they just attack 8 times a turn&amp;lt;/u&amp;gt;.&lt;br /&gt;
*&#039;&#039;&#039;Strike and Shroud! (Tank Order):&#039;&#039;&#039; Allows the ordered Russ to both fire its weapons (including Grinding advance) and protect itself with its smoke launchers, as if it had two shooting phases. If you can&#039;t avoid retaliation like {{W40Kkeyword|Tallarn}}s can, you can use this rule to get into a shooting position (you can see the enemy but it can see you too) and cripple the enemy while you survive the return fire. Smoke launchers are One Use, and so is this rule.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Psychic Powers==&lt;br /&gt;
Guard Psykers are drawn from the {{W40kKeyword|Scholastica Psykana}}, and thus don&#039;t have a regiment; however they&#039;re the only {{W40Kkeyword|Psykers}} with the {{W40kKeyword|Astra Militarum}} keyword, so if you want regiments, doctrines, and all that good jazz without adding another detachment, you&#039;re limited to the &#039;&#039;&#039;Psykana&#039;&#039;&#039; discipline. Fortunately for you, it&#039;s really good! The rules breakdown is [[Warhammer 40,000/Tactics/Psychic 101(8e)|here]], but here&#039;s some tactical commentary.&lt;br /&gt;
*&#039;&#039;&#039;Offensive Powers&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Terrifying Visions (WC 7):&#039;&#039;&#039; If manifested, an enemy unit with 18&amp;quot; of the psyker suffers -2 to its leadership. One of the hardest powers to channel, with only a 58.33% base chance of success. This, combined with the fact that most of the units you&#039;ll cast it on - those with high points-per-model where Battleshock is most painful - are high leadership, have ways around it, or can just deny your powers to begin with, makes it highly situational. That said, you can synergize with other Imperial leadership debuffs like &#039;&#039;&#039;Sicaran Infiltrators&#039;&#039;&#039;, {{W40kKeyword|Metallica}}&#039;s -1Ld Stratagem, Space Marine &#039;&#039;&#039;Reivers&#039;&#039;&#039; The Guard (and Imperium) is all about coordination!&lt;br /&gt;
**&#039;&#039;&#039;Gaze of the Emperor (WC 6):&#039;&#039;&#039; With a 72.22% base chance of success and no save of any kind aside from a deny roll, this is a TEQ-buster. It&#039;s model-count-dependent, so it&#039;s lousy against Characters, but it can wreck small units of high points-per-model troops, or densely packed blobs of cheaper models. Aim carefully - friendly fire is &#039;&#039;on&#039;&#039; - and beware the random range!&lt;br /&gt;
***Of note is that it’s the units that suffer the mortal wounds, not the models. This means that you can&#039;t snipe out specialists. &lt;br /&gt;
***Because friendly fire is on, you can use this, if you&#039;re desperate, to try and detonate your own Hellhound(s).&lt;br /&gt;
**&#039;&#039;&#039;Psychic Maelstrom (WC 7):&#039;&#039;&#039; If manifested, roll a D6. On a 2+, an enemy unit within 18&amp;quot; of the psyker suffers a mortal wound, then you throw another D6. on a 3+, you repeat this process until you fail to deliver a wound. This power is hard to channel, but it can be powerful. This can target Characters, and it&#039;s probably best used in this fashion; you&#039;ve got a really solid chance of scoring at least one mortal wound if you pull it off. As-is, there&#039;s no way to add to the roll to wound, but the rule is future-proofed for it; if you do find a way, this power can become a &#039;&#039;lot&#039;&#039; stronger. Save a Command Re-Roll for this one - by re-rolling the lowest of two dice you can get it off about 84% of the time.&lt;br /&gt;
*&#039;&#039;&#039;Defensive Powers&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Psychic Barrier (WC 6):&#039;&#039;&#039; If manifested an {{W40kKeyword|Astra Militarum}} unit gets +1 to their saves until the start of your next psychic phase. Channels relatively reliably. The flat bonus to saves can make certain units &#039;&#039;stupidly&#039;&#039; durable and it affects Invulnerable saves, too! Going from 3+ to 2+ outright halves wounds taken, before AP. Make sure to cast it on a unit that the enemy can&#039;t ignore so they don&#039;t just target something else. Good for Scions, since it protects against both ranged and melee. Stack it with &#039;&#039;&#039;Nightshroud&#039;&#039;&#039; on a Baneblade and make your opponent weep salt-water crocodile tears. One of the best powers on the list, right there with...&lt;br /&gt;
**&#039;&#039;&#039;Nightshroud (WC 6):&#039;&#039;&#039; A new power added with the Codex, this is essentially a psychic smokescreen; all ranged hit rolls made towards the targeted {{W40kKeyword|Astra Militarum}} unit subtract 1. Best against low accuracy shooting. Psychic Barrier is better in about 70% of the circumstances you&#039;d be using this, but by RAW it can cause enemy Plasma gunners to blow themselves up, and &#039;&#039;completely&#039;&#039; negates &#039;6+ to hit&#039; effects like Necron Tesla weapons. It also stacks with Night Fighting and similar rules. &lt;br /&gt;
**&#039;&#039;&#039;Mental Fortitude (WC 4):&#039;&#039;&#039; AKA&#039;&#039; &#039;I&#039;m&#039;&#039; the Commissar now!&#039; This will go off more than nine times out of ten and makes the unit in question &#039;&#039;immune to morale&#039;&#039;. You don&#039;t even have to execute anyone! Limited far more by the Psychic Focus rule in matched play - you only get one.&lt;br /&gt;
&lt;br /&gt;
==Tactical Objectives==&lt;br /&gt;
;11 - Overkill&lt;br /&gt;
: 1 VP if a {{W40Kkeyword|ASTRA MILITARUM VEHICLE}} destroyed an enemy unit this turn, d3 VP if the vehicle in question was {{W40Kkeyword|TITANIC}}.&lt;br /&gt;
;12 - Regimental Pride&lt;br /&gt;
: 1 VP if you slew an enemy {{W40Kkeyword|CHARACTER}} with an attack made by one of your {{W40Kkeyword|&amp;lt;REGIMENT&amp;gt;}} {{W40Kkeyword|CHARACTER}}s this turn. Hope you brought a tank commander, because the odds are pretty nill otherwise.&lt;br /&gt;
;13 - Chain of Command&lt;br /&gt;
: 1 VP if you issued 3-5 different orders or tank orders this turn, which goes up to d3 VP if you gave 6 or more orders or tank orders.&lt;br /&gt;
;14 - Troops on the Ground&lt;br /&gt;
: Score d3 VP if you control 3-5 objectives with {{W40Kkeyword|INFANTRY}} units. If you hold all 6 objectives with {{W40Kkeyword|INFANTRY}}, it becomes d3+3 VP.&lt;br /&gt;
;15 - Hammer of the Emperor&lt;br /&gt;
: 1 VP if you destroy an enemy unit that was controlling an objective at the start of the turn.&lt;br /&gt;
;16 - Death from Afar&lt;br /&gt;
: 1 VP if an enemy unit wholly within their deployment zone at the start of the turn was destroyed by a unit wholly within your own deployment zone this turn.&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
&lt;br /&gt;
===Universal===&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;
Standard strategems that can be used by any and all Regiments.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Aerial Spotter (2 CP):&#039;&#039;&#039; Use at the start of the shooting phase. A Wyvern or Basilisk can re-roll failed hit rolls in this phase. If you&#039;re sitting your artillery still like a good guardsman, this stratagem will bring your hit rate up to 75%. Just imagine a Wyvern with 75% of its average 14 shots hitting (especially since they already reroll failed wounds). &lt;br /&gt;
*&#039;&#039;&#039;Consolidate Squads (1 CP):&#039;&#039;&#039; Use this stratagem at the end of your movement phase. Select two {{W40Kkeyword|Infantry Squad}} units within 2&amp;quot; of each other that share the same {{W40Kkeyword|&amp;lt;Regiment&amp;gt;}}. The selected units combine to form one big unit. Who didn&#039;t see this coming? Allows you to sort-of recapture the blob guard armies of yore and use less orders/get more out of buffs, but it&#039;ll now cost you command points. Also a good option to &#039;save&#039; orphaned special and heavy weapons by adding them to less mauled squads. Use this properly and your opponent will tear their hair out trying to kill off the growing pile of heavy and special weapons you&#039;re rolling together like a meaty snowball of doom. Combine with your strong morale abilities to ensure special weapons survive all but the heaviest shooting, and fold them into the next squad down the line at your leisure. Them give the whole mass an order and clean up.&lt;br /&gt;
*&#039;&#039;&#039;Crush them! (1 CP):&#039;&#039;&#039; Use this stratagem at the start of your charge phase. A Vehicle Unit may charge, even if it has advanced this turn. In addition, all attacks made by the vehicle will hit on a 2+. Remember how the Baneblade family has 9 powerful melee attacks that are reduced in effectiveness by WS 5+? This will fix that in an instant and make sure that even dedicated melee units won&#039;t want to get into its newly boosted charging range (Tallarn {{W40Kkeyword|Titanic}} units also have their heavy weapons count as assault if they advance... Just throwing that out there). Another clever use of this is to get Sentinels into melee with great reliability. No, they can&#039;t fight too good, but that&#039;s not the point - the point is its a T6W63+ model fighting, not your flimsy infantry!&lt;br /&gt;
*&#039;&#039;&#039;Defensive Gunners (1 CP):&#039;&#039;&#039; Use this stratagem when a charge is declared against one of your vehicles. When it fires Overwatch for the rest of the phase, it hits on a roll of 5 or 6. {{W40Kkeyword|Mordian}} vehicle formations can serve as a literal [[Mordian Iron Guard|wall of iron]] in front of your infantry, as the enemy won&#039;t be able to slip through them without declaring multiple charges. And you thought charging a Wyvern was already a risky proposition. For further hilarity, use this on a Mordian Malcador Defender, and it will actually shoot &#039;&#039;more&#039;&#039; accurately then when it&#039;s normally shooting!&lt;br /&gt;
*&#039;&#039;&#039;Fight to the Death (1 CP):&#039;&#039;&#039; Any Imperial Guard unit can take a morale test on 1d3 instead of 1d6. You&#039;ve got plenty of morale improving abilities already, but it&#039;s cheap and could be useful in an emergency. Now that commissars got the nerf this one got a lot more useful. You might want to use this stratagem if you’re using infantry or vets and need them to survive morale, and don’t have anything else to buff leadership nearby. It’ll help them survive losing 3-5 guys at once much more easily.&lt;br /&gt;
*&#039;&#039;&#039;Fire on my position! (3 CP):&#039;&#039;&#039; Use when the last model is slain from an Astra Militarum unit equipped with a vox-caster, before removing it from the table; for each unit (friend and foe) within 3&amp;quot;, on a 4+ that unit suffers 1d3 mortal wounds. Note, specifies &#039;&#039;unit with a vox-caster&#039;&#039;, not model (you use it when the unit dies, not the specific model with the caster), and if several models all die together, you can choose which is the last to be removed from the table, to maximize the potential victims of this stratagem. Useful if your squad was wiped by several MSU units and/or characters.&lt;br /&gt;
*&#039;&#039;&#039;Go! Recon! (1 CP):&#039;&#039;&#039; Use this stratagem at the beginning of your shooting phase; select a unit of Scout Sentinels. They immediately move 2d6&amp;quot;, but cannot shoot or charge this turn. Useful for getting a Scout sentinel to an unguarded objective or out of trouble, but only applies to one unit, and can&#039;t be applied to an Armoured Sentinel; sacrificing a turn of shooting makes it extremely situational, and it doesn&#039;t even benefit a unit with a chainsaw blade, as they can&#039;t charge, either. It does not however, prevent you from popping smoke, which given that you can&#039;t shoot anyways, you might as well.&lt;br /&gt;
*&#039;&#039;&#039;Grenadiers (1 CP):&#039;&#039;&#039; Use this stratagem before an {{W40Kkeyword|Astra Militarum Infantry}} unit either shoots or fires overwatch. Up to ten models in the unit that are armed with grenades can throw a grenade this phase, instead of only one model being able to do so. {{W40Kkeyword|Vostroyan}}s are better off using &#039;&#039;Firstborn Pride&#039;&#039; with FRFSRF for offensive purposes, since it affects more than just 10 models, but this can be &#039;&#039;a powerful tool for any regiment in Overwatch&#039;&#039; on a roll of 3 or more (especially {{W40Kkeyword|Mordians}}). Bullgryn Frag Bombs can become a hail of bolter shots. &lt;br /&gt;
**Extra powerful in Cities of Death, where grenades both reroll all failed wounds and get the maximum possible amount of hits. That&#039;s 60 for ten models.&lt;br /&gt;
**Can also give Scions squads a nasty bite. Krak grenades will do a better job versus tanks than a hot-shot lasgun. 6 of them can supplement the squad&#039;s special weapons nicely, especially since scions are out of order range a lot more often.&lt;br /&gt;
**Krieg Combat Engineers are white hot &#039;&#039;death&#039;&#039; with this stratagem! The whole squad carries Acid Gas Bombs, AP-2 DD3 Grenades that &#039;&#039;auto-wound&#039;&#039; non-{{W40Kkeyword|VEHICLES}}. That&#039;s not all though! Aside from the squad also carrying Krak Grenades, one can take a Demolition Charge and the Watch Master can also take Melta Bombs, so not even tanks are safe. For 1CP, it&#039;s possible to erase nearly any unit stupid enough to get too close.&lt;br /&gt;
*&#039;&#039;&#039;Jury Rigging (1 CP):&#039;&#039;&#039; Use this stratagem at the start of your turn. Select a AM Vehicle in your army, that vehicle can&#039;t move, charge or pile in this turn but immediately heals 1 wound. Can only be used once per turn. Good for giving that little push into a better health bracket if an Enginseer isn&#039;t around (or it wasn&#039;t enough), and you can still shoot with the targeted vehicle.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Commander&#039;s Armoury (1/3 CP):&#039;&#039;&#039; One use only. Use &amp;quot;before the battle&amp;quot; and you may take 1 additional relic for 1 CP, or two additional relics for 3 CP; all relics must be different and given to different characters.&lt;br /&gt;
**&amp;quot;Before the battle&amp;quot; means, surprisingly, &#039;&#039;&amp;quot;before the battle&amp;quot;&#039;&#039;. Use it to get the Dagger of Outflank before deployment? It works. The Grand Strategist WT needs the Warlord to be already on the field (which won&#039;t happen until the deployment phase) to refund your CP, so that &#039;&#039;won&#039;t&#039;&#039; work. But enemy Kurov&#039;s Aquilas do work, since they only need to be written in the enemy&#039;s roster, not any &amp;quot;while this Warlord is &#039;&#039;on&#039;&#039; the battlefield&amp;quot; limitation. &#039;&#039;You spend CP and gain extra toys before the battle, simple as that&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Inspired Tactics (1 CP):&#039;&#039;&#039; An officer can issue 1 more order. You can only bring so many Platoon and Tank Commanders, after all, and not everybody is Creed, Pask or Kell.&lt;br /&gt;
*&#039;&#039;&#039;Mobile Command Vehicle (1 CP):&#039;&#039;&#039; Use at the start of a turn; pick a Chimera in your army and until the end of the turn, any embarked officers may issue orders to units outside the vehicle, measuring range from the vehicle. He is also treated as having access to a Vox. &lt;br /&gt;
*&#039;&#039;&#039;Opening Bombardment (2 CP):&#039;&#039;&#039; One use only. After deployment but before the first battle round, each enemy unit on the battlefield suffers a mortal wound on a 1d6 roll of 6+. Like &#039;&#039;&#039;Fire on my position&#039;&#039;&#039;, this can be useful against MSU, but less so if they hid themselves inside transports.&lt;br /&gt;
*&#039;&#039;&#039;Officio Prefectus Command Tank (2 CP):&#039;&#039;&#039; Commissar Tank! Pick a Leman Russ at the start of the first round, before the first turn - it gives all Astra Militarum units within 6&amp;quot; of it Ld9 for the rest of the game.  It also lacks the Summary Execution rule while granting a superior LD buff, so you should always consider taking this stratagem over a regular Commissar. &#039;&#039;&amp;quot;Drive me closer, I want to hit them with my sword!&amp;quot;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Splash Damage (1 CP)&#039;&#039;&#039;: When attacking with the main weapon of any Hellhound subtype and the target is in cover, you can re-roll the wound roll.&lt;br /&gt;
*&#039;&#039;&#039;Strike First, Strike Hard (1 CP)&#039;&#039;&#039;: In the shooting phase of the first battle round, select a unit of Armored Sentinels or Scout Sentinels. Their attacks gain +2 to hit. That trio of lascannon Sentinels just got a lot more threatening. &lt;br /&gt;
*&#039;&#039;&#039;Take Cover! (1 CP):&#039;&#039;&#039; Use this stratagem in your opponents shooting phase if they target one of your Infantry units. That unit immediately adds 1 to their armor saves until the end of the phase.&lt;br /&gt;
*&#039;&#039;&#039;Tank Ace (1 CP)&#039;&#039;&#039;: One use only, used before the battle begins. A vehicle from your army (Not a named one though, sorry Pask) gets a Tank Ace ability. &lt;br /&gt;
*&#039;&#039;&#039;Vengeance for Cadia! (1 CP):&#039;&#039;&#039; Any Imperial Guard unit can re-roll failed hits and wounds versus {{W40Kkeyword|Chaos}} when shooting or firing overwatch. Scary, but keep in mind it affects {{W40Kkeyword|Vehicle}}s too. From the humble Sentinel to the mighty Manticore and Baneblade, the Stratagem&#039;s effects are far more powerful than its cheap cost would suggest.&lt;br /&gt;
*&#039;&#039;&#039;Vortex Missile (3 CP):&#039;&#039;&#039; &#039;&#039;Nuclear launch detected&#039;&#039;, for when targets require not so much strategy as a &amp;quot;fuck you&amp;quot;. Use this stratagem when you &#039;&#039;get to&#039;&#039; fire a Deathstrike missile (pay after rolling the 8, before resolving the shot). You can re-roll all failed to-hit rolls with the weapon, and add 1 to the roll made to determine if nearby units within 6&amp;quot; of the target unit are hit (so a 3+, rather than a 4+). If a model is wounded but not slain by the attack, roll an additional die, on a 6 it suffers 1d6 additional mortal wounds. Makes the missile go from 5.25 mortal wounds dealt on the target + 1 to each nearby to 8.46 + 1.72 per each nearby, but the amount of variance is &#039;&#039;very&#039;&#039; high, and that assumes you&#039;re shooting a parking lot, as single-wound models won&#039;t trigger the stratagem&#039;s extra mortal wounds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Psychic Awakening Stratagems===&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;
Added in the Greater Good, these stratagems are useable by all Regiments.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Concentrated Fire (1CP):&#039;&#039;&#039; Heavy weapons team gains +1 to hit and wound when targeting a single enemy unit. Cadian HWTs, especially when under orders, become ruthlessly effective!&lt;br /&gt;
*&#039;&#039;&#039;Deft Maneuvering (1CP):&#039;&#039;&#039; Armored Sentinels can pop this when shot at, halves all damage inflicted. Make them the toughest 35 point model in the galaxy bar none!&lt;br /&gt;
*&#039;&#039;&#039;Direct Onslaught (1CP):&#039;&#039;&#039; Wyvren or Manticore gains +1 to hit when shooting at a visible enemy.&lt;br /&gt;
*&#039;&#039;&#039;Experienced Eye (1CP):&#039;&#039;&#039; When shooting with veterans improve AP of all ranged weapons by -1 for a single shooting phase. Up to 4 AP-1 lasgun shots per veteran? AP 4/5 plasma/meltas? AP 2 Autocannons? Don&#039;t forget shotguns!&lt;br /&gt;
*&#039;&#039;&#039;Focused Bombardment (1CP):&#039;&#039;&#039; Master of Ordinance&#039;s artillery becomes 6 shots rather than D6.&lt;br /&gt;
*&#039;&#039;&#039;Furious Charge (1CP):&#039;&#039;&#039; Ogryn models inflict 1MW on the charge for each 4+. Not bad on a bigger unit, since regular Ogryns are reasonably priced. Do not forget that bullgryns also have OGRYN keyword.&lt;br /&gt;
*&#039;&#039;&#039;Hail of Fire (2CP):&#039;&#039;&#039; When shooting at an enemy VEHICLE a Leman Russ fires max shots with all multi-shot weapons. This seems to be pretty strong. A LR command tank with a Demolisher Cannon should be strong enough to destroy a Land Raider or damage a knight with its main gun only. Then again it needs to be in range for this.&lt;br /&gt;
**Use this stratagem with the relic Battle Cannon, Hammer of Sunderance. A full payload of 12 shots that do 3 damage a piece? Unlike the short-ranged demolisher, you can do this from 72&amp;quot; away. Have fun!&lt;br /&gt;
**Don&#039;t forget the Executioner with sponson Plasma Cannons or a Conqueror with triple Heavy Flamers!&lt;br /&gt;
*&#039;&#039;&#039;Head First (1CP):&#039;&#039;&#039; +2&amp;quot; to charges after disembarking from a chimera. Useful for a few niche units like crusaders, Ogryns and their smaller cousins, Catachans.&lt;br /&gt;
*&#039;&#039;&#039;Psychic Conclave (1CP):&#039;&#039;&#039; Used on a Primaris Psyker (note that this is using the keyword, not the unit name - Aradia Madellan has this keyword and is thus eligible) and Wyrdvane Psykers when within 6&amp;quot; of each other; 2+ to cast and able to manifest 1 extra power each. This is pretty good, as it makes extra smites all the more dangerous after you cast your standard Psychic Barrier and Nightshroud. It also can make Aradia&#039;s power go off fairly reliably.&lt;br /&gt;
*&#039;&#039;&#039;Relentless (1CP):&#039;&#039;&#039; Non-TITANIC unit may use top bracket of damage table. This is a pretty strong stratagem. Your enemy (almost)  destroyed one of your key units? I say fuck him, shoot with full BS anyway! Malcadors like this, as they are some of the largest non-titanic models.&lt;br /&gt;
*&#039;&#039;&#039;Rolling Death (1CP):&#039;&#039;&#039; Taurox unit that shoots after moving 1/2 distance or less receives +1 to hit. &amp;lt;s&amp;gt;Better on Taurox Prime than a standard Taurox, obviously&amp;lt;/s&amp;gt; It cannot be used on Taurox Prime, obviously.&lt;br /&gt;
*&#039;&#039;&#039;Shield of flesh (1CP):&#039;&#039;&#039; Use on Bullgryn unit, when closer to enemy models and within 3&amp;quot; of an infantry unit, that unit is -1 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Splash Damage (1CP):&#039;&#039;&#039; Hellhound turret weapons gain reroll wound rolls if the target is in cover. Sadly, notably does not affect the Artemia Hellhounds, since it specifically names the standard variant&#039;s weapons. &lt;br /&gt;
*&#039;&#039;&#039;Strike First, Strike Hard (1CP):&#039;&#039;&#039; An Armoured or Scout Sentinel unit gains +2 to hit for the first battle round. This might actually might make armored sentinels with Lascannons, Plasma Cannons and &#039;&#039;Hunter-killer Missiles&#039;&#039; actually useful!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rulebook Stratagems===&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;
Just in case you forget, the following stratagems can be just as crucial as the ones above, if not more so.&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;Command Re-roll (1 CP):&#039;&#039;&#039; Re-roll any single dice. Simple, but probably THE most important stratagem of the game.&lt;br /&gt;
*&#039;&#039;&#039;Counter-Defensive (2 CP):&#039;&#039;&#039; Used in the combat phase after an enemy unit that charged has fought. Pick one of your units to immediately attack.&lt;br /&gt;
*&#039;&#039;&#039;Insane Bravery (2 CP):&#039;&#039;&#039; Used at the start of the Morale Phase. Automatically pass a morale test for a single unit of your choice. This is one you should save for a Conscript/Combined Squad.&lt;br /&gt;
*&#039;&#039;&#039;Prepared Positions (2 CP):&#039;&#039;&#039; Use this at the start of the first battle round, before the first turn. Anything wholly in your deployment zone that isn&#039;t {{W40Kkeyword|Titanic}} counts as being in cover. Thanks to the vast hordes of infantry that Guard can field - if you&#039;re running a brigade then you &#039;&#039;will&#039;&#039; be fielding vast hordes - all too often you likely won&#039;t be getting first turn, so this is a big help - and remember {{W40Kkeyword|Vehicles}} benefit too!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wargear==&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
Most of these are specific to one unit. The ones that aren&#039;t are listed below, and may be taken by sergeants and most characters. As of newer codex, Power Axe and Power Maul are no longer available options in Imperial Guard Armory, but you can simply field them using their Index entries.  However, none of them will make you &#039;&#039;great&#039;&#039; at melee.  Almost everything that can take something here gives up a chainsword to do so, although normal Commissars do not.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; Some credit must be given to the old standby. In addition to being free, it gives an extra attack with it. This serves to make units like Rough Riders a lot nastier than they might look from their statline (Rough Riders effectively carry two of these, giving them 2 bonus attacks with this profile), and is why Infantry Squad Sergeants should give all of the other options here a complete miss, unless maybe they have a priest.&lt;br /&gt;
*&#039;&#039;&#039;Power Axe:&#039;&#039;&#039; Sorry, but it&#039;s been been placed under Warhammer legends now, although it&#039;s still available for your techpriest. Praise the Omnissiah. S+1 AP-2 looks good on paper, and it is, the only problem being it&#039;s 5 points instead of 4. But then again, so what? Generally the best option for killing T3, and not bad against T4, it&#039;s the take-all-comers option. Catachan Sergeants especially will appreciate these babies, when they suddenly find themselves wounding MEQs on 3+.&lt;br /&gt;
*&#039;&#039;&#039;Power Fist:&#039;&#039;&#039; Sx2 AP-3, but forces a -1 to hit on the model using it. Company/Platoon Commanders and (Lord) Commissars won&#039;t feel that too much, but Veteran Sergeants may. While expensive, it&#039;s cheaper than it was in the Index, and as a result, almost everything that can take this will see the best results from it, in general - the only real exceptions are Veteran Sergeants. &lt;br /&gt;
**The {{W40Kkeyword|Vostroyan}} warlord trait makes this deadly, and their relic armour can keep him alive long enough to use it.&lt;br /&gt;
**{{W40Kkeyword|Catachan}} Company Commanders are the most obvious choice for a power fist - thanks to &#039;&#039;&#039;&amp;quot;Brutal Strength&amp;quot;&#039;&#039;&#039; you&#039;re now S8. Have him order &#039;&#039;Fix Bayonets&#039;&#039; to himself and a nearby infantry squad (preferably a combined squad) and put them both in buff range of Straken and a Priest. That&#039;s 9x S8 power fist + 54x S4 attacks all hitting on 4+. &lt;br /&gt;
*&#039;&#039;&#039;Power Maul/Lance:&#039;&#039;&#039; Sorry, but it&#039;s been been placed under Warhammer legends now.&lt;br /&gt;
At S+2 AP-1, this is the best choice if you&#039;re fielding a Lord Commissar but want to keep him cheap - it&#039;ll outperform the sword for the same cost. &lt;br /&gt;
*&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; At SUser AP-3 and 4 points, just not good enough for the S3 models that can mostly take this - and the S4 models prefer the Fist.  You should generally avoid this unless you&#039;re looking for a budget choice for Catachans or plan on taking one of the numerous relic swords the guard get.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
&lt;br /&gt;
====Basic====&lt;br /&gt;
*&#039;&#039;&#039;Autogun:&#039;&#039;&#039; A Lasgun that cannot FRFSRF, costing the same 0pts. Previously only available to Ministorum Priests, now Veterans can take these for [[Derp|some reason]].&lt;br /&gt;
*&#039;&#039;&#039;Laspistol:&#039;&#039;&#039; A lasgun Pistol. More of a placeholder than anything else, but it&#039;s free. Just about anything in your army that can take something better should, but some things are stuck with one, like the Master of Ordnance.&lt;br /&gt;
*&#039;&#039;&#039;Lasgun:&#039;&#039;&#039; Your trusty flashlight hasn&#039;t changed. What changed is the way strength rolls against wounds, allowing it to wound T5 on a 5+, and T7+ is no longer immune to them. Paper stats aside, with FRFSRF ordered, treat these as S3 Storm Bolters. &lt;br /&gt;
*&#039;&#039;&#039;Boltgun:&#039;&#039;&#039; 1pt allows your sarge/Character to actually contribute to a firefight instead of merely looking cool.&lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol:&#039;&#039;&#039; 1pt for a real pistol. Only advantage over the boltgun is that it can be fired in close combat, if you expect your squishy meatbag Guardsman to be fighting there for some reason.  Usually worse than another option, like the laspistol, but there are specific cases where you might contemplate taking one as a deliberate choice, such as on a Tempestor.&lt;br /&gt;
*&#039;&#039;&#039;Hot-shot Lasgun:&#039;&#039;&#039; Available to Scions and {{W40Kkeyword|Krieg}} Sergeants and Grenadiers. Still sacrifices 6&amp;quot; of range for AP-2, but as the AP system itself changed this bad boy is ever so slightly worse at MEQ hunting now. However, due to that same change, it is now much better at taking apart TEQ, and the change to how cover works also means against low-save armies it comes in handy. A short 18&amp;quot; range makes it unable to rapid-fire right after a deep strike natively, even though its most common carriers love deep striking. Considering the number of mobility options available to users of this weapon though, as well as new regimental rules, and this downside can quickly be mitigated. AP is perhaps the single most important defensive stat (or wounds) in the game and being able to strip it away en masse is awesome.&lt;br /&gt;
**Hot-shot weapons are &#039;&#039;much&#039;&#039; better on models riding a Valkyrie, so you can deliver them into range.&lt;br /&gt;
** Post-Greater Good and various point drops, the Hot-Shot Lasgun is a rightly feared weapon. Whether that is it becoming AP-3 or having lasgun range, you have ways and means of making the HSL one of the best infantry killers of any base infantry gun, if not the best.&lt;br /&gt;
*&#039;&#039;&#039;Hot-shot Laspistol:&#039;&#039;&#039; What it says on the tin, but only 6&amp;quot; range means you may not even get to shoot it before a charge. Creed has two, [[Awesome|just because]].  Avoid this if you can on the Tempestus Scions and Tempestors that tend to carry these, because you can&#039;t deep strike and hit anything with these, but your hand may be forced. If you find yourself within the 6&amp;quot; range to fire it, you may as well just throw a krak grenade instead.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039; An actual officer&#039;s weapon. Plasma can now be fired safely at S7 AP-3 to deal with infantry, and can be supercharged to S8 and D2 to deal with heavy infantry and even vehicles. However, a Gets Hot now outright slays the shooter, so reserve overcharges for your disposable sergeants instead. &#039;&#039;No longer overcosted at 5pts&#039;&#039;, so it&#039;s actually worth considering now.&lt;br /&gt;
*&#039;&#039;&#039;Shotgun:&#039;&#039;&#039; Still a 12&amp;quot; Assault 2 lasgun that cannot FRFSRF, it now gains Str4 at 6&amp;quot;, so it behaves like a bolter when a squad &amp;quot;GBitF!&amp;quot;, or when {{W40Kkeyword|Vostroyans}} shoot them in melee with &amp;quot;Repel the Enemy!&amp;quot;. Available to your Commanders (via the Index) as well as to Veterans, with whom they go well alongside their plethora of flame weapons.&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
*&#039;&#039;&#039;Demolition Charge:&#039;&#039;&#039; Available to Special Weapon Squads (via the Index), Krieg Combat Engies and Death Rider Commanders, this is a brutal single use weapon, letting you make &#039;&#039;D6&#039;&#039; S8 AP-3 DD3 attacks at the standard 6&amp;quot; range. While a no brainer take on the later two, it&#039;s more of an alternative side choice for SW Squads, since they keep their lasguns and give up their other weapon options to take them and can only chuck one at a time. Unless, of course, you use the Grenadier stratagem. Sorry, but it&#039;s been been placed under Warhammer legends now.&lt;br /&gt;
*&#039;&#039;&#039;Frag Bomb:&#039;&#039;&#039; Big &#039;nades for big boys, these are your Ogryn&#039;s choice of grenade. It&#039;s a Frag that hits like a Boltgun; while inferior to the Ripper gun, it will allow melee built Ogryn Bodyguards and Bullgryn actually to do something in the Shooting phase.&lt;br /&gt;
*&#039;&#039;&#039;Frag Grenade:&#039;&#039;&#039; You know what this does and damn near every Infantryman in the Guard carries them. D6 lasgun shots at 6&amp;quot; of range. &lt;br /&gt;
**Note on the maths: if you&#039;re able to issue FRFSRF, you&#039;re statistically better off taking the flat four lasgun shots over the average 3.5 shots a frag gives you. However, your sergeant will never do worse with a frag when compared to his laspistol.&lt;br /&gt;
*&#039;&#039;&#039;Krak Grenade:&#039;&#039;&#039; A bit of a rarity in the guard. Available only to Scions, Kriegers, and Elysian Vet Squads and a few characters. A single S6 AP-1 DD3 might not sound like much, but it&#039;ll do a better job than a Frag against tougher multiwound {{W40Kkeyword|Infantry}} and {{W40Kkeyword|Vehicles}} and can be brutal when combined with the Grenadiers stratagem.&lt;br /&gt;
&lt;br /&gt;
====Special====&lt;br /&gt;
*&#039;&#039;&#039;Flamer:&#039;&#039;&#039; An assault 1d6 S4 that autohits from 8&amp;quot; away. You cannot depend on this weapon alone to beat hordes like it used to with its average 3.5 shots. Still, being an assault weapon that always hits, there&#039;s no penalty for advancing and firing, especially for Special Weapon Squads. It&#039;s also pretty useful insurance against charges as it always auto-hits during Overwatch and cautious opponents will position their charges at least 9&amp;quot; away to ignore its 8&amp;quot; range, thus degrading their odds of making the charge. Flamers are most effective when taken in {{W40Kkeyword|Catachan}} special weapon teams of 3 because they can reroll their D6 shots with &#039;&#039;Burn Them Out!&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Grenade Launcher:&#039;&#039;&#039; Not bad, but there are better things available. Krak grenades in particular took a big hit, with insufficient strength, AP and shot volume. Apart from being an assault weapon, you&#039;re not getting much besides the frag and krak grenades discussed above.&lt;br /&gt;
*&#039;&#039;&#039;Hot-shot Volley Gun:&#039;&#039;&#039; A {{W40Kkeyword|Militarum Tempestus}}-exclusive, replacing their access to the Sniper Rifle (also mounted on Taurox Prime APCs). Essentially a bigger Hot-shot Lasgun at Heavy 4 24&amp;quot; S4 AP-2, and Scions have enough BS to hit on 4+ on the move. It cannot be boosted by FRFSRF, but its longer range allows it to more easily proc {{W40Kkeyword|Storm Troopers}}&#039; extra shots. This, and not the flamer, is &#039;&#039;the Scion&#039;s response to hordes&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Meltagun:&#039;&#039;&#039; Good against &#039;&#039;anything with lots of wounds&#039;&#039;, not just vehicles. 12&amp;quot; Assault allows it to be fired even if you ran. S8 AP-4 D1d6 makes it more powerful than supercharged plasma and safe. If you manage to get to within 6&amp;quot; and fire it, you roll 2D6 and take the highest. This improves the average damage to 4.47 from 3.5 and also providing more consistent damage output. As of Chapter Approved 2018, you&#039;re paying 10 points for regular guardsmen and 14 for anyone with BS of 3+ or better. &lt;br /&gt;
**Note on the maths: On a model with 3+ BS, the meltagun within half range has a slight advantage in terms of average damage dealt per point over a supercharged plasma gun in rapid firing range against T8/3+ targets and TEQ-characters. Guys with a BS of 4+ are almost always better off with plasma (it helps that regular guardsmen are, regrettably, extraordinarily expendable when the gun gets hot). &lt;br /&gt;
**The choice between plasma and melta should be based on what you want your infantry units to be doing. If your dudes are going to be sitting in a static gunline, plasma is probably a better choice. If you are getting your men close to murder tanks, big monsters, and/or armored characters melta can be the better option.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun:&#039;&#039;&#039; See the Plasma Pistol, but in Rapid Fire. You only need to supercharge against [[Grey Knights|mean]] [[Tyranids|bastards]], but against mean [[Chaos|bastards]], you &#039;&#039;need&#039;&#039; to supercharge.  Given that you have a *huge* variety of ways to re-roll 1&#039;s (&#039;&#039;&#039;&amp;quot;Take Aim!&amp;quot;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;quot;Born Soldiers&amp;quot;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;quot;Harker&#039;s Hellraisers&amp;quot;&#039;&#039;&#039;,  &#039;&#039;&#039;&amp;quot;Hero of Hades Hive&amp;quot;&#039;&#039;&#039;, etc.) casualties from supercharging can be easily minimized.&lt;br /&gt;
**Given it has the same 24&amp;quot; range and Rapid Fire profile as Boltguns and Lasguns, Plasma Guns should be the default special weapon choice in most squads. Remember, it is 7 points on BS4+ models (Chapter Approved 2018 only made it 11 points for models that do not have a 4+ BS). As for BS 3+ units (vets, Scions, etc.), there is some room for debate between plasma and melta (see subpoints under Meltagun).&lt;br /&gt;
*&#039;&#039;&#039;Sniper Rifle:&#039;&#039;&#039; May target enemy characters even if they aren&#039;t the closest model, but with its mediocre bolter-tier stats they&#039;re really fishing for Mortal Wounds on 6s to wound. Cannot be taken by rough riders. &lt;br /&gt;
**At just a measly 2 points, it&#039;s the cheapest special weapon your squads can buy, but Ratlings can have 5-10 of them, &amp;lt;s&amp;gt;don&#039;t have to buy them&amp;lt;/s&amp;gt; , and have the special abilities to get the most out of them, so if you &#039;&#039;really&#039;&#039; want sniper rifles you might as well just get them with the hobbits, or not at all.&lt;br /&gt;
**Command squads with these can be Ordered, which in combination with Cadian &#039;Take Aim!&#039; makes them hit about 89% of the time. Not as good as Ratlings, since they&#039;re vulnerable to return fire and can&#039;t scarper back out of LoS, but command squads are more accurate this way.  This is, of course, a rather inefficient use of orders, but you may have orders to burn.&lt;br /&gt;
&lt;br /&gt;
====Heavy====&lt;br /&gt;
*&#039;&#039;&#039;Autocannon:&#039;&#039;&#039; 48&amp;quot; Heavy 2 S7 AP-1 D2. Its two S7 AP-1 D2 shots make it not awfully potent. The heavy bolter is generally the superior choice against infantry and the lascannon is the go to for anything with high toughness and multiple wounds. Compared to the also versatile missile launcher, which basically does other weapons&#039; jobs but worse, the autocannon&#039;s awkward profile actually does give it a slim band where it&#039;s sometimes the best weapon for the job. It&#039;s a decent choice for medium toughness units with high invulns like Eldar vehicles and larger Daemons, and it&#039;s at its best against 2 wound targets like various bikes and jetbikes, nobz, hammernators etc.&lt;br /&gt;
**Because Guard has access to cheap platforms for weapons, it may be good to specialize your units. However, having a few autocannons can let your dakka focus on the infantry, your lascannons focus on the big guys so you aren&#039;t wasting those two on the intermediate targets. And should your enemy not have any medium units, it still won&#039;t be left as flatfooted as more specialized weapons would be if they go swarmy or tanky. Chapter Approved 2018 also happened to reduce the cost of these guys.&lt;br /&gt;
**Unbelievably efficient at killing venoms and sky weavers. &lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter:&#039;&#039;&#039; 36&amp;quot; Heavy 3 S5 AP-1 D1.  It&#039;s still standard on every vehicle in your motor pool, and it&#039;s better than the Autocannon against T5 and less (1 W targets), but especially against T4 and T2. The heavy bolter is alright, but nothing to write home about. &lt;br /&gt;
**Interestingly, the AP-1 over the Multilaser makes a double Heavy Bolter Chimera a strong contender now.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer:&#039;&#039;&#039; 8&amp;quot; Heavy 1d6 S5 AP-1 D1. Can only be taken by Command and Veteran Squads, but doesn&#039;t take up two Guardsmen. This almost strictly better than a Flamer, with the only downside that it can&#039;t advance and fire (outside of {{W40Kkeyword|Tallarn Titanic Vehicle}}s) and it is more expensive(at 14pts).&lt;br /&gt;
*&#039;&#039;&#039;Lascannon:&#039;&#039;&#039; 48&amp;quot; Heavy 1 S9 AP-3 DD6. The ever-reliable Imperial tank-buster. The improved strength over Missile Launchers is critical, meaning krak missiles wound on 4s while the Lascannon wounds on 3s. The extra AP doesn&#039;t hurt, either. Well, it hurts the enemy, but that&#039;s kinda the point, right?  At only 15 points it is a considerably effective option.&lt;br /&gt;
*&#039;&#039;&#039;Missile Launcher:&#039;&#039;&#039; 48&amp;quot; Heavy D6 S4 AP0 D1 or 48&amp;quot; Heavy 1 S8 AP-2 DD6. Still the Jack of All Trades, still the Master of None. Chapter Approved 2019 dropped the cost to 10 points a launcher.&lt;br /&gt;
**The Krak profile is as point efficient as a lascannon against T8 targets with 5++ saves (like Knights) and generally more point efficient if the target is T7, which is mostly of benefit to the cheap heavy weapons teams. The missile launcher is also without doubt better against hordes compared to the lascannon. Also more useful than the autocannon against a foe who&#039;s using one extreme of either swarmy or tanky in an attempt to nullify half your firepower.&lt;br /&gt;
**As of CA2019, this has become very efficient. Only one point more than the Mortar and two points more than the Heavy Bolter, yet much better against vehicles. Five points cheaper than the Lascannon, yet better against hordes. &lt;br /&gt;
*&#039;&#039;&#039;Mortar:&#039;&#039;&#039; 48&amp;quot; Heavy D6 S4 AP0 D1, and may fire indirectly. Down in cost, and along with the nerf to the Wyvern this brings it back into the realm of &#039;good&#039; choices. Because of the revision to the way AP works it&#039;s in direct competition with the Heavy Bolter and many vehicles in your motorpool. Becomes extremely valuable in games using a lot of scenery or buildings since it doesn&#039;t need LoS to hit its targets.&lt;br /&gt;
** CA2019 has raised its cost to 9 points, an increase of 80%. It is now more expensive than Heavy Bolters and only one less point than a Missile Launcher. It still has a place but it is no longer one of the most effective choices for Guard.&lt;br /&gt;
&lt;br /&gt;
====Vehicle====&lt;br /&gt;
There are many weapons that are only available on vehicles, and other weapons that are also available to infantry have different tactics when mounted. Note, this list is currently incomplete.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Cannon:&#039;&#039;&#039; Standard issue on all Hellhounds. 16&amp;quot; Assault 2d6 S6 AP-1 that automatically hits its targets. A bit more of a gamble than the Leman Russ Punisher&#039;s consistency, but if luck of the dice is on your side, or you&#039;re running Catachans for Brutal Strength, it&#039;ll straight up murder any GEQs and pile the saves on most MEQ. &lt;br /&gt;
**Also a fine candidate for pushing unsaved wounds on things for Cadia&#039;s &#039;&#039;&#039;&amp;quot;Overlapping Fields of Fire&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Multilaser:&#039;&#039;&#039; The multilaser comes stock on both the chimera and both the sentinel variants. Good at laying down fire on just about anything (wounding T5 on 3+), but the lack of AP makes it underwhelming unless focused &#039;&#039;en masse&#039;&#039; on a single target (spamming {{W40Kkeyword|Tallarn}} scout sentinels, for instance).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Multi-Melta:&#039;&#039;&#039; 24&amp;quot; Heavy 1 S8 AP-4 DD6. If you&#039;re within 12&amp;quot; of the target you roll 2D6 for damage and take the highest. Leman Russ Demolishers can find some use out of this to brawl with enemy heavy vehicles and monsters, although they&#039;ll take a penalty for firing on the move if they&#039;re not {{W40Kkeyword|Tallarn}}.  Cost is unchanged from 7th, at the same 15 point cost as a missile launcher but cheaper than a lascannon, but because it&#039;s so difficult to get it into range for the increased damage, particularly without incurring a -1 penalty to hit, and due to how AP works in 8E, you&#039;re usually better off with a lascannon against T8 (or incredibly rare T9) targets; the Multi-Melta remains far superior against &amp;lt;-T7 with 3+ or better saves, but the big issue remains getting into range - lighter vehicles like that are faster, and you don&#039;t want to be fighting infantry hordes with either weapon - and it&#039;s not like you can rely on your opponent leaving his T8 at home.  Plus, Multi-Meltas are hurt &#039;&#039;far&#039;&#039; more by invuln saves than lascannons are. They are certainly cheaper, which is a bonus.&lt;br /&gt;
**{{W40Kkeyword|Vostroya}} is better able to deal with its range issues, thanks to its Regimental Doctrine. Its &amp;quot;roll 2d6, drop lowest&amp;quot; range is also increased, since that&#039;s defines as happening at half range and the range of the weapon is what goes up.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 36&amp;quot; Heavy D3 S7 AP-3 D1 or S8 AP-3 D2 Gets Hot. &#039;&#039;Someone found the manual!&#039;&#039; Optional for your Leman Russ sponsons or as an Armored Sentinel&#039;s main weapon. Of course, a reckless guardsman can still overcharge it, getting the more powerful statline, but a 1 on the hit roll will destroy the poor Sentinel or have your Russ eat a mortal wound; so make sure you want the target dead at all costs. Like with all plasma weapons, be careful firing on the move or against things with negative hit modifiers; the -1 to hits stack and make the weapon burn the bearer on higher rolls than just 1s...&lt;br /&gt;
**When fired on normal mode, this is equal to or worse than an autocannon against everything in the game with 2 or more wounds, but often better against 1-wound targets, since the improved AP helps, while the difference in Damage doesn&#039;t matter.  In overcharged mode, it completely puts the autocannon to shame - but even with re-rolling 1s to hit, you run a 5.45% chance every time you fire it of slaying the wielder, and the wielders you don&#039;t mind losing - heavy weapons teams - can&#039;t carry it.  That&#039;s a whopping 29.78% chance to lose the wielder without the buff, incidentally.  On top of all this, its &#039;&#039;only&#039;&#039; advantage over a plasma gun is range - its average rate of fire is the same as a plasma gun within rapid fire range, and a plasma gun can be carried by a Moving wielder without penalty, while costing &#039;&#039;less than half&#039;&#039; of what a plasma cannon does.&lt;br /&gt;
&lt;br /&gt;
====Leman Russ Weaponry====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Annihilator Twin Lascannon&#039;&#039;&#039;: You know it, you love it. Twice the cost of a Demolisher Cannon that trades the flexibility against infantry for a reliable number of shots and twice the range. More exciting then most of the other Imperium forces&#039; versions due to Grinding Advance and Tank Orders, amongst other things. Works wonders as a {{W40Kkeyword|Cadian}} tank!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battle Cannon:&#039;&#039;&#039; The main gun of your standard Leman Russ. The Heavy D6 S8 AP-2 DD3 profile combined with the being able to fire twice when moving at half speed with no penalty turns these into scary good weapons. While inefficient against hordes, it is able to inflict a respectable amount of damage on basically anything. Grinding advance averages you 7 shots and its profile is verstile enough to threaten just about anything. The Battle Cannon is very much a generalist weapon able to do most battlefield roles but will lose out to more specialised weapons. The main downsides are the variable damage, as you are relying on RNG against low multi-wound models whom you&#039;ll either kill outright or scratch them to death in a nonstop battle of attrition, and that it struggles against invulnerable saves which negate the cannon&#039;s AP advantage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conqueror Battle Cannon&#039;&#039;&#039;: A Battle Cannon with less range that costs more. However, the gun itself is not important; it&#039;s the co-axial Storm Bolter and the associated ability that is the real selling point here. When shooting the main gun at the same target as the Co-axial, you may reroll any and all hits made with the cannon. This makes the Conqueror the most potent and flexible Russ variants this edition. So much so you should be asking yourself &#039;Why SHOULDN&#039;T I take a Conqueror?&#039; Just keep in mind your Storm Bolter&#039;s range is half your cannon&#039;s, so you gotta get up close and personal to make the most of this; still though, you&#039;ll be performing identically to the battle cannon from 24-48&amp;quot;, and significantly better inside of 24&amp;quot;. &lt;br /&gt;
**Remember, with a 4+ BS rerolling misses raises your average accuracy from 50% to 75%; a big deal when you are putting out an average of 7 S8 AP-2 shots. This is probably the best all-rounder turret option for your Leman Russes.&lt;br /&gt;
**As a side note, Forge World no long sells these turrets so you&#039;ll need to kitbash. The easiest (albeit not at all the cheapest) way is to saw off the barrel of a Vanquisher Stygies VIII Conversion Kit. Alternatively, you could just cut down a storm bolter and attach it to a regular battlecannon turret.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Demolisher Cannon&#039;&#039;&#039;: Statistically the best tank-buster of all Russ cannons, and easily the most powerful of all the Leman Russ options. At 20 pts, the Demolisher is S10 AP-3 dealing &#039;&#039;&#039;D6&#039;&#039;&#039; damage. And, as of the latest errata, it is now Heavy D6 at all times, regardless of the number of models in the target unit. The caveat? It has the same range as a lasgun, a 24&amp;quot; bubble of pure unadulterated murder. If you have to choose it&#039;s best taken on a Leman Russ rather than a Baneblade/Hellhammer (which won&#039;t benefit from &#039;&#039;&#039;&amp;quot;Grinding Advance&amp;quot;&#039;&#039;&#039;).&lt;br /&gt;
***{{W40Kkeyword|Vostroya}} Demolishers improve the cannon&#039;s range to 30&amp;quot;.&lt;br /&gt;
***{{W40Kkeyword|Catachan}} Demolishers are probably your best bet as they reroll their D6 shots with &#039;&#039;&#039;&amp;quot;Brutal Strength&amp;quot;&#039;&#039;&#039;. Before hit modifiers, the average jungle boy demolisher will reliably average 9+ wounds on anything T9 3+ or lower. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eradicator Nova Cannon: &#039;&#039;&#039; Often overlooked. For less points than a Battle Cannon, you lose 36&amp;quot; of range and only hit at S6. In exchange you ignore cover bonuses, ensuring power armor saves on a 5+. This is perhaps the most specialized of all the Leman Russ options, so only consider bringing it against targets that depend on cover saves (Space Marine Scouts with camo cloaks, Eldar Rangers, AdMech with cover canticles, Poxwalkers, Vindicare Assassins, &#039;&#039;Imperial Guard&#039;&#039;, etc). Perhaps the best at straight-up &#039;&#039;murdering&#039;&#039; GEQs in cover (wounding on 2+ with no save), its extra 12&amp;quot; range edging out the Demolisher Cannon. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executioner Plasma Cannon&#039;&#039;&#039;: A plasma cannon with nearly double the rate of fire even before you use Grinding Advance to shoot twice and without a movement penalty. If you fire it on Supercharge - which you should - it will outshine the Battle Cannon easily because of its improved AP and consistent dammage. The Executioner - when supercharged - is actually in direct competition with the Demolisher Cannon in terms of anti-tank. The Demolisher&#039;s only improvement against most targets is +2S, which is of dubious utility, given that it costs more and has 66.67% the range. The Demolisher is, point for point, better against heavy targets, but the Executioner is probably the second best all-rounder turret choice (first place being the Conqueror turret, see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exterminator Autocannon:&#039;&#039;&#039; Costs less than the Battle Cannon and has a consistent four shots instead of the Battle Cannon&#039;s 3.5 average. The Exterminator is ostensibly just a pair of autocannons on a Russ. It is inferior against T4, T7, T8, anything with a 5+ or better save, and anything without exactly 2 wounds. The Exterminator Autocannon is an extremely niche choice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanquisher Battle Cannon&#039;&#039;&#039;: The Vanquisher, a dedicated anti-tank cannon, is proof that GW is incapable of statistics. It performs worse against heavy armor than every Leman Russ turret except the exterminator, (doing 0.93 wounds to another Russ; every other variant manages at least 1 wound). Sad thing is, if GW had given it a flat 2+ to wound against vehicles, S9, or flat 2D6 damage instead of 2D6 drop the lowest, it’d perform better against most vehicles than other Russes. While it is bad, it is the cheapest turret options available. &lt;br /&gt;
**&#039;&#039;&#039;Stygies Vanquisher Battle Cannon&#039;&#039;&#039;: Forgeworld&#039;s crack at trying to make the Vanquisher usable. They... did not completely fail. With +1 BS if the tank did not move this turn and a Co-axial Storm Bolter or Heavy Stubber to reroll Hit rolls, it &#039;&#039;technically&#039;&#039; has the highest theoretical damage against enemy armor, though only outdoing the Demolisher and Annihilator by virtue of it&#039;s Co-axial mount. Even then only under the perfect storm conditions of all your bonuses going off. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Punisher Gatling Cannon&#039;&#039;&#039;: Tank-mounted BRRRT. Statistically, your best friend against infantry, but it lacks range and struggles against heavy stuff. However, consider grinding advance. While the range is short you will be putting out *40* S5. Virtually no {{W40Kkeyword|Infantry}} units in the game can withstand that level of firepower. Additionally, because of the way AP works in 8e the sheer volume of fire can do decent damage against targets that might not immediately come to mind when thinking about a minigun on steroids. This is particularly true if you can get a punisher to hit more that 50% of the time... Looking at you Pask!&lt;br /&gt;
** If you&#039;re running {{W40Kkeyword|Cadian}} Punishers then the punisher cannon is amazing at causing unsaved wounds for use with the &#039;&#039;&#039;Overlapping Fields of Fire&#039;&#039;&#039; stratagem. Drown the target in dice!&lt;br /&gt;
&lt;br /&gt;
====Flyer Weaponry====&lt;br /&gt;
&lt;br /&gt;
The following weapon options are exclusively available to the flyers at your disposal:&lt;br /&gt;
*&#039;&#039;&#039;Hellfuries:&#039;&#039;&#039; Anti-infantry missiles that are expensive for the amount of shots you get. They haven&#039;t found their niche yet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hellstrike Missile:&#039;&#039;&#039; Technically different than the Forgeworld Index. These are the go-to for anti-armor for the Forge World flyiers like Lightnings and Marauder Destroyers. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hellstrike Missiles:&#039;&#039;&#039; Hell yeah strikes! Does a good job against any armor, at a cost of 12pts. Heavy 1, S8, AP-2, roll 2d6 pick highest for D, which means at an average of 4.47 damage for each unsaved wound, this is the go to monster/tank/aircraft killer for the Valkyrie.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Multiple Rocket Pod:&#039;&#039;&#039; Anti-infantry missiles, 16pts for a pair gets you Assault 2d6 with the damage profile of a heavy bolter(and half a shot more on average).  Shorter range than Hellfuries, but a better damage profile and more importantly are assault.  You&#039;re putting these on a flier, so a 36&amp;quot; range really shouldn&#039;t be a problem.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skystrikes:&#039;&#039;&#039; Cheaper at 15 points each, but only Heavy 1, S7, AP-2, D3 damage. Your dedicated anti-air missile, it gets +1 to hit against flyers but -1 against everything else. The strength here seems to be that you get to take 6 instead of only 4. But the damage for each unsaved wound is an average of 2 compared to Hellstrikes&#039; 4.4. Statistically, they are worse unless you are shooting at very specific targets like jet bikes or battle suits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tactical bombs:&#039;&#039;&#039; Pretty cool. They are cheaper than the missile options and do some serious damage. May be a valid option on a aircraft that can hold its own without extra missile firepower.&lt;br /&gt;
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===Other Wargear===&lt;br /&gt;
&lt;br /&gt;
====Infantry{{anchor|Other Infantry Wargear}}====&lt;br /&gt;
*Bullgryn and Ogryn Bodyguards:&lt;br /&gt;
**&#039;&#039;&#039;Bullgryn Plate&#039;&#039;&#039;: Grants the wearer a Sv characteristic of 4+.&lt;br /&gt;
**&#039;&#039;&#039;Brute Shield&#039;&#039;&#039;: Grants the wielder a 4++ invuln.&lt;br /&gt;
**&#039;&#039;&#039;Slabshield&#039;&#039;&#039;:  Wielder adds 2 to Armour save rolls, giving them a 2+ save. It doesn&#039;t affect invulnerable save as of the October FAQ&#039;s.&lt;br /&gt;
*Command Squads:&lt;br /&gt;
**&#039;&#039;&#039;Medi-Pack&#039;&#039;&#039;: At the end of the Movement phase, the wielder can select a friendly {{W40Kkeyword|Astra Militarum Infantry}} (sorry, Rough Riders, but good news, Ogryn and Ratlings!) unit within 3&amp;quot; and roll 1d6; on a 4+, a unit with a Wounds of 1 gets a slain model back, or for any other value, one model in the unit heals 1 wound.  You can&#039;t use more than one of these on a given unit each turn, and the wording means you can&#039;t bring a Heavy Weapons Squad or Ogryn back from the dead, since you can only heal a damaged one.&lt;br /&gt;
***Note that units don&#039;t actually &#039;&#039;have&#039;&#039; Wounds characteristics, but that&#039;s what the rule says, and there&#039;s no FAQ entry; the typical situation where you&#039;d need a ruling comes up with Command Squads (ironic, since they&#039;re the ones carrying these things), Infantry Squads, and Veterans squads, since those are the readily available situations where you can have a unit with both a dead 1-wound model and either a dead or an injured 2-wound model; [[skub|discuss with your opponent]], but the most &#039;&#039;consistent&#039;&#039; ruling with how medi-packs work in general is that you can target such units with a medi-pack, and choose to either bring back a dead 1-wound model, or heal an injured 2-wound model.  The most consistent ruling with how multi-profile units work in general (such as mixed Toughness) is that you use the lowest profile in the unit as the unit&#039;s profile value, which would mean you can bring back dead 2-wound models to alive and full health, but &#039;&#039;can&#039;t&#039;&#039; heal them, when they&#039;re in units that also have 1 wound.&lt;br /&gt;
**&#039;&#039;&#039;Platoon Standard&#039;&#039;&#039;:  Only carried by {{W40Kkeyword|Militarum Tempestus}} Command Squads, all friendly {{W40Kkeyword|Militarum Tempestus}} units within 6&amp;quot; of a unit with a model in it with one of these may add 1 to its Leadership when taking a Morale test.&lt;br /&gt;
**&#039;&#039;&#039;Regimental Standard&#039;&#039;&#039;: Carried by &#039;&#039;non&#039;&#039;-{{W40Kkeyword|Militarum Tempestus}} Command Squads, all friendly {{W40Kkeyword|&amp;lt;regiment&amp;gt;}} units within 6&amp;quot; of a &#039;&#039;model&#039;&#039; with one of these &#039;&#039;must&#039;&#039; add 1 to its Leadership when taking a Morale test - note the very important nerf relative to a Platoon Standard that the aura is emitted by the model, not the unit, and the completely irrelevant nerf that it is a must effect, not a may effect.&lt;br /&gt;
*Command and Infantry Squads, Scions, and Veterans:&lt;br /&gt;
**&#039;&#039;&#039;Vox-Caster:&#039;&#039;&#039; This machine is the beating heart of the Orders system. It&#039;s greatly simplified from previous editions; if an Officer is within 3&amp;quot; of a model with a Vox, and the target squad also has a Vox (and is of the same {{W40Kkeyword|&amp;lt;Regiment&amp;gt;}}), the range of the order is &#039;&#039;tripled&#039;&#039; to 18&amp;quot;. The important thing to note here is that it means your Officers can improvise their command structure a lot more - &#039;&#039;any&#039;&#039; Vox can send, and &#039;&#039;any&#039;&#039; Vox can receive, as long as the Officer and target squad share regiments. It is entirely legal - and fluffy - for your Platoon Commander, his assigned Vox operator having been killed, to run to a nearby squad of Tempestus Scions and commandeer their Vox Operator to continue sending orders! This also means you don&#039;t need to rely on flimsy four-man Command Squads for your Officers to send orders out; squads of Veterans with sniper rifles and heavy weapons, and even &#039;&#039;Militarum Tempestus Scions&#039;&#039; can be used as &amp;quot;command&amp;quot; squads.&lt;br /&gt;
*Tempestor Primes:&lt;br /&gt;
**&#039;&#039;&#039;Tempestor Command Rod&#039;&#039;&#039;:  Improves Voice of Command from 1x to 2x for these guys; an auto-include, since he holds it in his otherwise mostly useless Pistol hand.&lt;br /&gt;
&lt;br /&gt;
====Vehicle====&lt;br /&gt;
All of your non-Forge World vehicles on &#039;&#039;treads&#039;&#039; (so everything except either kind of Sentinel or either kind of Tauros) that isn&#039;t a Baneblade variant (i.e. not a Lord of War) has access to this list.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Augur Array:&#039;&#039;&#039; The vehicle may re-roll one hit die per game, at a cost of 5 points; with the vast array of other possible sources of re-rolls, this upgrade should be taken with a bucket of salt. Can be used to fill out points in a list, and could prove useful. Auto take in power level games. &lt;br /&gt;
*&#039;&#039;&#039;Dozer Blade:&#039;&#039;&#039; Adds one to melee hit rolls when charging. Not bad &#039;&#039;per se&#039;&#039;, at 5 points, for that rare situation where you want to charge with a Leman Russ (finishing off MCs, for instance). Can be combined with Crush Them! if you&#039;re trying to hit something giving you a penalty to hit, and has some synergy with Straken&#039;s aura. Or if you just want your tanks to look cool.&lt;br /&gt;
** Actually crush them just forces a +2 to hit regardless of modifiers, probably not worth it considering how many CP you&#039;ll have.&lt;br /&gt;
*&#039;&#039;&#039;Hunter-Killer Missile:&#039;&#039;&#039; This is a missile launcher with only the Krak profile that can only shoot once per game, at 6pts. Not bad on Pask or a Tank Commander for a little extra punch on turn 1. Sentinel squads can spam these like no-ones business, even better with the new stratagem to give a sentinel squad +2BS, load up 3 with lascannons and HK missles and DELETE a single piece of armor t1.&lt;br /&gt;
*&#039;&#039;&#039;Pintle Heavy Stubber:&#039;&#039;&#039; 2 points for 36&amp;quot; Heavy 3 S4 AP0 D1 is a bit more to think about it; outside of {{W40Kkeyword|Tallarn}}. Compared to the storm bolter, it&#039;s the same cost, but for extra range and more shots from 12&amp;quot;+ away. Take this if your vehicle is sitting still, otherwise grab the storm bolter if you&#039;re running all over the place. &lt;br /&gt;
*&#039;&#039;&#039;Pintle Storm Bolter:&#039;&#039;&#039; 2 points for 24&amp;quot; Rapid Fire 2 S4 AP0 D1. A perfectly respectable option on just about everything, and particularly useful in Overwatch. &lt;br /&gt;
*&#039;&#039;&#039;Track Guards:&#039;&#039;&#039; Easily the most useful of all the vehicle upgrades. Makes the vehicle ignore the damage table in respect to degraded movement range. This one does actually make sense to take as it will keep your vehicles agile even when they&#039;re on their last wound. &lt;br /&gt;
**As far as upgrades go 10 points is an investment - put it on a Hellhound and laugh as your opponent fails to escape its auto-hitting cleansing flames even when its down to 1 wound! &lt;br /&gt;
**Also useful on Leman Russes (particularly {{W40Kkeyword|Tallarn}} who want to be moving) and short-range tanks like Demolisher and Eradicators.&lt;br /&gt;
&lt;br /&gt;
===Heirlooms of Conquest===&lt;br /&gt;
Relics return in the new Codex. Like Warlord Traits, the regiment-specific ones really are regiment-specific, so custom regiments can only use the Universal list, but once again, this list contains the best options anyway, &#039;&#039;Kurov&#039;s Aquila&#039;&#039; and &#039;&#039;The Laurels of Command&#039;&#039;.  The only one available to Tank Commanders is  the &#039;&#039;Relic of Lost Cadia&#039;&#039; (Cadia only); &#039;&#039;The Tactical Auto-Reliquary of Tyberius&#039;&#039; has no keyword restrictions beyond being Militarum Tempestus only, but there currently aren&#039;t any Militarum Tempestus Vehicle Characters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Blade of Conquest:&#039;&#039;&#039; Replaces a Power Sword. At S+2 AP-4 D1d3 it&#039;s better than a Relic blade...but if you want one why not take an actual Relic Blade on a SM (who are much more than just [[Catachan|dudes with Str4]])? But if you&#039;re bent on demonstrating mortal hands are worthy of this [[Lord Solar Macharius|Macharian blade]], an {{W40Kkeyword|Armageddon}}/{{W40Kkeyword|Catachan}}/{{W40Kkeyword|Vostroyan}} Company Commander with their respective trait, or Lord Commissar, could make something out of it, especially when supported by the usual retinue of Ogryn Bodyguard, Priest, [[Commissar Yarrick]], Bullgryn, Crusaders and Conscripts (plus Straken for {{W40Kkeyword|Catachans}}). The Guard may be a shooty army, but mortals can still fight the good fight with blade, boot and bodies. Plus the sword is only 4pts, &#039;&#039;try having some fun&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Dagger of Tu&#039;Sakh:&#039;&#039;&#039; {{W40kKeyword|Infantry officers}} only, per the FAQ. During deployment you can set up the bearer and one {{W40kKeyword|INFANTRY}} unit of the same Regiment (if the bearer has one) in ambush behind enemy lines. At the end of any of your movement phases these units may launch their attack. Set them up within 3&amp;quot; of each other, more than 6&amp;quot; from any battlefield edge, and more than 9&amp;quot; away from enemy units. &#039;&#039;Surprise Special weapons are always welcome, especially when they&#039;re a part of a bigger plan instead of just them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Deathmask of Ollanius:&#039;&#039;&#039; {{W40Kkeyword|Infantry}} only; the bearer has a 4++, and once per game, at the start of your turn, can heal 1d3.&lt;br /&gt;
**An Ogryn Bodyguard with a Slabshield and Bullgryn Plate will now have a 2+/4++, massively increasing his durability for non-Mortal Wound threats, risks that are both diminished by it suddenly healing 1d3W, helping the overwhelmed Field Medic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Emperor&#039;s Benediction:&#039;&#039;&#039; Replaces a Commissar&#039;s or Lord Commissar&#039;s Bolt Pistol, giving it +2 shots, -1AP, and +1D. While it can also target {{W40Kkeyword|Character}}s like a 12&amp;quot; sniper, it can&#039;t do so when the bearer is within 1&amp;quot; of the enemy, unlike the very similar {{W40Kkeyword|Imperial Fists}} Spartean relic Bolt Pistol. Still, better than a Plasma Pistol.&lt;br /&gt;
*&#039;&#039;&#039;Kurov&#039;s Aquila:&#039;&#039;&#039; {{W40Kkeyword|Officer}}s only (now including Tank Commanders!). Every time your opponent uses a stratagem, roll 1d6, and on a 5+, you gain &#039;&#039;one&#039;&#039; Command Point. The only relic available to non-Cadian Tank Commanders. &#039;&#039;Punish Ultrasmurfs for their recycling command points!&#039;&#039;&lt;br /&gt;
**Unfortunately, Chapter Approved 2018 has nixed recycling multiple CP - you can only regain one per battle round. Still, being able to get one when your opponent spends is still good and you can combine this with the Grand Strategist warlord trait to have even more chances to reclaim them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Laurels of Command:&#039;&#039;&#039; One of the better relics too! {{W40Kkeyword|Officer}}s with Voice of Command. When the bearer issues an order to a friendly {{W40Kkeyword|&amp;lt;regiment&amp;gt;}} unit within 6&amp;quot; of them, roll a die; on a 4+, the bearer can immediately issue them another order, which does not count against the orderer&#039;s maximum, &#039;&#039;and can trigger Laurels again&#039;&#039;. Also the only way in the game to stack multiple orders on one unit, though the bonus orders can&#039;t be the same as the first (so no, you can&#039;t use Fix Bayonets like 10 times if you keep making the roll).&lt;br /&gt;
**Has &#039;&#039;phenomenal&#039;&#039; scaling with a {{W40Kkeyword|Cadian}} warlord with Superior Tactical Training; every order issued can cause an &#039;exploding&#039; propagation of orders, easily allowing one man to command very large numbers of units.  The easiest way to resolve having both is as follows: &#039;&#039;&#039;1)&#039;&#039;&#039; Issue an order to unit A. &#039;&#039;&#039;2)&#039;&#039;&#039; Roll for STT; on a success this order affects unit B as well. &#039;&#039;&#039;3)&#039;&#039;&#039; Roll for Laurels; on a success, go to 1 for unit A&#039;s next order. &#039;&#039;&#039;4)&#039;&#039;&#039; Repeat the process on an unordered unit.&lt;br /&gt;
&lt;br /&gt;
===Orders and the Laurels of Command===&lt;br /&gt;
When using the Laurels of Command you need to be aware that some orders are better than others, and since rolling a 4+ is no guarantee you should have a priority cycle: &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;&amp;quot;FR,F!SR,F!&amp;quot; -&amp;gt; &amp;quot;Take Aim!&amp;quot; -&amp;gt; &amp;quot;Bring it Down!&amp;quot;&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;; with FftE or GBitF at the beginning as necessary. Some Doctrines add details to this cycle but don&#039;t plan on &#039;&#039;reliably&#039;&#039; rolling four consecutive 4+s. The cycle modifications are summarised as such:&lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|Armageddon}} units may begin the cycle &#039;&#039;after&#039;&#039; being ordered to &#039;&#039;&#039;&amp;quot;Mount up&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
*{{W40Kkeyword|Cadia}} has a better &#039;&#039;&#039;&amp;quot;Take Aim!&amp;quot;&#039;&#039;&#039;, but &#039;&#039;&#039;&amp;quot;FRFSRF&amp;quot;&#039;&#039;&#039; is still more powerful than even full to-hit rerolls, so all regiments should order it first.&lt;br /&gt;
*{{W40Kkeyword|Catachan}}s &#039;&#039;&#039;&amp;quot;Fix Bayonets&amp;quot;&#039;&#039;&#039; better, and have Straken. They may also &#039;&#039;&#039;&amp;quot;Burn them Out&amp;quot;&#039;&#039;&#039; of cover first and then begin the cycle if the Laurels activate, without using &#039;&#039;&#039;&amp;quot;Take Aim&amp;quot;&#039;&#039;&#039; if Harker is nearby.&lt;br /&gt;
*{{W40Kkeyword|Militarum Tempestus}} might &#039;&#039;need&#039;&#039; to &#039;&#039;&#039;&amp;quot;Get Back in the Fight&amp;quot;&#039;&#039;&#039; more often than others, due to their shorter ranged weapons. Only against vehicles and monsters is &#039;&#039;&#039;&amp;quot;Elimination Protocol Sanctioned&amp;quot;&#039;&#039;&#039; better than &#039;&#039;&#039;&amp;quot;FRFSRF&amp;quot;&#039;&#039;&#039;...but they have enough melta and plasma that &#039;&#039;&#039;&amp;quot;Take Aim&amp;quot;&#039;&#039;&#039; goes before &#039;&#039;&#039;&amp;quot;FRFSRF&amp;quot;&#039;&#039;&#039; when they supercharge. Otherwise, follow the cycle when trying to proc {{W40Kkeyword|Storm Troopers}}. Again, you&#039;re already lucky if the Laurels activate in the first place.&lt;br /&gt;
*{{W40Kkeyword|Mordian}}s may &#039;&#039;&#039;Form Firing squad&#039;&#039;&#039;s before entering the cycle.&lt;br /&gt;
*{{W40Kkeyword|Valhalla}} should fall back and &#039;&#039;&#039;&amp;quot;Get Back in the Fight&amp;quot;&#039;&#039;&#039; instead of jumping to &#039;&#039;&#039;&amp;quot;Fire on my Command&amp;quot;&#039;&#039;&#039;...unless they&#039;re supporting a unit that cannot do so, like Bullgryn or Rough Riders. Order &#039;&#039;&#039;&amp;quot;Fire on my Command&amp;quot;&#039;&#039;&#039;, and then they may want to &#039;&#039;&#039;&amp;quot;Take Aim&amp;quot;&#039;&#039;&#039; before the rest of the cycle, to minimize friendly fire. Or &amp;quot;rough-house playing&amp;quot;, as they call it.&lt;br /&gt;
*{{W40Kkeyword|Vostroya}} has a similar reason to Valhalla to &#039;&#039;&#039;&amp;quot;Repel the Enemy&amp;quot;&#039;&#039;&#039; instead of &#039;&#039;&#039;&amp;quot;Get Back in the Fight&amp;quot;&#039;&#039;&#039;. &#039;&#039;&#039;&amp;quot;Repel the Enemy&amp;quot;&#039;&#039;&#039; before &#039;&#039;&#039;&amp;quot;FRFSRF&amp;quot;&#039;&#039;&#039; to shoot four times in combat. Vets with Shotguns have a better reason to Repel instead of GBitF, though they won&#039;t FRFSRF.&lt;br /&gt;
*The {{W40Kkeyword|Tallarn}} Doctrine is essentially FftE always turned on.&lt;br /&gt;
*{{W40Kkeyword|Death Korps of Krieg}} caught in melee wouldn&#039;t fall back because of their better WS: turn your Lasguns into pistols with &#039;&#039;&#039;&amp;quot;Without Mercy&amp;quot;&#039;&#039;&#039;, but then go directly to &#039;&#039;&#039;&amp;quot;Fix Bayonets&amp;quot;&#039;&#039;&#039;. {{W40Kkeyword|Death Riders}} should instead &#039;&#039;&#039;&amp;quot;Fix Bayonets&amp;quot;&#039;&#039;&#039; and then &#039;&#039;&#039;&amp;quot;Duty onto Death&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Specialist Detachments==&lt;br /&gt;
Specialist Detachments are a type of Detachment added with the Vigilus Defiant campaign supplement and can be unlocked by spending commands points. These Detachments are custom made for specific sub-factions, which grant them access to additional Stratagems, Warlord Traits, and Artifacts through the use of a new, unique keyword. Only specific units within the detachment are affected, and a detachment can only be turned into one specialist detachment. Detachments that are customized for each faction that grant bonuses, [[Warhammer 40,000 7th Edition|does this remind you of anything?]]&lt;br /&gt;
&lt;br /&gt;
It seems fine thus far, though who knows how the future will unfold. Nothing seems like an obvious meta-breaking auto-take, but they all seem to have a place. Plus they don&#039;t really grant bonuses. They just unlock Stratagems, which still cost Command Points to use.&lt;br /&gt;
&lt;br /&gt;
====General stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Field Commander (1 CP):&#039;&#039;&#039; This stratagem bears special mention. For one command point, you can designate a character with a Specialist Detachment keyword and they gain the warlord trait associated with that detachment. Can&#039;t be used on named characters or to give your warlord a second warlord trait. Usefulness may vary.&lt;br /&gt;
&lt;br /&gt;
===Emperor’s Fist Tank Companies===&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|Leman Russ}} tanks, including your {{W40Kkeyword|Tank Commanders}}, gain the Emperor&#039;s Fist keyword. Never has a keyword been so apt. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Unyielding Advance (1 CP):&#039;&#039;&#039; No matter how far you moved in the movement phase, the selected Leman Russ may have the full benefit of the Grinding Advance ability by firing twice. While few would think LRBTs needed a mobility enhancement, it does allow for strategic and tactical options without sacrificing firepower. Your short-ranged Russes (Punisher, Demolisher, Executioner) will thank you. Fireball Demolisher tank crews can now get in there and murderburn whole squads with triple heavy flamers and 2d6 Demolisher shells. Take two. Surprise attack with full Russ movement plus 8 inch flamer range. Especially good combined with {{w40kKeyword|tallarn}}&#039;s tank order, since it adds about 5&amp;quot; of movement - you can either undo all of it with the 6&amp;quot; from the order if you just wanted the shot but not the positioning, or, of course, you can stack them for about 11&amp;quot; of threat. Also worth noting that Surprise! Russes set up via the Tallarn&#039;s Ambush stratagem are considered to have moved their maximum distance making them a good candidate for Unyielding Advance.&lt;br /&gt;
*&#039;&#039;&#039;Steel Phalanx(1 CP):&#039;&#039;&#039; Choose an enemy unit. All Emperor&#039;s Fist units that charge the chosen unit cause d3 mortal wounds on a 4+ (net average 1 mortal wound, but with a lot of variance). This turns your tanks into pseudo-Carnifexes or Land Raider Crusaders/Redeemers.  However, this is usually going to be less useful than Crush Them (although you can certainly stack them), regardless of whether you&#039;re trying to tarpit with a nearly dead Leman, or, far more likely, you&#039;re the one being charged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Unflinching Resolve:&#039;&#039;&#039; 6&amp;quot; aura, re-roll overwatch rolls for {{w40kKeyword|Emperor&#039;s Fist}} units. Wrap your  commander with high volume shot units, Punisher wingmen? &lt;br /&gt;
**Thinking about running a {{w40kKeyword|Mordian}} Emperor&#039;s Fist Tank Company?  Good news and bad news, but mostly good.  You get less relative benefit than everyone else does, because you don&#039;t need the ability to re-roll 5s, but the abilities &#039;&#039;do&#039;&#039; stack.  Remember, it&#039;s re-roll, then modify, so when you roll a 5 to hit, choose not to re-roll.  Then, when you add your +1 modifier, hey presto.  Your Overwatch shots now hit 20/36 of the time (slightly better than half - i.e. better than BS4+ would, shooting normally!).  &#039;&#039;Also&#039;&#039; stacks with the Defensive Gunners strat, due to the wording on the regiment trait - pop the strat, and your dice will hit showing 4-6 and you can just re-roll 1-3.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Heirloom of Conquest&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Hammer of Sunderance:&#039;&#039;&#039; Replaces a Battle Cannon profile with...a slightly more impressive Battle Cannon profile, with damage set to 3 (for a +1 or *1.5 benefit). Heavy 1d6 (shooting twice with grinding assault) 72&amp;quot; S8 AP-2 D3 can do a lot of damage assuming you don&#039;t get screwed by rolls.&lt;br /&gt;
**Remember, this takes up a relic slot, AND you still have to buy the underlying Battle Cannon.  Kurov&#039;s Aquila will just about always be better.  The Laurels of Command (which will also force you to take Master of Command on your Tank Commander) depend a lot on your list, as they don&#039;t do nearly as much for Tank Orders as they do for Voice of Command (due to the limited pool - the combo lets your commander choose 1 Tank + 1 (Tank or Voice) each round, and both orders are Laureled).  Relic of Lost Cadia is also usually better, but is {{W40kKeyword|Cadia}} only.  So... it&#039;s &#039;&#039;alright&#039;&#039;.  Certainly, the game is full of better relics, but hey, it&#039;s something. Another thought: 1 CP for a 2d6 dam 3 with 72inch full table range? That’s average 7 shots, around 5 hits at 15 damage a turn at -2 ap? Finally, a good guard tank hunter option. Kills whole squads of primaris and terminators, can one turn destroy beasts and walkers.&lt;br /&gt;
**&#039;&#039;&#039;Modeling tip:&#039;&#039;&#039; Use the best cannon you have in your sprue box to represent it! Go wild with a proper [[The Empire (Warhammer Fantasy)|empire]] cannon, or slap on it the big cannon of the [[Ogre Kingdoms]] in a proper custom turret lodging if you really feel that the enemy should taste ornate gothic obliteration.  This Anon recommends the Leman Russ Incinerator from the Solar Auxilla line. A slightly cheaper option is to just use the Vanquisher cannon that you get in every battle tank Russ box because you definitely aren&#039;t running it as an actual Vanquisher in this edition. Consider the forgeworld Vanquisher turret. Fire!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Emperor’s Blade Assault Companies===&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 mechanized formation, your standard troopers and transports, aka {{W40Kkeyword|Company Commanders}}, {{W40Kkeyword|Platoon Commanders}}, {{W40Kkeyword|Command Squads}}, {{W40Kkeyword|Infantry Squads}}, {{W40Kkeyword|Veteran Squads}}, {{W40Kkeyword|Special Weapon Squads}}, {{W40Kkeyword|Chimeras}}, and {{W40Kkeyword|Tauroxes}} all gain the {{W40kKeyword|Emperor&#039;s Blade}} keyword. This one just screams Steel Legion, doesn&#039;t it?&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;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Redeploy (1CP):&#039;&#039;&#039; Disembark one unit at the end of the movement phase. It cannot move further that phase, though it can charge. Only Catachan would care about that, but it does combine with &#039;&#039;&#039;Head First&#039;&#039;&#039; for +2&amp;quot; Chimera disembark charges.&lt;br /&gt;
**Positioning is good, but how badly do you need it, especially when it&#039;s limited to a single unit of mere mortals per turn? Armageddon may be the vehicle regiment, but Catachans &#039;&#039;&#039;Burn them out!&#039;&#039;&#039; order depends on short ranged flamers and removes the target(&#039;&#039;s&#039;&#039;) cover, making it vulnerable to the rest of your army. You could also use it on Mordian &#039;&#039;plasma snipers&#039;&#039; and &#039;&#039;&#039;Form firing squad!&#039;&#039;&#039; into Rapid Fire range, just don&#039;t disembark this unit alone. Or use it to get a unit into grenade range and use the &#039;&#039;&#039;Grenadiers&#039;&#039;&#039; stratagem to lob 10 grenades into the enemy(ies).&lt;br /&gt;
*&#039;&#039;&#039;Mechanised Fire Support (1CP):&#039;&#039;&#039; A Chimera/Taurox within 6&amp;quot; of a charged infantry unit can overwatch and hit on 4+. &#039;&#039;Doesn&#039;t stack with the Defensive Gunners stratagem because that&#039;s a lesser boost&#039;&#039;.&lt;br /&gt;
**Keep those Mordian Chimeras near each other and it&#039;ll be hitting on a 3+.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mechanized Commander:&#039;&#039;&#039; Warlord can issue orders to {{W40kKeyword|emperor&#039;s blade}} units from inside a vehicle in the same detachment and counts as being within 3&amp;quot; of a vox. This right here makes the detachment pay for itself since it normally costs you one CP per turn to use the Mobile Command Vehicle stratagem to do the exact same thing, and unlike MCV this can also be used from inside a Taurox. &#039;&#039;Splendid synergy with Armageddon units&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Heirloom of Conquest&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Shield of Mortwald:&#039;&#039;&#039; A 3+ Invuln that cannot be re-rolled for any reason, and stops working the first time it fails. Essentially a weaker version of the Drukhari shadowfield, and like it, you can choose which save you use. Though the {{W40kKeyword|Emperor&#039;s Blade}} wearer will be hidden away inside a transport, so, it may not see actual use.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Emperor’s Wrath Artillery Companies===&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;
Affects {{W40Kkeyword|Company Commanders}}, {{W40Kkeyword|Masters of Ordinance}}, {{W40Kkeyword|Basilisks}}, {{W40Kkeyword|Hydras}}, and {{W40Kkeyword|Wyverns}}. Looks like the Manticore is out of luck. Grant&#039;s the Emperor&#039;s Wrath keyword. Cadians and Catachans already love Artillery, so consider those two regiments for this specialist detachment.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are considering taking some guard soup to back up a combat army, you could do worse than adding a cheap Basilisk/Wyvern or 2 with this detachment for the sake of ensuring your guys get close enough to use their knives/bayonets/swords/axes/servitors, which is especially helpful to small, 1 wound melee units (here&#039;s to you Vanguard Veterans) with high damage output. Failing that, to keep it fluffy, you can do worse than charging in a squad of Arco-flagellants/Crusaders after using the suppressive fire strat. Also, remember that because the unit&#039;s movement speed is halved, they are less likely to be able to fall back from your next turn, keeping your combat units from being pew pew&#039;d by enemy guns. Bonus!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Suppressive Fire (1 CP):&#039;&#039;&#039; lets a Hydra, Basilisk, or Wyvern give up a turn of shooting to suppress an enemy infantry unit in range of one of its guns.  Said enemy unit cannot Overwatch and halves is movement speed. This is great for locking down extremely fast units or protect that Ogryn squad from a painful round of Overwatch fire. &lt;br /&gt;
*&#039;&#039;&#039;Pounding Barrage (2 CP):&#039;&#039;&#039; One weapon on an Emperor’s Wrath vehicle can shoot twice. Hello, Basilisks. Can combine with the Aerial Spotter stratagem for a healthy &#039;fuck you&#039; to one target. Costs 4 CP, but it can be an excellent way to spend all those extra CPs you&#039;re swimming in when running brigades. Combine with the relic (see below) for some &#039;&#039;real&#039;&#039; ground pounding.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Lord of Ordinance:&#039;&#039;&#039; 6&amp;quot; aura. To-wound rolls of 6 improve their AP by 1. Best used on Wyverns. Somewhat good on Hydras. Barely noticeable on Basilisks.&lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Heirloom of Conquest&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Agripinaa-Class Orbital Tracker:&#039;&#039;&#039; Pick an Emperor&#039;s Wrath vehicle within 6&amp;quot; of the bearer during the shooting phase. That vehicle ignores enemy bonuses to cover. If you use it on a Wyvern, you can relive the glory days of 7th Edition where it had ignore cover. This can make a surprisingly big difference, particularly when targeting Elite units with lots of shots, forcing your opponent to make 20 3+ saves on their hidden Dark Reapers a turn can be game-winning. Also a way to reliably dislodge Marines from cover - ap0 weapons let them make a 2+ save. An Agripinaa-boosted basilisk? &#039;&#039;6+.&#039;&#039; Have fun!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Emperor’s Conclave Infantry Companies===&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;
Affects {{W40Kkeyword|Company Commander}}, {{W40Kkeyword|Platoon Commander}}, {{W40Kkeyword|Command Squad}}, {{W40Kkeyword|Infantry Squads}}, {{W40Kkeyword|Conscripts}}, {{W40Kkeyword|Priests}}, and {{W40Kkeyword|Crusaders}}. Makes your troopers into super zealots. If you somehow want to run melee guard, here you go.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039; No Quarter Given (2 CP):&#039;&#039;&#039;Used at the start of the fight phase. Models slain from target unit can pile in and fight or fight again before being removed. Just when that asshole with Genestealers or Orkboyz thinks he&#039;s got the better of that Conscript squad, you can try and take as many of them down as possible. You aren&#039;t gonna need the 2CPs for morale immunity when the entire unit is wiped, after all. Bear in mind that since it&#039;s declared before attacks are made, you can also pay 2CPs to interrupt if another charging unit goes first.&lt;br /&gt;
*&#039;&#039;&#039;Sanctimonius charge (1 CP):&#039;&#039;&#039; Used in the Charge phase. Priests that make a successful charge move grant +1 to charge rolls of other Emperor&#039;s Conclave units within 12&amp;quot;. Shame Ogryns can&#039;t benefit from it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Fiery Denouncer:&#039;&#039;&#039; Re-roll to hit rolls of 1 in the Combat phase for Emperor&#039;s Conclave units within 6&amp;quot;. This is SCARILY good when combined with Straken and a Ministrorum Priest, even more so if you use a Consolidated Squad of 20+ Catachan troublemakers, instead of an unruly bunch of Conscripts. While this doesn&#039;t turn your puny dudes into killer machines, it still makes for a powerful deterrent. You&#039;re still a shooty army, but by Sebastian Thor, you WILL make things regret assaulting you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Heirloom of Conquest&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Litany of the Holy Synod:&#039;&#039;&#039; Emperor&#039;s Conclave units within 6&amp;quot; roll 2d6 and use the lowest for morale. In addition,  if the bearer dies, pick an Emperor&#039;s Conclave unit within 6&amp;quot;. For the rest of the battle, they are immune to morale and have +1 attacks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Militarum Tempestus Drop Forces===&lt;br /&gt;
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&lt;br /&gt;
Gives {{W40Kkeyword|Scions}}, {{W40Kkeyword|Scion Command Squads}}, {{W40Kkeyword|Tempestor Primes}}, and {{W40Kkeyword|Valkyries}} the Drop Force keyword. This detachment is all about flying around in the Valkyrie and dropping hot, sweaty plasma everywhere. Given point changes in Chapter Approved 2018 and the current rules shifting against Deep Strike, this detachment could become very common.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Precision Drop (1 CP):&#039;&#039;&#039; When models use the grav-chute to disembark from the chosen Valkyrie, they do not have to roll to see if they die. Two Command Squads escorting their Tempestor Primes around? They are safe from random death. &lt;br /&gt;
**Utterly &#039;&#039;terrifying&#039;&#039; when combined with orders. Two Tempestor Primes, one of whom is the Specialist Warlord, with two Command Squads, falling out of the sky anywhere on the board within Rapid Fire range, rolling 2s to hit and re-rolling wounds against Monsters and Vehicles? You can drop eight melta shots, or &#039;&#039;&#039;&#039;&#039;18&#039;&#039;&#039;&#039;&#039; plasma shots (counting the prime pistols), and then hit on 2s with re-rolls to wound against Monsters or Vehicles. That&#039;s enough pain to bring down most Lords of War. Don&#039;t do this unless you hate your opponent.&lt;br /&gt;
**Now fairly redundant: all Militarum Tempestus got a stratagem in psychic awakening - greater good that does this AND lets you drop within 5&amp;quot; rather than 9.&lt;br /&gt;
***There&#039;s a certain Commissar that got a point drop recently who lets you re-roll 1s, and a single Tempestor Prime is capable of issuing two orders for 5 points more... 97% accuracy with a 33% chance of generating an extra attack seems kinda nice...&lt;br /&gt;
*&#039;&#039;&#039;Aerial Fire Support (1 CP):&#039;&#039;&#039; When a Tempestus Drop Force Infantry unit is charged whilst within 6&amp;quot; of a Drop Force Valkyrie, that Valk may fire overwatch and hits on a 4+ irrespective of modifiers. Whether this is worthwhile depends on what charges you. Big guys will fear Hellstrikes and Lascannons, horde units will rightly shit their pants at Multiple Rocket Pods and Multi-laser attacks backed by Heavy Bolters in either case. Generally speaking, if you can activate this stratagem you probably should, at the very least it gives one of your Valks a free shooting phase that&#039;s immune to modifiers, and at best it might just keep one of your Scion squads alive for another turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Grav-Chute Commando&#039;&#039;&#039;: Tempestus Drop Force infantry units that disembarked from a Valkyrie on that turn gain +1 to hit when they&#039;re within 6&amp;quot; of the Warlord. Trigger your extra shots with your 100% safe plasma guns on a 5+? Where do I sign up?!?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Heirloom of Conquest&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cypra Mundi Null-Emitter&#039;&#039;&#039;: If the bearer is targeted or affected by a Psychic Power, the Power can be nullified on a 2+. Useful only if you took extra relics and placed a Tempestor out front of your army against Grey Knights, 1K Sons, and Daemons to block Smites. You know, in case you don&#039;t have enough for a Culexus/Sisters of Silence squad who are slightly more survivable. Note that due to the wording, this does not count as denying a Psychic Power from being cast, you&#039;re just immune to its effects.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
*&#039;&#039;Keywords:&#039;&#039; Common keywords are {{W40Kkeyword|Astra Militarum}}, {{W40Kkeyword|Imperium}}, and the placeholder {{W40Kkeyword|&amp;lt;REGIMENT&amp;gt;}} which can be substituted for Cadian, Catachan, or the like.&lt;br /&gt;
*&#039;&#039;Sergeants:&#039;&#039; Like most armies the Guard&#039;s infantry (and cavalry) squads have non-commissioned officers leading them. These Sergeants (or Bone&#039;Eads, if you&#039;re an Ogryn) have +1 Attack and Leadership over the rest of the squad, and in Infantry squads they swap the longarm of the rest of the unit for a laspistol and chainsword. Infantry Squads, Scions, Veterans, Rough Riders, Ogryns, and Bullgryns all have sergeants in some form, none of whom cost more than the non-Sergeants in the squad with them.&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
&lt;br /&gt;
====Regimental====&lt;br /&gt;
*&#039;&#039;&#039;Company Commander:&#039;&#039;&#039; Your go-to HQ if you&#039;re running an infantry list. Besides the fact that he&#039;s an {{W40Kkeyword|Officer}} and unlocks Command Squads, he&#039;s also your primary source of orders, capable of issuing orders to any two (before Warlord Traits and so forth) {{W40Kkeyword|&amp;lt;Regiment&amp;gt;}} infantry units in a given turn, including himself or other Commanders. Don&#039;t spend too much on his wargear unless you&#039;re playing a smaller game, where he&#039;s more likely to end up actually having to get in the thick of it: his main goal is to stick around and give orders. Comes stock with a Laspistol, chainsword and a 5++ save, with little reason to upgrade either weapon unless you&#039;re running a frontline {{W40Kkeyword|Catachan}} Commander, who might actually benefit from taking a power sword and upgunned pistol.&lt;br /&gt;
*&#039;&#039;&#039;Tank Commander:&#039;&#039;&#039; A single Leman Russ tank, with 3+ to hit and &#039;&#039;&#039;Tank Orders&#039;&#039;&#039; ([[Warhammer_40,000/Tactics/Imperial_Guard(8E)#Orders|as seen in their section]]) to boost a single fellow Leman Russ (including themselves). In short, you&#039;re paying +25pts over a normal Russ for one order, BS3+, and an extra Russ as a HQ as opposed to Heavy. However, normal Russes also fit in a Spearhead Detachment more easily, where they can get Objective Secured. If you are short on objective controlling units and don&#039;t mind sacrificing some firepower, take a standard Russ; otherwise, if you can afford it, you should consider upgrading. Do note that because of the {{W40Kkeyword|Character}} keyword, however, they become easier to kill by Marines using the Tactical doctrine, which actually nerfs their survivability versus a normal Russ. In addition, that BS3+ isn&#039;t going to make those 25 points back if your tanks are destroyed on turn 1 or 2, so maybe don&#039;t upgrade all of your Russes, and also consider the benefits of fitting Russes into a Spearhead or Brigade detachment instead of spamming HQs.&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; A tank Commander ordering himself with Gunners, Kill on Sight has a roughly 73% accuracy, compared to the 50/50 of a normal russ, making them a lot better than normal Russes for loading up on sponsons and Plasma.  With a base Russ they have a 58% chance of hitting with the same orders, you&#039;re gonna want commanders to order themselves every-time. Any regular leman Russ will need Pask or a tank commander capable of multiple orders, (i.e. warlord trait or tace ace ability), to reliably get orders.&lt;br /&gt;
&lt;br /&gt;
====Non Regimental====&lt;br /&gt;
&lt;br /&gt;
====={{W40Kkeyword|Adeptus Astra Telepathica}}=====&lt;br /&gt;
*&#039;&#039;&#039;Primaris Psyker:&#039;&#039;&#039; Compared to an Astropath you get a compulsory force stave, one more known power, and more durability. Can still only cast 1 a turn, so only bring him if you need HQs or are worried about snipers (he&#039;s tougher than an Astropath) or want to be able to smite like a big boy. Okayish in close combat. Keep a Commissar nearby in case Perils kills him- he&#039;ll still die, but it&#039;ll prevent mortal wounds from spilling over to anyone else.&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; These guys are a good way to spam (unmodified) Smite cheaply. On average he scores 1.79 mortal wounds per turn (assuming he&#039;s at full health - he gets a bit worse as his ability to survive Perils goes down), which likely is more damage than many other 46 point unit in this army will deal. Astropaths may be more efficient when it comes to utility, but being able to reliably get off Smite makes these a steal for their points. If you assume no one is attempting to Deny you, a Primaris Psyker&#039;s Points-Per-Wound with &#039;&#039;Smite&#039;&#039; is 22.33 (assuming he can live through Perils, which he can from full health, guaranteed); an Astropath&#039;s is 22.5 but their odds of actually casting &#039;&#039;Smite&#039;&#039; on 1D6 are abysmal. &#039;&#039;Psychic Maelstrom&#039;&#039; is generally much better than &#039;&#039;Smite&#039;&#039;, so consider taking it as your 2nd backup power.&lt;br /&gt;
**The Primaris Psyker is a prime candidate for the Deathmask of Ollianus. He&#039;ll appreciate having a 4++ invul, especially once he gets into close combat. It&#039;s not uncommon for a Primaris Psyker to make his points back in close combat alone, either, as if he can either attack first or survive the attacks, he can bash his way through MEQs and even a good number of the named Marine characters. Plus, as a Psyker whose only ranged weapon is a Pistol anyway, he doesn&#039;t care about being locked in combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aradia Madellan:&#039;&#039;&#039; A 40 point Primaris Psyker that doesn&#039;t get to choose her powers but comes with Smite and a unique Warp Charge 8 power that gives a friendly Astra Militarum infantry unit +1 to hit. Yes please. It may be a hard cast to pull off, but a maxed out Conscript squad with accompanying Priest or Straken hitting on 4+, standard heavy weapons teams hitting on 3+, or Veterans/Stormtroopers hitting on 2+ is worth the risk. Yes, you can make your Veterans shoot as accurately as Custodes without going to Forgeworld now. Hilariously, she can still be popped by a generic Commissar if she would die as a result of Perils.&lt;br /&gt;
**One other significant difference between Aradia and the Primaris Psyker is that as a named character, she cannot take the Deathmask. Her survivability suffers a bit, but otherwise, she&#039;s every bit the competent melee fighter that the Primaris Psyker is.&lt;br /&gt;
&lt;br /&gt;
====={{W40Kkeyword|Adeptus Ministorum}}=====&lt;br /&gt;
*&#039;&#039;&#039;Uriah Jacobs:&#039;&#039;&#039; No longer available in a pure Guard list, since during his transition into Legends he lost the {{W40Kkeyword|ASTRA MILITARUM}} Keyword. His Attack and Leadership buff still affect your guys though, so its still perfectly fine to bring him in a allied {{W40Kkeyword|ADEPTUS MINISTORUM}} Detachment, provided Legends is allowed in whatever your playing.&lt;br /&gt;
&lt;br /&gt;
====={{W40Kkeyword|Officio Prefectus}}=====&lt;br /&gt;
*&#039;&#039;&#039;Lord Commissar:&#039;&#039;&#039; A more expensive Commissar with a power sword, but improved in all key stats like &#039;&#039;not using up one of your crowded Elite choices&#039;&#039;, offense (BS &amp;amp; WS2+), resilience (4W 4+/5++) and, most importantly, &#039;&#039;&#039;Ld9&#039;&#039;&#039; for his Aura of Discipline. He works best with squads small enough to benefit from Aura of Discipline without having to trigger Summary Execution, like Ogryn. Furthermore, he&#039;s the one with enough WS to properly use a Power Fist. Always replace his bolt pistol for a bolter; same price, double shots. &lt;br /&gt;
** Post-FAQ the Lord Commissar has practically become an auto-include - for a mere 35 pts you get a LD9 aura, optional ATSKNF, insurance against Perils of the Warp, and a surprisingly decent melee character. If you have the points spare, a power fist is a good option given that he&#039;ll be hitting on 3+ with it.&lt;br /&gt;
**{{W40Kkeyword|Catachan}}, {{W40Kkeyword|Mordian}} and Regimental Standard buffs to Ld work with Aura of Discipline, as the unit is replacing it&#039;s Leadership with the one of the Lord Commissar, and then all modificators apply. Otherwise you&#039;d be able to ignore losses in the squad as following the logic of not applying the bonuses Lord Comissar didn&#039;t have any models slain in his unit. Uriah Jacobus too helps you get rerollable Ld10.&lt;br /&gt;
**By far the most point-efficient trick, if you don&#039;t mind putting your Warlord Trait into it, is to pair him up with a {{W40Kkeyword|Valhallan}} Warlord who is using the BRB trait Inspiring Leader. The Warlord buffs everyone nearby, including the Commissar, who then shares his new Ld10 with everyone nearby. Combined with their halved battleshock, you will almost never have to execute anyone!&lt;br /&gt;
**&#039;&#039;&#039;Officio Prefectus Command Tanks&#039;&#039;&#039; cost CP and aren&#039;t {{W40Kkeyword|Character}}s (unless you choose a Tank Commander but even then he has more than 10 wounds, so moot point anyway), so they tend to last less despite being a damn tank. They get you Ld9, but also lack the reroll. Likewise, you can always pay 2 CP to auto-pass Morale, or 1 CP to take the test on 1d3.&lt;br /&gt;
*&#039;&#039;&#039;Commissar Yarrick:&#039;&#039;&#039; Essentially a named Lord Commissar with a power &amp;lt;s&amp;gt;fist&amp;lt;/s&amp;gt; &#039;&#039;klaw&#039;&#039; that costs a bit over three times that of a vanilla one with goodies (40 points if you could legally give a Lord Commissar a Storm Bolter, versus 100 points), but has a bunch of extra stuff on him. He&#039;s got three guns (Storm Bolter, Bolt Pistol, and Bale Eye Hot-Shot Laspistol), not that you&#039;ll use two of them, as there&#039;s nothing in the game the two pistols are better at killing than the storm bolter is.  Even better is his resilience, with T4, his 4++ Power Field, and FnP 3+ for his final wound (and he&#039;s legally healable with a medic). His main use is &#039;&#039;&#039;Hero of Hades Hive&#039;&#039;&#039;, an aura of re-roll 1s to hit, re-rolling all failed hits against {{W40Kkeyword|Orks}} instead. Not just &amp;quot;Take Aim!&amp;quot; for shooting, but in melee as well. Your infantry squads may not be so eager to be in close combat, but Bullgryn and Crusaders are. For the cost, you could buy &#039;&#039;two&#039;&#039; Company Commanders to order the actual &amp;quot;Take Aim!&amp;quot; to your units, in addition to the Lord Commissar (and get +1CP in a Supreme Command Detachment)...but Yarrick&#039;s buff can stack with other orders, like a Laurels of Command that isn&#039;t free but is reliable and even affects vehicles. &#039;&#039;Plasma, woo!&#039;&#039; Yes, he has Summary Execution despite him not executing anyone in Hades Hive. &lt;br /&gt;
**What Yarrick brings to the shooting phase, {{W40Kkeyword|Cadian}}s get at the cost of not moving. Doesn&#039;t need to be against {{W40Kkeyword|orks}} either. Still, Yarrick enables moving plasma supercharge for them and buffs Fight Phase melee. The main benefit is moving supercharged plasma without needing to waste an order and you probably want to stay out of melee anyway, but it&#039;s very situational.&lt;br /&gt;
**Harker&#039;s got half the bonus he does, and old man Yarrick can beat his ass in melee. But if you&#039;re {{W40Kkeyword|Catachan}} and all you want is re-rolling 1s for plasma, by all means bring that guy instead.&lt;br /&gt;
**A fun idea to ruin someone&#039;s day - take Yarrick, bullgryns and a ministorum priest in a valkyrie. What results is 16 attacks from the bullgryn (on a charge) and 4 from Yarrick, all them effectively 3+ reroll 1&#039;s (effectively 78% accuracy) Bullgryn having S7 Ap-1 D2 and Yarrick with S6 Ap-3 D3 all with a possibly 65&amp;quot; move across the board. Possibilities include: killing doomsday arks on turn 1, tying up relic models (if not just killing them), and wiping out ork nob units.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
&lt;br /&gt;
Only two choices, though they&#039;re good enough. Well, and Tempestus Scions, but those are in their own section.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Infantry Squad:&#039;&#039;&#039; Ten men, ten guns. These guys are the meat and potatoes of any non-Scion infantry list and at 4 points apiece, they&#039;re pretty efficient. That base 5+ save isn&#039;t great, but they can be surprisingly resilient in cover. The sergeant starts off with a laspistol and a chainsword, both of which can be swapped out for more powerful weapons. They can even take boltguns, which makes them actually contribute to a long-ranged firefight. One Guardsman can take a voxcaster, one can take a special weapon, and two Guardsman can combine into a single Heavy Weapons Team, which only counts as 1 model. As for the exact loadout these guys will use, it depends on their {{W40Kkeyword|&amp;lt;REGIMENT&amp;gt;}} and the battlefield role they&#039;ll be playing. &lt;br /&gt;
**{{W40Kkeyword|Catachan}} Guardsmen like taking flamers, and their sergeants will be better able to use high AP power weapons like a power fist or power axe. &lt;br /&gt;
**{{W40Kkeyword|Cadian}} gunlines can fire plasma weapons supercharged with less danger.&lt;br /&gt;
**{{W40Kkeyword|Armageddon}} squads will also like plasma, or even just sticking with basic lasguns and a bolter on the sarge, combining ranked fire with their regimental doctrine to lay down blistering fire at a safe-ish distance. Mixing Heavy Weapons Teams into your Infantry Squads isn&#039;t a bad move either, as you&#039;re essentially trading a lasgun for a heavy weapon and protecting your valuable weapons with plenty of lasgun chaff to die before they start taking wounds.&lt;br /&gt;
**The current meta in competitive circles seems to be taking the stock 10-man squad with no bells and whistles. As long as you have access to an officer to issue FRFSRF, this seems to be the most point efficient use of the humble infantry squad.&lt;br /&gt;
**Many competitive guard players have begun to take 90 or more guardsmen in their lists, this might sound unwise particularly given how easy they are to kill, but once you get into the mid to late game your opponent is unlikely to have enough anti-infantry to deal with the 40 guardsmen left, leaving them free to grab objectives and tarpit enemy vehicles. In addition with this many guardsmen you&#039;ll be on at least 18 command points with three battalions and all for the low low price of 40pts per unit.&lt;br /&gt;
**A large swarm of guardsmen can carpet the board very quickly, especially with move, move, move! In many cases this is enough to force crash and burn results on enemy fliers and close with tau gunlines by turn 2.&lt;br /&gt;
**A quick pro-tip for those money savers, if you don&#039;t mind easy to build kits (or the Cadian guard theme), consider getting two easy to build Guardsmen kits for every standard Infantry Squad box. That way you can split the guardsmen inside the larger kit and save yourself some cash (which we all know, if you&#039;re playing 40k in general, is always a bonus).&lt;br /&gt;
*&#039;&#039;&#039;Conscripts:&#039;&#039;&#039; If there is anything thinner than paper, it would be Conscripts. Conscripts have gone from being a near-Blue chip unit to being somewhat dubious utility. They only accept Orders on a 4+ and can&#039;t take any special wargear, and have strictly inferior statline when compared to a standard Guardsman... and they cost the same as standard Guardsman. That being said, they still make effective screening units due to their sheer unit size. Unlike Infantry Squads, who have to spend precious CP to form larger squads, Conscripts can be taken in groups of 20 to 30. Ld4 is going to hurt if you don&#039;t have a Commissar around or have some other method of negating morale losses. &lt;br /&gt;
**When looking at these guys, don&#039;t think about the potential damage they&#039;re going to inflict. Instead, think about the massive area of denial they can set up. Leave the direct fighting to the Infantry squads while you use your Conscripts to protect your artillery and other vehicles or to dog-pile objectives. &lt;br /&gt;
**In close combat, their sheer size can prevent consolidations while giving your opponent minimal kill points, thus allowing your other squads to counterattack in your next turn. {{W40Kkeyword|Catachan}} conscripts with Straken and a priest can actually be pretty nasty in close combat if you can help their morale and get them to fix bayonets. &lt;br /&gt;
**It is recommended to use movement trays if you bring these guys.&lt;br /&gt;
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Ld4 is pretty terrible and it can be challenging to get these guys stick around after taking casualties...&#039;&#039;but you can still do it!&#039;&#039; Here are the ways to make them as unshiftable as they were before the Codex:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Warhammer_40,000/Tactics/Imperial_Guard(8E)#Psychic_Powers|Psychic powers]]:&#039;&#039;&#039; Cheap Astropaths are an excellent investment. All three Defensive powers help them to either be more difficult to kill or make them &amp;lt;u&amp;gt;immune to morale&amp;lt;/u&amp;gt;, BUT you can only cast one of each in Matched Play.&lt;br /&gt;
*&#039;&#039;&#039;[[Warhammer_40,000/Tactics/Imperial_Guard(8E)#Universal|Warlord Traits]]&#039;&#039;&#039; on Lord Commissar auras. Summary Execution was nerfed, but Ld9 rerollable is still better than Ld4, and gets +1Ld from Regimental Standards. Either more area coverage with Bellowing Voice, or &amp;lt;u&amp;gt;capping battleshock&amp;lt;/u&amp;gt; at 1+1d3 casualties.&lt;br /&gt;
*&#039;&#039;&#039;Stratagems:&#039;&#039;&#039; Insane Heroism provides full battleshock immunity, though the cheaper Fight to the Death can suffice if they&#039;re being boosted (which they should), and didn&#039;t lose like 14+ men. Can&#039;t use the same Stratagem many times a phase, and it costs CP, but between Kurov&#039;s Aquila, a Master of Command and cheap +3CP Battalions, there are ways to afford it.&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|&amp;lt;Regimental&amp;gt;}} gimmicks:&#039;&#039;&#039; The {{W40Kkeyword|Valhallan}} &#039;&#039;&#039;Pietrov&#039;s Mk 45&#039;&#039;&#039; relic has the pre-nerf Summary Execution, and squads that fall out of the aura halve battleshock casualties due to the Doctrine. The {{W40Kkeyword|Mordian}} WT has a similar aura, and with their +1Ld while in formation can be more easily combined with Commissars, Defensive psychic powers and/or Fight to the death.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
&lt;br /&gt;
In previous editions the Guard&#039;s elite slot was almost completely ignored, but with all the shuffling around of our units it&#039;s now surprisingly crowded. As always with Imperial Guard infantry these units tend to be very cheap, and are generally either small hard hitting units, force multiplier support units that exist primarily to buff something else, and one or two units that are a combination of both. Pick and choose as needed to either fill gaps or enhance your other units, if you want melee support bring bullgryns, crusaders, and priests; if you want special weapons take veterans; if you want more orders take platoon commanders; if you want to boost your tanks take a Salamander or an enginseer; and absolutely always take as many command squads as possible.&lt;br /&gt;
&lt;br /&gt;
====Regimental====&lt;br /&gt;
*&#039;&#039;&#039;Command Squad:&#039;&#039;&#039; Only one can be taken for each {{W40Kkeyword|Officer}} you have on the field. Essentially 4 Veterans who can all be outfitted with special weapons or laspistols+chainswords, or you can give each one your choice of [[#Other Infantry Wargear|Medi-Pack, a Standard, or Vox-Caster]]. The Medic ain&#039;t no Apothecary, and his shit only works a 4+. He also can&#039;t revive anything with more than one wound, but he &#039;&#039;can&#039;&#039; heal characters, which is probably his best use. The Standard is worse than a Lord Commissar, although it will buff Catachans or Mordians to LD&#039;&#039;&#039;9&#039;&#039;&#039; so long as they also have an officer within 6&amp;quot;/have at least 2 unit members left to stand back to back. The Vox-caster should typically be carried by an Infantry Squad. You can also swap out two of these guys for a Heavy Weapons team. It&#039;s points efficient to give these guys two special weapons and a heavy weapon or just four special weapons, but they&#039;re very likely to get shot off the table, whereas a Veteran Squad at least has some expendable bodies before you start losing special weapons.&lt;br /&gt;
**For some slightly rage-inducing shenanigans, use an Ogryn Bodyguard/Nork to tank wounds for your Characters, and then use the medic to heal the Ogryn. &lt;br /&gt;
**While it remains an unFAQed mystery what exactly happens if you take a medi-pack and target a majority 1-wound unit with a heavy weapons team, you can &#039;&#039;certainly&#039;&#039; take a medi-pack and 3 plasma guns, then use the medic to try to bring back dead plasma gunners, though this is not a competitive option due to the cost of the medi-pack and its 50-50 success rate&lt;br /&gt;
**It should be noted, Company and Platoon Commanders are not the only {{W40Kkeyword|Officer}}s you can bring. Tank Commanders have the officer keyword and therefore unlock access to an additional command squad.&lt;br /&gt;
*&#039;&#039;&#039;Master of Ordnance:&#039;&#039;&#039; The Master of Ordnance (MoO) has two things going for him: a one use Basilisk-class artillery salvo and he confers an aura of reroll 1s to nearby {{W40Kkeyword|&amp;lt;regiment&amp;gt;}} {{W40Kkeyword|Basilisks}}, {{W40Kkeyword|Deathstrikes}}, {{W40Kkeyword|Manticores}}, and {{W40Kkeyword|Wyverns}} as long as their targets are more than 36&amp;quot; away (because he can&#039;t really help if the gun is direct firing, apparently). Take this guy for his re-roll ability; that way, you&#039;re pleasantly surprised if the artillery strike does something instead of basing your strategy around an unreliable, one-use attack. &lt;br /&gt;
**Obviously, don&#039;t take him if you&#039;re {{W40Kkeyword|Cadian}} or brought another buffer with the same effect like Harker or Yarrick.&lt;br /&gt;
**As of the change he can now support an Armageddon Pattern Basilisk, but he still inexplicably cannot support the other Forge World variants, like Medusae (vehicle or either Battery), or the Battery variants for Basilisks, Manticores, or Wyverns (that last meaning Heavy Quad Launcher Batteries).&lt;br /&gt;
*&#039;&#039;&#039;Platoon Commander:&#039;&#039;&#039; Now an individual model, broken off of his Command squad. This is one of your options for orders, capable of giving one per turn and he has a 5+ invulnerable save. &lt;br /&gt;
*&#039;&#039;&#039;Veteran Squad:&#039;&#039;&#039; Rather boorishly [[PROMOTIONS|&amp;lt;s&amp;gt;promoted&amp;lt;/s&amp;gt;]] demoted to the Elites slot, vets are guardsmen with a 3+ BS, three special weapon slots, and more weapon options than basic Infantry Squads. &lt;br /&gt;
**The key to getting the most out of vets is taking the most advantage of their unique weapon combinations and superior ballistic skill. They can take up to three special weapons, a heavy flamer, and a heavy weapon team, and lasguns can be replaced with shotgun if you desire. Build them with a plan for how you are going to use them. If you&#039;re going for close-range assault, go with heavy flamers, meltaguns, and maybe some shotguns. If you&#039;re running a gunline, plasma and heavy bolter, lascannon, or mortar team depending on whether you need anti-tank or anti-infantry. Avoid standard flamers on these guys (and look at the Special Weapons Squad below instead); it&#039;s a total waste of their main advantage over Infantry Squads.&lt;br /&gt;
**Special consideration should be given to these guys when packing plasma guns, particularly when using {{W40Kkeyword|Mordian}} or {{W40Kkeyword|Armageddon}} regiments. Armageddon allows you to get 3 plasma guns firing two shots each at 18”, while the Mordian special order allows you to target Characters with Rapid Fire weapons. Veterans in this configuration along with a Platoon Commander with the Dagger of Tu’Shakh can make an excellent 2nd turn execution force. {{W40Kkeyword|Vostroyans}} will make plasmas and heavy weapons 6&amp;quot; longer in range. 30&amp;quot; plasma never hurt anyone...well except your enemy...Or the person firing the gun. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Special Weapons Squad:&#039;&#039;&#039; Like Heavy Weapons Squads, the base cost of this unit is absurdly cheap - 24 points for 6 guys before you have to give 3 of them Meltas, Flamers, Plasma, or the like. A few teams of supercharged plasma gunners are a pants-shittingly powerful option of dealing with TEQs and MCs. All of your soldiers **will** die, but you&#039;re playing the Guard: do you really care? You can do fun things like giving a squad 1 demo charge and 2 flamers and running them in a chimera with Scion buddies, preferably with meltas. And if you don&#039;t add the 6th scion, you can toss in a Lord Commissar or Primaris Psyker. That&#039;s a whole lot of fun in one transport. Fun fact: Demolition Charges got even cheaper, but don&#039;t take 3 as you can only throw one a turn.&amp;quot;cough&amp;quot; &amp;quot;cough&amp;quot;, Grenadiers, &amp;quot;cough&amp;quot;, &amp;quot;cough&amp;quot;&lt;br /&gt;
**Point for point, a Special Weapons Squad with plasma guns/demo charge is one of the most effective options at clearing out Primaris targets - consider throwing 2 squads in a Chimera and/or the Disciplined Shooters regimental doctrine to get the shots to their targets.&lt;br /&gt;
&lt;br /&gt;
=====Forge World=====&lt;br /&gt;
*&#039;&#039;&#039;Atlas Recovery Tank:&#039;&#039;&#039; Believe it or not, this thing is almost useful now. It&#039;s a standard &amp;quot;battle Chimera&amp;quot; tank (T7 W11 and a hull heavy bolter) with S7, but rather than a battle gun, it has an enginseer&#039;s ability to heal a vehicle (but not itself). Compared to the enginseer, it&#039;s more expensive (both in points and money), but more mobile and less vulnerable to sniper fire. Unfortunately, while being a tank means it can&#039;t be picked off by snipers, it&#039;s not a character, so it &#039;&#039;can&#039;&#039; be targeted by anything else. Still too expensive for what it does, but a lot better than what it used to be.&lt;br /&gt;
**&#039;&#039;Important note:&#039;&#039; Unlike the Enginseer&#039;s Master of Machines rule, the Recovery Vehicle rule doesn&#039;t stipulate that a given vehicle may only benefit from it once. If you have a Lord of War on the field and want it to stay alive, an Enginseer and a few Atlases can give it a serious survivability boost. Highly situational, but potentially useful.&lt;br /&gt;
*&#039;&#039;&#039;Hades Breaching Drill Squad:&#039;&#039;&#039; A vehicle with a squad of &amp;quot;Veterans&amp;quot; (who all have Sergeant grade LD, but none of whom have Veteran grade BS, all with shotguns, AKA crazy... or very unlucky) that emerges anywhere more than 9&amp;quot; away from enemies. Once it shows up, the Drill and Veteran Squad become separate units entirely. The Hades Drill itself is a big &#039;fuck you&#039; machine, with 1d6 WS3+ S10 AP-4 D1d3 melee attacks (D1d6 against {{W40Kkeyword|Vehicles}}), and it has a 4++ invul in the fight phase thanks to its whirling blades. With T7, W7, and Sv3+, it&#039;s pretty durable, too.  The Veterans are significantly worse than normal Veterans at shooting, with limited special weapons access on top of their nerfed BS, in that they can only take 2 special weapons in the squad, with no heavy flamer or heavy weapons team; the squad amounts to a tax on the drill, because it is so much worse than your other options, but it can still do ok with a pair of flamers. Makes for a delightful Distraction Carnifex; cackle with glee as your opponent shits himself trying to kill this thing before it crawls up his Stompa&#039;s ass and cores it like an apple!&lt;br /&gt;
**You&#039;re probably going to want to take these guys and their death machine as {{W40Kkeyword|CATACHAN}}. The Vets are going to be within pissing distance anyways and are all but guaranteed to see close quarters fighting and while the Hades doesn&#039;t benefit from the Doctrine (it specifies ranged weapons), it CAN benefit from Straken, since unlike Priests and Krieg Regimental Standards, his +1 Attack Aura specifies UNITS, not {{W40Kkeyword|INFANTRY}}!&lt;br /&gt;
*&#039;&#039;&#039;Salamander Command Vehicle:&#039;&#039;&#039; Don&#039;t get excited - this isn&#039;t a command vehicle, and you can&#039;t issue orders from inside it.  It&#039;s not even a Transport, although it &#039;&#039;is&#039;&#039; an Ld8 Chimera chassis.  It&#039;s also not a member of the Salamanders Space Marines Chapter.  Instead, as a Salamander Vehicle, it has Scout, so it gets a 9&amp;quot; move after the first round begins but before the first turn begins.  More importantly, during Shooting, a single friendly {{W40Kkeyword| &amp;lt;regiment&amp;gt; &amp;lt;vehicle&amp;gt;}} within 6&amp;quot; gets +1 to hit rolls, so you can finally shoot plasma safely from a Leman Russ, Arkurian Stormblade, or Macharius Omega (the Leman Russ is ironically the most efficient option, because the latter two can&#039;t take plasma sponsons).  Incredibly expensive, at 132 points with just the guns. Much too expensive for what it does in a competitive game.&lt;br /&gt;
&lt;br /&gt;
====No Regiment====&lt;br /&gt;
&lt;br /&gt;
=====Adeptus Mechanicus=====&lt;br /&gt;
*&#039;&#039;&#039;Tech-Priest Enginseer:&#039;&#039;&#039; Found in the AdMech list as well as the new Guard codex alongside Servitors. Repairs D3 lost wounds on a single Astra Militarum vehicle or AdMech vehicle with the same Forge World keyword as himself within 3&amp;quot; of him. This opens up some interesting listbuilding ideas, such as combining mechguard troops with Skitarii snipers or Cult Mech deathrobots, as the Enginseer can repair whatever he pleases from either list as long as they share the same Forge World. An auto-include if you brought a Baneblade. He can also repair Questor Mechanicus Knights, albeit only for a single wound per turn. &lt;br /&gt;
**Imperial Guard codex kept Tech-Priest as an Elite choice, and allows him to bring in his Servitors with him as another Elite choice.&lt;br /&gt;
**Because he has the {{W40Kkeyword|Adeptus Mechanicus}} keyword the Enginseer also has access to their stratagems, most notably &#039;&#039;&#039;Tech Adept&#039;&#039;&#039; which allows you to make an additional repair roll for 1CP (RAW you can heal the same vehicle twice, overriding the normal limitations of &#039;&#039;&#039;Master of Machines&#039;&#039;&#039;). Note that you can only access these strategems if you also include a Detatchment with the {{W40Kkeyword|Adeptus Mechanicus}} keyword.&lt;br /&gt;
***Potentially you can heal 3D3+1 wounds on the same vehicle if you stack this ability with a Trojan Recovery Vehicle + &amp;quot;Jury Rigging&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Servitors:&#039;&#039;&#039; 4 Guardsman bodies which are slower, have a poor BS of only 5+, but have a 4+ save. Two of them can take a Heavy Bolter, Plasma Cannon, or Multi-Melta. If a Tech-Priest is babysitting them, they increase their BS to 4+ and Leadership to 9. They are only 5 points, so that&#039;s 15 points for a plasma cannon.&lt;br /&gt;
&lt;br /&gt;
=====Adeptus Ministorum=====&lt;br /&gt;
*&#039;&#039;&#039;Ministorum Priest:&#039;&#039;&#039; The Priests&#039; War Hymns grant +1 attack for every Astra Militarum infantry unit within 6&amp;quot;. These guys are useful if you think there&#039;s high probability that your boys will charge or be charged. &lt;br /&gt;
**Priests synergize well with {{W40Kkeyword|Catachan}}, especially when taken with Straken for A3 on your basic infantry during the fight phase. He&#039;s also great at accompanying Bullgryns, Ogryns, and Conscripts; in fact, he&#039;s a must for any infantry units you plan on getting in close combat. He also buffs nearby {{W40Kkeyword|Adeptus Ministorum}} infantry, too, so there&#039;s obvious synergy with their dedicated close-combat units as well.&lt;br /&gt;
**Be sure and use the Index datasheet for the priest rather than the crappy Codex version if you want access to eviscerators, bolters, plasma guns, combi-weapons, etc.&lt;br /&gt;
*&#039;&#039;&#039;Crusaders:&#039;&#039;&#039; A dedicated close-combat unit that with S3, T3, WS3+ with a 3++, a single wound and a power sword. They have two attacks base and the Zealot special rule. While not as tough or strong as Bullgryns, they do have access to the Index version of the Sisters-exclusive Index &#039;&#039;&#039;Act of Faith&#039;&#039;&#039; rules: at the start of your turn roll a D6 and on a 2+, you can immediately take an out of sequence action (move, shoot, or fight) or bring back a dead model. Per the Index rules, you&#039;ll only get one Act of Faith per turn, no matter how many units of these guys you have. &lt;br /&gt;
**These guys can easily overwhelm their points in MEQs on the charge, and they love taking Priests with them. They can be made even tankier by using Psychic Barrier (as unfluffy as it may be to have them tolerate the presence of Psykers). &lt;br /&gt;
**They&#039;re one wound wonders, but you can bring one back each turn on a 2+ so long as the unit hasn&#039;t been destroyed. They&#039;re not quite as points efficient as Bullgryns, but they can come back from the dead, and they have an easier time fitting into your list, as they can be taken in groups of 2-10 and are cheaper per model.&lt;br /&gt;
**It should be notes that Zealot takes place in the first round of a combat whether your squad charged or was charged. So a solid tactic is to screen these guys in front of a character or valuable unit and let them soak up a charge during your opponent’s turn, where you’ll re-roll hits. Then, at the start of your next turn, fight again on a 2+. Remember that Act of Faith takes place at the start of your turn, BEFORE your movement phase, so if you wipe out your opponent’s unit you can consolidate, move and then hopefully charge, once again gaining your re-roll to hit.&lt;br /&gt;
**&#039;&#039;&#039;BIG CAVEAT HERE:&#039;&#039;&#039; Crusaders got a major overhaul in the {{W40Kkeyword|ADEPTUS MINISTORUM}} Codex. Acts of Faith were completely reworked, Crusader squads are capped at 6 dudes and a lot of their rules were adjusted or removed. Most importantly, how only one Battle Enclave unit can be included in a Detachment without a {{W40Kkeyword|Ministorum Priest}} and take up no Detachment slots if there is one. There&#039;s been no mention in any of the FAQs if the new {{W40Kkeyword|ADEPTUS MINISTORUM}} datasheet completely overrides the old {{W40Kkeyword|ASTRA MILITARUM}} one or if you are meant to use one or the other, so be very careful about taking these guys until GW clarifies the situation.&lt;br /&gt;
*&#039;&#039;&#039;Gotfret de Montbard:&#039;&#039;&#039; A unique Crusader from the Blackstone fortress escalation box. He has Crusaders stats including Zealot, Acts of Faith and Shield of Faith, but with 4 Wounds and Attacks , every hit of a 6 scores 2 hits and is a {{W40Kkeyword|CHARACTER}} so he&#039;s safe from enemy fire and can Heroically Intervene. However, he suffers the same issue that has been stated many times in both the Guard and Sisters tactics guides: S3 Power Sword attacks just don&#039;t do enough, even if he can deliver a ton of them. For 35 points not a terrible choice, very fluffy if you&#039;re building a Feudal World melee regiment, but your Elite slot is crowded as is and cheap as he is, you have access to cheaper units that support your army.&lt;br /&gt;
**Alternative take: He&#039;s a 35 point character with a 3++ and the ability to hold his own vs small elite squads of objective takers. You can easily place him on a backfield objective and have him survive some flanking maneuvers.&lt;br /&gt;
&lt;br /&gt;
=====Aeronautica Imperialis=====&lt;br /&gt;
*&#039;&#039;&#039;Officer of the Fleet:&#039;&#039;&#039; Now slightly different. He can basically attempt to call in an air-strike on any non-character that he can see (so if there&#039;s terrain on the table try to get him up to high ground to give him a good vantage point) once per game doing up to 3 mortal wounds 50% of the time, he also grants friendly Astra Militarum/Aeronautica fliers re-rolls of 1 to-hit a single ground target within 18 inches of himself each turn. This air strike makes him somewhat useful even if you&#039;re not using flyers or reserves, though he is otherwise a 20 point 3 wound Guardsman armed only with a laspistol who must put himself in the front line to provide the buff.&lt;br /&gt;
**&#039;&#039;&#039;Tactical Note:&#039;&#039;&#039; This is the only unit in the Codex that is both an Officer and lacks a Regiment (Aeronautica is specifically &#039;&#039;not&#039;&#039; a Regiment), which makes him uniquely suited to using the Dagger of Tu&#039;Sakh; it allows him to outflank and bring non-regiment Infantry with him. Ogryns, Crusaders, Psykers; you spend your relic and he can do little other than calling in an airstrike once he takes the field, but for 20 points giving your dedicated melee troops a cheap outflank is absolutely wonderful.&lt;br /&gt;
**&#039;&#039;&#039;For Elysian Drop Troops: &#039;&#039;&#039; It is not a bad idea to warlord the ootf with the master of command warlord trait. He is an {{W40Kkeyword|Officer}} (and also has the {{W40Kkeyword|Elysian Drop Troops}} keyword because it replaces the {{W40Kkeyword|Aeronautica Imperialis}} one) and you can use inspired tactics stratagem to get him up to two orders for 1 CP.&lt;br /&gt;
**&#039;&#039;&#039;New FAQ: &#039;&#039;&#039; Now that the Dagger of Tu&#039;Sakh is only available to officers, it is not a bad idea to give it to the ootf (he is an {{W40Kkeyword|Officer}}) because he can get any infantry unit (regardless of {{W40Kkeyword|&amp;lt;REGIMENT&amp;gt;}}) with him to deep strike almost anywhere on 2nd turn onward. That also helps your Flyers since they can zip around to get into position on the first  turn and then drop to hover mode and annihilate a unit designated by the ootf (who will be in 18&amp;quot; range to use his ability since he deep struck on the spot you chose and has meat shields to keep him alive).&lt;br /&gt;
&lt;br /&gt;
=====Astra Telepathica=====&lt;br /&gt;
*&#039;&#039;&#039;Wyrdvane Psykers:&#039;&#039;&#039; Very mediocre in most situations. If you have 6 you get to add 2 to psychic tests (getting them all the way up to succeeding &#039;&#039;two thirds&#039;&#039; the time for Smite, and &#039;&#039;one half to one third&#039;&#039; for the Psykana powers, ugh), but you only roll 1d6 for both Psychic and Deny tests (the bonus for having members only applies to Psychic tests, though). And without having the character keyword, expect them to die quickly. It is, however, impossible for you to peril. You may be able to make them work by stuffing them out of line of sight and preventing your opponent from reducing their efficiency. If your enemy goes after them, they&#039;ll be wasting resources that they really should be dedicating to more worthwhile units. On the whole, though, you should avoid taking these guys unless you have a plan or are using them to support your Primaris Psyker. Note that it is possible to get these guys up to a +4 on their psychic tests now for 1 CP if a Primaris Psyker is around, so consider stuffing them behind a Baneblade alongside that Primaris Psyker or something.&lt;br /&gt;
*&#039;&#039;&#039;Astropath:&#039;&#039;&#039; Only 1d6 for Smite (but you should be casting Psychic Maelstrom or Gaze of the Emperor for damage anyway), but &#039;&#039;astoundingly&#039;&#039; cheap, especially if you swap his staff for a laspistol. Camp a few of these guys behind your gunline and deny powers. These guys lack the &#039;&#039;&#039;It&#039;s For Your Own Good&#039;&#039;&#039; rule, so Commissars are unable to stop them from blowing up in case they die from Perils of the Warp. However, it&#039;s also impossible for Astropaths to Perils while casting Smite (as they&#039;re limited to only rolling 1D6). &lt;br /&gt;
**Most people also tend to forget about the Astropath&#039;s &#039;&#039;other&#039;&#039; special rule (note this is not a psychic power) - &#039;&#039;&#039;Astral Divination&#039;&#039;&#039;. Pick an enemy unit within 18&amp;quot; of an Astropath, and for the rest of the shooting phase that unit loses its cover save against AM models within 6&amp;quot; of your Psyker. A great way to fuck with Eldar Rangers, Space Marine Scouts, or anything that relies on cover saves.&lt;br /&gt;
&lt;br /&gt;
=====Militarum Auxilla=====&lt;br /&gt;
Per the current FAQ, this is explicitly &#039;&#039;not&#039;&#039; a {{W40Kkeyword|&amp;lt;REGIMENT&amp;gt;}}, so you can&#039;t e.g. assign it to your Commander.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bullgryns&#039;&#039;&#039;: From zero to hero! Their Slabshields and Brute Shields got buffed: Slabshields give them +2 to armor save rolls as of the Codex, while Brute Shields give them a 4++. Did I mention either option is now free, and you can mix and match them with the weapons now? Like regular Ogryns, they get an additional attack the turn they charge. With their upgraded Power Mauls (+1 D), that&#039;s gonna hurt a lot. Finally your Terminator-cost unit can match with &#039;&#039;actual Terminators!&#039;&#039; If only they could take orders. Also, consider the slabshields and power mauls for T5 2+, and distraction carnifex them to make your opponent leave your tanks alone. Even with powermauls you&#039;ll still be able to manually lob one grenade a turn, so they&#039;re not losing as much firepower as you&#039;d think.&lt;br /&gt;
**In a high point game, consider the Ogryn Battlewagon, A Stormlord has space for 40 models and has 20 firing ports; take two minimum squads of Ogryn/Bullgryn, 20 infantry, a priest, and your choice of final buffing spot (commissar/officer etc..). With the Stormlord behind them as fire support there is very little that can survive this. Khorne begs to differ, but its is a very impressive apocalypse load out no doubt.&lt;br /&gt;
*&#039;&#039;&#039;Nork Deddog&#039;&#039;&#039;: Need a capable bodyguard? This is the guy you&#039;re looking for. If a character within 3&amp;quot; of him takes a wound, he can take a mortal wound on a 2+ to cancel out the wound on the character - and with 6 wounds he can do it a &#039;&#039;lot&#039;&#039;. Coming with a Ripper Gun, his huge knife (S:User AP-1 D2), 4+ armor, and the ability to headbutt an opponent (the headbutt counts as a melee weapon that can&#039;t be used for more than one attack) with the same potency as a battle cannon (S8 AP-2 DD3) he wrecks a decent amount of face in melee, too. Finally, he can make a heroic sacrifice if he loses his final wound in the fight phase: he can immediately attack, even if he had already been selected to fight beforehand.&lt;br /&gt;
**Note that Nork&#039;s bodyguard ability isn&#039;t optional - you are &#039;&#039;required&#039;&#039; to roll the die if a nearby character is hurt. It&#039;s just the kind of guy he is.&lt;br /&gt;
**Nork will actually die far, far faster than his points in Bullgryn, while dealing less damage, to boot.  Make sure you take him for his Loyal to the End bodyguard ability, &#039;&#039;not&#039;&#039; for anything else.&lt;br /&gt;
*&#039;&#039;&#039;Ogryns&#039;&#039;&#039;: Probably one of the most improved Guard units this edition (though due more to how the game changed than anything else). They&#039;re cheaper, they get a bonus attack on the charge (AND they go first!) and they&#039;re still T5 - which in this edition is a serious boon, as all but the most lethal of weaponry will still only wound them on 3s. You need a &#039;&#039;Demolisher Cannon&#039;&#039; to hurt these big boys on 2s! The Ripper gun is the same as it was, an Assault 3 S5 AP0 shotgun, although thanks to the Codex, the bayonet on it now grants AP-1, which is nice. &amp;quot;Assault&amp;quot; is the key word here, as it now makes foot slogging them decently fast. With them moving an average of 9.5 inches a turn and still being able to shoot, they become the shock troops they were always meant to be. More importantly, the Assault Vehicle rule is gone; you can charge the turn you disembark from a Chimera/Taurox/Valkyrie, but they take up 3 transport slots, so be careful.&lt;br /&gt;
**Priests &#039;&#039;love&#039;&#039; to preach to these guys. A double-size squad of six will put out &#039;&#039;30&#039;&#039; attacks on the charge with the priest following them. For about 200 points it&#039;s a great pile of meat to throw across the board. Just be careful about matching your advances. The priest is a separate unit, so he doesn&#039;t advance in lockstep with the squad - you have to roll his advances separately, and he won&#039;t be able to charge, since you have to finish a charge within 1&amp;quot; of an enemy unit and ogryn models have big enough bases to make this impossible - this can result in your over-enthusiastic meatheads charging out of his buff radius! This applies to Bullgryns too, except of course they&#039;re more expensive.&lt;br /&gt;
***&#039;&#039;&#039;Alternate Take&#039;&#039;&#039; - Priests can be expensive if they have any kit worth taking, especially in comparison to another Ogryn. If footslogging, take the priest, but if you&#039;re transporting them in a Chimera then leave him at home or stick him with conscripts. In a standard squad of three you&#039;re only getting three extra attacks, and if you fit in a priest you&#039;ll either have to put in two other characters and deathstar it up or forfeit two spots in the transport. Just take the fourth Ogryn and get the same number of attacks extra anyway. Ogryn No. 4 also adds survivability, which the priest does not.&lt;br /&gt;
**Ogryns got their price reduced in Chapter Approved 2018 by 6 points. Only for Chapter Approved 2019 to up them back to their Codex cost for no reason at all. They&#039;re only 5 less points than Bullgryns who have access to a 4++ and better melee weapons at the &amp;quot;price&amp;quot; of losing Ripper guns.&lt;br /&gt;
*&#039;&#039;&#039;Ogryn Bodyguard&#039;&#039;&#039;: Not a new 8th edition model, unfortunately, but a generic Nork Deddog (and so can be taken in multiple), he has a slightly weaker version of the bodyguard ability (operates on a 3+ rather than a 2+) and lacks Nork&#039;s headbutt as well as his heroic sacrifice rule; he can, however, choose from Ogryn/Bullgryn equipment. The baseline model costs nearly as much as two Ogryn Sergeants (55 to their 60) and has the same number of wounds as both of them put together, in addition to both the very serious upgrade that is {{W40Kkeyword|character}} (although they are explicitly banned from being your Warlord, unfortunately), and carrying, for free, a Huge Knife to accompany his Ripper Gun, in addition to his aforementioned ability to, on a 3+, suffer a mortal wound to block a wound on a nearby {{W40Kkeyword|infantry}} {{W40Kkeyword|character}} (As of the first codex FAQ this does not work on other Ogryns or Tank Commanders/Pask, so no wound musical chairs bullshit anymore).  &lt;br /&gt;
**Do &#039;&#039;not&#039;&#039; underestimate the Bodyguard ability. It&#039;s rolled on a per-wound basis, meaning it&#039;s effectively a 3+ FnP for every infantry character within 3&amp;quot; you can roll (successfully) up to 6 times (with the possibility for more, see below). This is an &#039;&#039;enormous&#039;&#039; survivability boost for your commanders and commissars; even Skitarii Rangers with transuranic arquebuses will have to dedicate multiple turns and squads of sniping to the task. And all the while, you&#039;re chewing them up with artillery...&lt;br /&gt;
**The Gun hand can carry a Ripper Gun for free, or you can pay points for a Bullgryn Maul or Grenadier Gauntlet.  The Gauntlet is garbage; since the model is a single-model unit, it can just throw Frag Bombs for free for the same effect out to 6&amp;quot;, and out to 12&amp;quot;, it&#039;s not worth the points cost against any target in the entire game vs. the Ripper Gun.  The Maul is worth discussing, as it is &#039;&#039;far&#039;&#039; better than a Force Staff and &#039;&#039;far&#039;&#039; cheaper, but since we&#039;re comparing it to the Ripper Gun, remember, it won&#039;t improve your AP at all - instead, you&#039;re contemplating paying 7 points for +2S and doubling your Damage to 2.  The big reason to take this seriously is that the Bodyguard can legally employ Heroic Interventions, and is &#039;&#039;far&#039;&#039; better when doing so with the Maul in hand; even against 1-wound models, he&#039;s more efficient this way against Toughnesses 3 and 5-7, and obviously, once he&#039;s hitting multi-wound models, he&#039;s better with the Maul against everything.  You can always stick with the Ripper Gun if you prefer to keep your Bodyguard cheap and contributing to the ongoing gunbattle, but he&#039;ll do real work with a Maul in hand.&lt;br /&gt;
***&#039;&#039;&#039;Alternate Take&#039;&#039;&#039; As the bodyguard ability causes a mortal wound which can&#039;t be saved no matter how armoured up he is and (with the exception of special characters like Yarrick or Creed) he costs more than most of the characters he will be guarding (for instance two Company Commanders or Commissars is cheaper), you have a choice of two different ways to play the bodyguard. If he&#039;s acting as a dedicated bodyguard keep him as cheap as possible with no additional armour and retain the Ripper Gun to put out some shots while stationary. The other path is to deck him out with the best gear and play him as an Ogryn Commando, your own personal over-sized Sly Marbo with his bodyguard ability as just a secondary function.&lt;br /&gt;
*** Given the Deathmask of Ollanius Pius, a Slabshield, and a Maul the Ogryn Bodyguard can reliably beat down most characters in challenges. Think of him as the Guards answer to Smashfucker... only instead of a jetpack he&#039;s got Downs Syndrome.&lt;br /&gt;
*&#039;&#039;&#039;Ratlings&#039;&#039;&#039;: The same pint-size sniper unit as before with much improved abilities. They retain an infiltrate and a stealth/cover skillset, but their &#039;&#039;Shoot Sharp and Scarper&#039;&#039; ability is now a normal move, rather than a random D6&amp;quot; run. With a bit of planning and positioning around LOS-blocking cover, these little gits can snipe away enemy characters with impunity. Hilariously, because Heavy Weapons only impose a -1 shooting penalty for firing after a move, and Ratlings are BS3+, this lets the Ratlings still move-shoot-move, in an era where Tau Battlesuits, the originators of the tactic, have lost this ability. On top of this, sniper rifles in general have been buffed by the edition - on a 6+ to wound each rifle inflicts a mortal wound &#039;&#039;in addition to&#039;&#039; any other normal damage. So Ratlings are a good unit overall. As of the new FAQ, their movement has been reduced to 5&amp;quot;, but that still means a 10&amp;quot; scarper thanks to their ability. Just beware their terrible defenses. Toughness 2 and Leadership 5 are underwhelming, while their +2 to saves in cover is small consolation when their base save is a mere 6+, so anything stronger than a stiff breeze will fold them like a deck of cards.&lt;br /&gt;
**With characters generally untargetable by non-sniper shooting in 8th Edition, all types of sniper unit have become much more valuable, and Ratlings are a prime example. Both cheap and good at what they do, the space halfings have gone from a quirky side-choice to an almost must-have. Two full squads of these guys are relatively cheap and will statistically down an Ork Warboss on your first shooting phase.&lt;br /&gt;
**&#039;&#039;&#039;Vs Vindicares&#039;&#039;&#039; 10 of our little Ratling boys require four turns on average to kill a four wound character, where a Vindicare requires only two. Taking into account the mortal wounds on 6s halves this to two turns, but a lucky 6 gives the Vindicare a 50/50 chance of killing a four wound character in one turn. Vindicares have double the range, are characters and thus are harder to target, and don&#039;t have to deal with morale. Ratlings however will do more damage against infantry unless they&#039;re shooting multi wound models or 2+ saves. With all of this in mind, the Vindicare seems to be the clearer choice for character hunting but can&#039;t be squeezed into your existing detatchments.&lt;br /&gt;
**&#039;&#039;&#039;Vs Cadian Snipers&#039;&#039;&#039; Ratlings can&#039;t benefit from orders, receive Cadian rerolls or Overlapping Fields of Fire. Cadian snipers will be hitting on a 2+ whilst re-rolling ones, and with Bring It Down they&#039;re increasing their chance of wounding too which is great news when you&#039;re fishing for mortal wounds. Furthermore, Cadians are T3 (vs T2) but they don&#039;t benefit from stealth/cover/infiltrate, so the strategy will vary too.&lt;br /&gt;
***Comparing the unit cost: Ratlings are 35pts for 5 (up to 70pts/10), Special Weapon Squads are 30pts for 3 (with three reduntant guardsmen), and Command Squads are 32pts for 4 (requiring a Commander). &lt;br /&gt;
*&#039;&#039;&#039;Rein and Raus:&#039;&#039;&#039; A pair of Ratling twins from the Blackstone Fortress kit. Rein is armed with a sniper rifle, Raus has a demolition charge and Grappling Hook, and both have a stub pistol. They have a lot of the drawbacks of Ratlings, including a 6+ save that only gets to 4+ in cover (like a normal goddamn Guardsman), but they also have improved BS+ and have a full 6&amp;quot; move (plus they can move after shooting). Their relative fragility (T2 and W2) is compensated for by their {{W40Kkeyword|CHARACTER}} keyword - unlike your other snipers, Rein generally won&#039;t be targetable by enemy artillery. and Raus can ignore vertical distance when he moves. He also is better at using demolition charges than Special Weapons Squads, but he only gets 1. In a high points game, they&#039;re not really worth it unless you need to fill out an Elites slot for 35 points, but in a small game, they can wreak some havoc.&lt;br /&gt;
&lt;br /&gt;
=====Officio Prefectus=====&lt;br /&gt;
*&#039;&#039;&#039;[[Commissar]]:&#039;&#039;&#039; His &#039;&#039;Summary Execution&#039;&#039; rule means that all Astra Militarum squads within 6&amp;quot; of him &#039;&#039;may&#039;&#039; re-roll (as of the latest FAQ, which also dropped their points cost considerably) their first failed Morale test in any given phase at the expense of a single model dying (the newly dead model doesn&#039;t count for the re-roll), which means you should be picky about when you use the Summary Execution ability. Thanks to the Aura of Discipline ability, those same Guard squads will be given Ld8. Compared to his senior ranking Lord counterpart, he has one less wound, a 5+ save, WS and BS 3 instead of 2, and no Invulnerable save of any kind. However, he&#039;s &#039;&#039;much&#039;&#039; cheaper.&lt;br /&gt;
** In case you have missed it, &#039;&#039;&#039;Summary Execution&#039;&#039;&#039; is an optional re-roll now. Commissars also faced a steep price decrease, now being 16 points instead of 31 at base.&lt;br /&gt;
**His ranged weapon should &#039;&#039;always&#039;&#039; be a bolter; you shouldn&#039;t buy him a melee weapon (apart from a chainsword), as he should be staying out of melee and providing buffs instead.&lt;br /&gt;
**The cheapest Commissar you can take is 15 points (16 with a Bolter), while Lord Commissars have to take a Power Weapon as well, raising them up to 34 (35 with a Bolter). They&#039;re Characters, so what you primarily need them to live through are sniper rifle shots; their points divided by how many Ratling sniper rifle shots it takes to kill them are 76 and 165, respectively (using the versions that took a Bolter).&lt;br /&gt;
** Consider using the Officio Prefectus Command Tank stratagem instead of taking a Commissar. For just 2CP you get a 6&amp;quot; LD&#039;&#039;&#039;9&#039;&#039;&#039; buff with a much better version of Summary Execution... in addition to being a goddamn tank.&lt;br /&gt;
***Other Stratagem options include paying 1 CP to take a test on 1d3 or 2 CP to auto-pass; if you&#039;re low on CPs, you&#039;re playing Guard wrong, especially now that a Brigade nets you 12 goddamn CP.&lt;br /&gt;
** Other choices, provided you can get them in, include an Astropath or a Primaris Psyker using the Fearless power.&lt;br /&gt;
*&#039;&#039;&#039;[[Severina Raine|Commissar Severina Raine]]&#039;&#039;&#039;: The main character in the book &amp;quot;Honour Bound&amp;quot; and a bit of a mixed bag in terms of stats. She has the standard Commissar stat line and Comes with &amp;quot;Summary execution&amp;quot; and &amp;quot;Aura of discipline&amp;quot;, but she is 16 points more than a Commissar with a powersword and she doesn&#039;t have much to show for it. The biggest disappointment is her Sword, &amp;quot;Evanfall&amp;quot; which is AP-1 with no buffs to strength or extra attacks meaning she is even less useful in a fight than a regular commissar. Though with her special ability, you actually don&#039;t want her to kill what she charges. Her 4+ armor save is nice and her Bolt pistol &amp;quot;Penance&amp;quot; is Ap-1 which means she is slightly more effective in close range firefights than charging in close. Her special rule, &amp;quot;Leading from the front&amp;quot;  allows all friendly guard forces within 6&amp;quot; auto pass morale checks is she is 1&amp;quot; from an enemy unit. This means she lends herself to being run along side a squad of Stormtroopers or Shotgun Veterans (both fluffy and crunchy since she mostly hangs around those units in Honourbound), to aid them in the close range shooting with her Bolt pistol and to keep them Immune to morale if they are charged, but she won&#039;t able to carry the squad in melee so next turn have her and the squad fall back and shell the squad that charged with artillery (or use &#039;&#039;&#039;Get back in the fight!&#039;&#039;&#039; to shoot the unit you coward). Overall, interesting but quite overcosted.&lt;br /&gt;
**A way to use her that will actually see her make her points back is to use her to buff up a Conscript melee tarpit, especially if you can keep her protected with a nearby Ogryn bodyguard to intercept any melee wounds your opponent wisely decides to inflict upon her. Her morale ability is incredibly potent and will absolutely offset any Leadership penalties you might be suffering, so suck it, enemy Psykers and debuffers. Also, keep in mind that she only has to be within 1&amp;quot; of an enemy to prevent a Guard unit within 6&amp;quot; from suffering losses in the Morale phase... which means that unit doesn&#039;t need to be within 1&amp;quot; of an enemy itself. That means that even if your enemy starts hitting your infantry squads behind her hard with ranged fire, they&#039;ll stick around if they&#039;re close enough. Another example of why there&#039;s more to the game than Mathhammer.&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transports===&lt;br /&gt;
*&#039;&#039;&#039;Chimera:&#039;&#039;&#039; The old king of metal boxes has fallen. And risen reborn. With the loss of Amphibious, Mobile Command Vehicle, and its fire points, the Chimera has been thoroughly nerfed. On the other hand, it&#039;s much tougher, and the improved transport capacity over your other transport options makes it the go-to option for transporting Ogryns and Bullgryns (it can hold 4, while the Taurox can only hold 3), especially now that all vehicles are assault vehicles. Additionally, Chapter Approved 2018 did give it a much needed price drop. The primary benefit of a Chimera over a Taurox is the critical 2 extra transport slots, with the very slight additional benefit of +1 Toughness, and the somewhat more substantive benefit of better wargear options, since Tauroxes are stuck with twin autocannons, which suck, and the only Vehicle Equipment they can take is a pintle storm bolter/heavy stubber.  Which vehicle you should take, and what you should put on it, depends both on your {{W40Kkeyword|regiment}} and what you intend to put in it - Tauroxes imply you&#039;re using vox-casters to get your orders through, while Chimeras imply you&#039;re having a Platoon Commander or other support character tag along.&lt;br /&gt;
**Take the twin heavy flamer option with track guards at 100 points for brawling and making your dedicated transport pull double duty as a poor man&#039;s Hellhound, especially if you&#039;re running {{W40Kkeyword|Catachan}} - their Doctrine benefits that loadout the most, and they want a Platoon Commander along more than other regiments for the leadership buff. With Heavy flamers going to 12&amp;quot; this will become a very useful transport, always moving 12&amp;quot;, always shooting 2D6 heavy flamer shots (and potentially whomever is shooting the RF6 lasguns) and always hauling 12 models&lt;br /&gt;
***When used in conjunction with the rapid redeploy stratagem from the new formation you have a transport that can advance and shoot whilst still autohitting and a guardsmen unit inside that can disembark after moving to shoot and charge. A Brutal combination that few opponents will anticipate.&lt;br /&gt;
**{{W40Kkeyword|Tallarn}} wants a triple heavy bolter Chimera (Gryphonne-Pattern, see below) in a big way - their Doctrine is the only one that lets you concern yourself with letting the transport meaningfully contribute to shooting on the move, and that&#039;s hands down the most efficient points-per-wound option available.  They also like the double heavy bolter option with Track Guards - it&#039;s less efficient at murder, but more efficient at maintaining mobility as you zip around.  Either can be combined with a heavy stubber.&lt;br /&gt;
**{{W40Kkeyword|Armageddon}} likes these in general- the extra toughness and added transport slots synergize well with their unique order and Stratagem, as well as the boosted resilience against AP-1 weaponry.&lt;br /&gt;
**Note that the Lasgun Arrays are no longer Fire Ports that let models shoot lasguns out of the vehicle. They are now a pair of 3-shot Lasguns that &#039;&#039;may only be fired if a unit is embarked&#039;&#039;. While this isn&#039;t a major change, it has the funny effect of allowing a single [[Jokaero|monkey]] to somehow fire the equivalent of 2 Multi-Lasers at once. Er no. Six lasguns.&lt;br /&gt;
**The Multi-laser was really hurt by the rules changes in 8th Edition. Consult the table below to see which weapon you should be using. It can be seen that the Multi-laser is better against specific toughnesses and low saves, but for those you really should just sell your soul to the [[Forge World|resin gods]] and take an Autocannon. Or use the heavy bolter from the box for zilch. One more shot over the autocannon is probably better if you want to move and shoot the thing.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;  cellpadding=&amp;quot;4&amp;quot;  cellspacing=&amp;quot;4&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Save&lt;br /&gt;
|-&lt;br /&gt;
!2+&lt;br /&gt;
!3+&lt;br /&gt;
!4+&lt;br /&gt;
!5+&lt;br /&gt;
!6+&lt;br /&gt;
!7+&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;11&amp;quot; |Toughness&lt;br /&gt;
!2 or less&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Heavy Bolter&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Heavy Bolter&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot;|Both&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Heavy Bolter&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Heavy Bolter&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot;|Both&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot;|Multi-Laser&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Heavy Bolter&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Heavy Bolter&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Multi-Laser&lt;br /&gt;
|-&lt;br /&gt;
!11&lt;br /&gt;
|-&lt;br /&gt;
!12 or greater&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Heavy Bolter&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Taurox:&#039;&#039;&#039; The student has learned well. With its twin autocannons and a good move speed of M14, the Taurox makes a strong contender for the new Guard motor pool. It&#039;s faster and cheaper than the Chimera, too. Its cheapness, high firepower, and 10 man cap make it ideal for carrying basic infantry squads or dropping 3-man Ogryn/Bullgryn squads where they need to go.&lt;br /&gt;
**For the more mathematically inclined, a Taurox is 70 points after its guns. For another 28 points you get a double flamer Chimera with track guards, which can fire on the move, is tougher, and can haul 2 more models. Taurox like to sit and shoot, Chimera like to get in the thick of it. Depends whether you want a cheap ferry with some bonus fire support or a line breaker. &lt;br /&gt;
** The main job of any transport is simply to get from Point &amp;quot;A&amp;quot; to Point &amp;quot;B&amp;quot; in one piece. In practice the Valkyrie does a better job than either the Taurox or the Chimera, but if you only want to move your army across the table as quickly (and cheaply) as possible the Taurox delivers.&lt;br /&gt;
&lt;br /&gt;
====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;Centaur Light Carrier:&#039;&#039;&#039; &amp;quot;Light&amp;quot; is sort of an understatement - with only a 5-man capacity and two heavy stubbers as its weapon, the thing is barely a transport. Its real role is to haul around your otherwise-immobile {{W40Kkeyword|&amp;lt;regiment&amp;gt;}} {{W40Kkeyword|artillery}} batteries, taking them along for its move. The artillery in question can&#039;t fire that turn, but it&#039;s useful enough to keep them out of range of opponents. Best used for 4-man command squads with their Officer; its big benefits are that it&#039;s cheaper than any other transport you have access to, and while it has -1S, -1T, -3W and -1A compared to a Chimera, but you don&#039;t care about the S or the A. One benefit of the lower wound count is that it carries the vehicle below the threshold for stat deterioration, which is a huge boon in 8th. After suffering 5 or 6 wounds, the Centaur actually has higher M (assuming the Chimera hasn&#039;t got Track Guards) and BS than a Chimera, and equivalent A. It&#039;s pretty even, as by the point a Centaur would be dead, a Chimera&#039;s so crippled it doesn&#039;t matter anyway.&lt;br /&gt;
*&#039;&#039;&#039;Chimera, Gryphonne-Pattern:&#039;&#039;&#039; Replaces the Multilaser with a Twin Heavy Bolter for extra dakka, or an Autocannon (per FAQ); it can&#039;t take an Augur Array, Dozer Blade, or Track Guards, although Track Guards are the only one of those you&#039;ll miss. Supplementing the Heavy Bolters with the one on the hull can turn this into a surprisingly nasty bullet-hose, while the Autocannon can provide some extra light anti-tank (but is probably surpassed by the THB loadout against just about everything but T10). It&#039;s not as strong in the fire support category as a Taurox Prime (see below), but it&#039;s tougher, and offers better transport capacity. This Chimera variant is your friend if you&#039;re Cadian - it packs the most long-range heavy firepower, so it can sit pretty on objectives in your half of the board and provide fire support while enjoying the Cadian reroll-1s doctrine. It&#039;s only an 8.33% accuracy bonus, but with fixed shot counts and no need to move, it&#039;s certainly worth considering.&lt;br /&gt;
**You&#039;ll need to kitbash the twin heavy bolter turret since only the autocannon one is sold these days, but this is pretty easy to do, even for a novice kitbasher. Also, it&#039;s worth mentioning that the Baneblade THB miniturret uses the same turret ring size as Chimeras, so if you got a Baneblade variant of some kind, you have a THB turret for a Chimera on those days you don&#039;t feel like breaking out the Lord of War.&lt;br /&gt;
***The Gryphonne Chimera with 3 HB costs 21 points more than the normal Chimera with 2 HB. A HB for 21 does not sound like a very good deal. &lt;br /&gt;
*&#039;&#039;&#039;Trojan Support Vehicle:&#039;&#039;&#039; This Forgeworld model was updated to be effectively a very cramped (Transport Capacity 6) Chimera for a rather stunning increase to the original base cost to a painful minimum of 98. In return, however, it brings the one and only source of full failure re-rolls in the Guard, granting one {{W40Kkeyword|astra militarum vehicle}} within 6&amp;quot; re-rolls to hit in the shooting phase. Pairing this adorable little box with a Lord of War is a match made on Holy Terra - if you&#039;re not using it as the portable [[Elf Slave, Wat Do?|love slave]] of your Stormlord or Shadowsword, you&#039;re doing it wrong.&lt;br /&gt;
**To go from &#039;wow&#039; to &#039;what the fuck why&#039; pair this with a Salamander Command Vehicle. The abilities stack, taking your buffed vehicle from a 50% hitrate to an 89% hitrate. A Shadowsword with this sort of buffage is absolute horror - its Volcano Cannon will hit on &#039;&#039;2s&#039;&#039; versus Titanic units, wound on 2s versus anything smaller than a Warhound Titan, and &#039;&#039;rerolls everything except damage.&#039;&#039; We&#039;re talking enough power to, with a bit of assistance from the sponsons, bring down a &#039;&#039;Knight Castellan.&#039;&#039; Use wisely.&lt;br /&gt;
***And that just got easier thanks to the April 2019 FAQ stating that a Knight&#039;s maximum invulnerable save is 4+. Enjoy.&lt;br /&gt;
&lt;br /&gt;
===Fast Attack===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armoured Sentinels:&#039;&#039;&#039; Cannot mitigate the penalty for moving and shooting a heavy weapon (unless you&#039;re Tallarn), so unless they take flamers you&#039;re going to treat them like armoured turrets that can redeploy fast. With flamers and the humble sentinel chainsaw they become quick, durable shock troops. As such, taking anything but the multilaser (plus hunter-killer) is recommended because a weak load-out is a waste of this unit&#039;s fair durability.  Up to 3 T6 6W 3+ Save models are rather hard to bring down quickly. They have generalist armour, meaning they can be hurt by anything, but they don&#039;t really have &#039;&#039;hard&#039;&#039; counters. Anti-tank seems effective, but they&#039;ll usually waste a few overkill wounds, and sentinels have high wounds-for-cost for a vehicle so it doesn&#039;t scare them as much as other vehicles, but beware meltaguns and strong assault units if you take the flamers. Remember many vehicles took a hit to their firepower, so a group with las, plas, or flame (with HKs) is nothing to scoff at. They could also be used as an alternative to Heavy Weapons Squads as unless armed with Mortars or other &#039;weak&#039; weaponry they tend to die turn 1 as a result of the enemy prioritizing them. Armoured Sentinels have a potential to survive several Battle Cannon shots and don&#039;t degrade so your heavy weapons will be sticking around until the end of the game if used that way.&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; Sentinels benefit from {{W40Kkeyword|Regiment}} keyword and along with your weapon choice, this will heavily influence their combat role. {{W40Kkeyword|Cadian}} sentinels can pick a spot on the board and use their rerolls and height to put overcharged plasma fire over a wide radius. {{W40Kkeyword|Armageddon}} Sentinels can take a heavy flamer and be tonka-tough harrassers of enemy infantry. {{W40Kkeyword|Catachan}} Sentinels can do the same, but trade toughness for power. {{W40Kkeyword|Mordian}} Sentinels can act as a cheap escort for your tanks, letting them benefit from the overwatch bonus. {{W40Kkeyword|Tallarn}} Sentinels can be quick moving lascannon platforms. {{W40Kkeyword|Vostroyan}} and {{W40Kkeyword|Valhallan}} Sentinels don&#039;t get anything good out of their doctrines, though - the lack of a wounding chart means Grim Demeanor does nothing, and the extra 6&amp;quot; of range doesn&#039;t give you anything a Heavy Weapon Squad couldn&#039;t do, besides fill Fast Attack slots on the cheap. &lt;br /&gt;
**Remember that Sentinels do not have a vehicle damage chart, meaning your opponent is going to have to commit to destroying each one completely and can&#039;t just simply ignore a crippled Sentinel. There also aren&#039;t a lot of solid counters against T6 - especially when your opponent&#039;s lascannons are more worried about your &#039;&#039;real&#039;&#039; tanks. For less than 500 pts you can take 9x of them with autocannons in a {{W40Kkeyword|Tallarn}} Outrider detachment. &lt;br /&gt;
*&#039;&#039;&#039;Scout Sentinels:&#039;&#039;&#039; A squishier, slightly faster version of the Armoured sentinel that can scout 9&amp;quot;. Not usually considered very good. You &#039;&#039;can&#039;&#039; give them heavy flamers, but be prepared to wade through fire first, and infantry weapons CAN hurt these guys. Bolters will struggle to drop them, but nothing else will. Mass lasguns/s3, plasma, melta, shuriken, gauss, pulse weapons, ANY heavy weapon that isn&#039;t a heavy stubber. These guys will have a hard time getting that close, so choose your moment or expect them to be nothing but a distraction. With the other weapons, they can quickly get into a firing position with scout, and if necessary run away. Multilasers keep them cheap, and unlikely to draw much heavy firepower once the HK have fired. Hit them early then kite infantry if you have to. Giving them cannons essentially turns them into turrets and DO take hunter-killers as these are a cheap source of them.&lt;br /&gt;
**Consider the fact that their 9 inch pre-battle move can get them into a reliable position to deny enemy deepstrikers or units with similar abilities. And since deepstrike is no scatter and guaranteed now and most of the players will finish deploying before you do and get first turn with deepstrikes, 3 Scout sentinels, 1 on each flank and 1 in the middle, moving up 9 before the battle, create a deepstrike null zone for your opponent. View them as just that and nothing more, so keep them as cheap as possible (multilaser being the cheapest option).&lt;br /&gt;
**Like their armoured cousins, the {{W40Kkeyword|Armageddon}} doctrine makes these guys considerably more annoying to drop for anti-light vehicle weapons such as heavy bolters and autocannons. &lt;br /&gt;
*&#039;&#039;&#039;Hellhounds:&#039;&#039;&#039; The medium tank of the Guard motor pool has been favored in 8th, with increases in speed and toughness and decreases in price all around. The datasheet actually covers three vehicles: Hellhound, Devil Dog, Banewolf. Track guards were basically made for this vehicle as the majority of available weapons ignore ballistic skill. Unless you&#039;re bringing the devil dog, your tanks will pretty much never degrade.&lt;br /&gt;
**The basic &#039;&#039;Hellhound&#039;&#039; is armed with the infamous Inferno Cannon, a more powerful heavy flamer with double the range, double the rate of fire, and +1 strength, at S6. A nasty infantry muncher, capable of eating guard-equivalent models with 2s to wound and a 6+ save from up to 16 inches away; due to good strength and rate of fire it&#039;s not too shabby against vehicles either (who knew setting things on &#039;&#039;fire&#039;&#039; could be so effective?). Use it to hunt down the other Guard player&#039;s Heavy weapons teams, or just chew through his conscripts at a healthy pace from safely outside of rapid fire range. Still not convinced? Mathhammer says it will outperform a &#039;&#039;Battle Cannon&#039;&#039; versus anything that&#039;s not T7 3+ and better, and it can still score a few wounds besides. &#039;&#039;Let &#039;em burn!&#039;&#039;&lt;br /&gt;
** Two words: Track Guards! With track guards your tank will always move at full speed... with the inferno cannon you will always auto hit when shooting... 12&amp;quot; + 16&amp;quot; = 28&amp;quot; threat range of constant FIREpower. Such a magnificent vehicle will cost you 111 points, don&#039;t even bother with any other upgrades. &lt;br /&gt;
**Because the Hellhound is BS4+ and can&#039;t mitigate the movement penalties for heavy weapons, you would be wise to try for a Heavy Flamer on the hull mount, but on the Hellhound that means you need to get in very close to use it, negating the Inferno Cannon&#039;s range advantage. The Heavy Bolter is cheaper and more consistent, but at BS5+ on the move outside of {{W40Kkeyword|Tallarn}}, it won&#039;t hit anything at all - you choose it to keep the tank cheap, not to actually kill anything with the gun. On a non-{{W40Kkeyword|Tallarn}} unit, particularly {{W40Kkeyword|Catachan}}, &#039;&#039;always&#039;&#039; take the Heavy Flamer if you want the gun to actually kill anything.&lt;br /&gt;
**Because Hellhounds always explode on 4+ they make excellent suicide tanks, useful for disrupting gun lines and charges (especially considering their relatively short range). Artemia-pattern Hellhounds are better at this though as they deal D6 mortal wounds instead of D3.&lt;br /&gt;
**If your foe is made of tougher stuff, swap out for the &#039;&#039;Bane Wolf,&#039;&#039; whose vicious (and cheaper) Chem Cannon wounds everything that&#039;s not a vehicle on 2s, with an improved AP-3 (at the cost of range, only 8&amp;quot;, and shot count, only 1d6 vs the Hellhound&#039;s 2d6).  Between the wounding improvement and the AP improvement, this will outperform the Inferno Cannon against MEQ even before you account for its reduced cost - the range is the primary issue, as 8.1&amp;quot; charges will ignore it on Overwatch, and the secondary issue is that while it&#039;s obviously incredible against monsters and Primarchs especially, it&#039;s absolute garbage against vehicles, and utterly inferior to the Hellhound versus anything not MEQ or MC. While by itself the Bane Wolf may not actually do a lot, its potential will scare many opponents into focusing it down like the plague after a turn or two. This is probably the best distraction carnifex you will ever find in this codex outside of a deathstrike (and this is cheaper, too).&lt;br /&gt;
***Here the use of a Heavy Flamer is more obvious, since it has the same range as the Chem cannon. With two auto-hitting weapons, this thing will take a big bite out of attacking forces in Overwatch.&lt;br /&gt;
**Finally, if you want to take on vehicles, the &#039;&#039;Devil Dog&#039;&#039; closes the gap with the mighty melta cannon, which is &#039;&#039;much&#039;&#039; better than a multi-melta for the same cost - on average, twice the shots, and assault now, rather than heavy. It&#039;s specialized, but powerful - it outperforms even the revised Inferno cannon against pretty much anything tank-shaped (specifically, T7 with a 3+ save and tougher). Making the melta cannon assault has brought the D-Dog up from garbage to actually being a very solid tank buster. With D3 shots rerolling damage within melta range, you have one of few weapons potentially capable of blowing up a tank every time it fires. It&#039;s also the longest ranged melta weapon short of the Imperial Knight thermal cannon, and is mounted on your fastest ground unit, making range a non issue. Sadly, the Multi-Melta you&#039;d usually strap to the hull to supplement its tank-busting is still Heavy, and still shoots like an Ork unless it&#039;s {{W40Kkeyword|Tallarn}}, so give thought to alternatives. A heavy flamer will go a long way to deter the counter charge you will almost definitely be staring down after you shove that melta in your opponent&#039;s face.&lt;br /&gt;
*&#039;&#039;&#039;Rough Riders:&#039;&#039;&#039; Sorry this unit has been moved to Warhammer Legends, if you wish to relive your fantasy of WW1 I suggest you look at DKOK Death Riders. Surprisingly, 8th Edition&#039;s been kinder to Rough Riders than 7th Edition was. Their hunting lances are no longer one use only, being S+2 AP:-2 and do d3 damage, but still only when they successfully charge. Cheaper, twice the wounds, and now their flak armour might actually do a damn thing, though not against most multiwounding weapons. In addition, they may perform &#039;&#039;&#039;Flanking Maneuvers&#039;&#039;&#039;, which allows them to set up within 7&amp;quot; of a battlefield edge of their choice, and more than 9&amp;quot; away from an enemy unit. Combined with a pair of meltaguns this can make them surprisingly mean tank hunters (between the charge and the melta shots they can inflict about 5 wounds on a T8 3+ target on average) or Character assassins, but it does &#039;&#039;not&#039;&#039; make them front-line brawlers; they might all have chainswords and laspistols but they only get 1 attack a model base. But wait a second, that&#039;s three attacks after wargear plus the new trick of shooting pistols in melee, and given that S3 is more effective against T5 and can actually hurt 7+ now - compare them to Hormagaunts or Stormboyz, and these cavaliers come out alright. Not &#039;&#039;great&#039;&#039;, but alright; their hunting lances, speed and special weapons are still what lets them get shit done so these guys better be getting the charge. &lt;br /&gt;
**&#039;&#039;&#039;Critically Important:&#039;&#039;&#039;  Rough Riders are &#039;&#039;not&#039;&#039; Infantry and &#039;&#039;cannot&#039;&#039; be Ordered, or buffed by Priests ([[The_Empire_(Warhammer_Fantasy)|If only Priests could ride a horse of their own...]]) Unlike every other unit here that can take a Plasma Gun, you can&#039;t stop a bad roll on overcharge with an order, which hurts especially bad since they&#039;re multiwound models now.  Also, why were you giving tank hunting units plasma guns? The meltagun is better on these guys for everything that has multiple wounds, which in this edition is a &#039;&#039;lot.&#039;&#039; &lt;br /&gt;
***Possibly because plasma is cheap, riders are unlikely to get more than one ranged attack, and these guys can also be used for taking on ranged/glass-cannon infantry, a target that they can actually threaten with all of their weapons/attacks. &lt;br /&gt;
**These guys also don&#039;t gain any benefit from most Regimental Doctrines, sadly - the only ones that &#039;&#039;can&#039;&#039; apply are the Cadian and Vostroyan ones, and none of those really help Rough Riders do what they do any better.&lt;br /&gt;
***Note: Cadian stratagem or a relic can make plasma weapons a really good choice for these guys. For just 65 points you will get 5 plasma shots (2 plasmaguns and plasma pistol) with an outflanking unit that can also charge and be annoying in combat with 4 attacks of the lances (2 for the ones that didn&#039;t take plasma guns and 2 for the sergeant). &lt;br /&gt;
**&#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; It is possible to buff Rough Riders with the right combo. If you&#039;re playing Catachan (preferably with Catachans converted to ride Cold Ones from AoS/Fantasy), and then charge the Rough Riders into something near Straken and a Priest, you&#039;ll get 16 S5 Attacks that cause D3 Wounds plus 10 S3 Attacks, and that&#039;s just with a minimum size Rough Rider squad. Considering their low cost you might as well take ten of them and get 21(!) S5 Attacks (at most, provided you remain in the aura) followed by 20 S3 ones.&lt;br /&gt;
***Note:  Straken has to be nearby during the Fight, and is slower than Rough Riders, so it may be non-trivial delivering him.&lt;br /&gt;
*Note: TLDR, just make them DKOK[[https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Imperial_Guard(8E)#Fast_Attack_2]] and run them as Death Riders, they&#039;re fuckawesome.&lt;br /&gt;
&lt;br /&gt;
=====Forge World=====&lt;br /&gt;
*&#039;&#039;&#039;Artemia-Pattern Hellhound:&#039;&#039;&#039; In exchange for the enormous, highly-exposed fuel tank and slightly derpy-looking turret the Artemia version of the Hellhound is D2, rather than D1, gets to roll the best of 2d6 when deciding how many hits its Inferno Cannon inflicts, rather than a straight 2d6, for an expected improvement of 27.78% in terms of shots * damage, from 7 to 8.94.  In addition, Artemia Hellhounds do more damage when they explode, dealing 1d6 (3.5, on average) mortal wounds, rather than the 1d3 (2, on average) of a base Hellhound, a 75% improvement on a one-shot gun that goes off only on a 4+.  Probably worth the 7 point up-charge, but to really earn it, make sure you suicide-rush this guy in, so he&#039;ll be in range for his explosion to do a lot of damage.  Also, the math is only justified on multi-wound targets - against single wound targets, will always do &#039;&#039;far&#039;&#039; less damage than a Codex Hellhound.&lt;br /&gt;
**The improvement is decidedly less noticeable on a {{W40Kkeyword|Catachan}} model, since the two buffs to shot volume don&#039;t stack linearly; you might prefer a {{W40Kkeyword|valhallan}} or {{W40Kkeyword|armageddon}} one, to help ensure it reaches where you &#039;&#039;want&#039;&#039; it to blow up.&lt;br /&gt;
*&#039;&#039;&#039;Salamander Scout Tank:&#039;&#039;&#039; Cute little light tank, loaded up with an autocannon and a heavy bolter, plus the usual HKM plus Storm Bolter or Heavy Stubber. If you were planning on taking an Autocannon Sentinel, take this instead; much faster and much beefier than either of your walkers, while able to bring the rough equivalent of two Heavy Weapon Teams along for the ride AND maintaining the Scout move at the start of the game, all for a very modest point increase. Hell, even if you were considering taking ANY Sentinel, give the Salamander a strong consideration first. Able to quickly get itself in a stubborn position early and lay down a respectable field of fire, killing infantry, denying deep strikers and generally aggravating your opponent.&lt;br /&gt;
**Given that Forge World doesn&#039;t make the Salamander model anymore, a good proxy is a Hellhound hull with the Chimera Autocannon Turret.&lt;br /&gt;
*&#039;&#039;&#039;Tauros&#039;&#039;&#039;: A cool little dune buggy scout vehicle. At first, you might think they&#039;re just more expensive Sentinels, but there are a few neat advantages here - they&#039;re much faster with a 15&amp;quot; move (whoever said the Guard can&#039;t go fast?!) and benefit from the &#039;&#039;&#039;Galvanic Motor&#039;&#039;&#039; rule: if they go more than 10&amp;quot; they benefit from a 5+ invulnerable save. If you hug cover these can become a very handy thorn in your opponent&#039;s side.&lt;br /&gt;
** Also worth pointing out that these have 2 attacks compared to a Sentinel&#039;s 1. At S4 they ain&#039;t gonna kill much, but being able to force a unit to fall back from an objective, or prevent it from shooting if they don&#039;t, can be crucial (and bloody hilarious...)&lt;br /&gt;
**&#039;&#039;Important Note:&#039;&#039; Tauri, both AVs and Venators, do &#039;&#039;not&#039;&#039; have the Vehicle Squadron rule. This means they&#039;re treated as a single unit, and must stay in-coherency for the duration of the battle. It &#039;&#039;also&#039;&#039; means any unit-wide buffs you can hand out, such as Psychic Barrier, affect the entire group.&lt;br /&gt;
***If you want to have your Tauri to work independently, take them as separate units, as slots are no longer capped if you pay the HQ tax. (Plus you get those juicy Command Points).&lt;br /&gt;
** The Assault variant is best paired with a heavy flamer, so treat it like a Scout Sentinel armed with the same - except faster and more durable. Never take the grenade launcher as it suffers from the same 8th edition changes as the infantry version and has a truly idiotic points cost (put it this way, you could buy two autocannons elsewhere which gives you better range and hitting power for the same cost in points...)&lt;br /&gt;
** The Venator variant is much tastier - it&#039;s a little more expensive, but you get double the guns, both of them ignore the penalty for moving and shooting, and if you went multilasers, you get a 10% cost discount on what two multilasers would otherwise cost (18, rather than 20).  Still faster and more durable than its weight in Sentinels, depending on which you&#039;re comparing it to.&lt;br /&gt;
** Just in case the name &amp;quot;Venator&amp;quot; didn&#039;t make it obvious, giving this thing twin lascannons makes for a decent little tank destroyer, as of the latest Chapter Approved a single twin lascannon costs more than 2 normal lascannons, but you do get to mount them on a high speed vehicle that ignores the penalty to moving and shooting. For 258 points a unit of 3 Venators with twin lascannons will be dropping 6 shots (3 hits on average unless you buff their to-hit rolls) which can easily ruin the day of any vehicle or monster that&#039;s not a Lord of War.&lt;br /&gt;
** Yet another discontinued Forgeworld model, but thankfully there are a few options for kitbashing here - the GSC Achilles Ridgerunner compares well size-wise so just take the twin stubbers off. Also consider the wonderful range of Ork buggies, especially if you&#039;re looking for a more scratch-built appearance (feral world regiment anyone?)&lt;br /&gt;
&lt;br /&gt;
===Flyers===&lt;br /&gt;
*&#039;&#039;&#039;Valkyrie:&#039;&#039;&#039; The original badass of the skies can hold 12 {{W40Kkeyword|Astra Militarum Infantry}}; Ogryn count as 3 models. Any infantry with the {{W40Kkeyword|Astra Militarum}} keyword (and Inquisitorial models with the &#039;&#039;&#039;Authority of the Inquisition&#039;&#039;&#039; trait) count. Transports can hold multiple units now, so 3 Command Squads each with 4 meltaguns for 12 meltaguns at BS 3+ in one Valkyrie? Nice! Even better, Grav-Chute Deployment allows you to put anybody it can carry 9&amp;quot; away from the enemy...&#039;&#039;after&#039;&#039; the Valkyrie&#039;s 20&amp;quot; minimum move. Can you say &#039;turn 1 charge with ogryns?&#039;  And to top it all off it has 2 MORE wounds than a Leman Russ tank (though 1 less toughness). Cue the music!&lt;br /&gt;
**&#039;&#039;Note:&#039;&#039; On the firepower side of things, hellstrike missiles are no longer one-use only (but you can fire only 1 per turn). In addition, the codex added the &#039;&#039;Roving Gunship&#039;&#039; rule, which adds 1 to hit rolls if you&#039;re in Hover mode. When standing still, you hit on 3s. Between the multilaser, rocket pods, and heavy bolters, that&#039;s a LOT of infantry mulching! Although infantry is about all the Valkyrie is decent at dealing with. While taking the Lascannon and Hellstrkies essentially turns you into a flying Vanquisher there are far better things your Valkyries should be doing - although swapping out the Multilaser for a Lascannon only costs 10 points, and gives you some anti-tank punch to go with your hosepipe of S5 Ap-1 shots.&lt;br /&gt;
**&#039;&#039;Note:&#039;&#039; The Grav-Chute deployment still only counts as a disembark from a transport, allowing you your normal movement afterwards with your 12 melta vets, or your 4 Bullgryn for that 3+ charge... Ogryn &#039;&#039;can&#039;&#039; fit in Valkyries.&lt;br /&gt;
**&#039;&#039;Note:&#039;&#039; As per FAQ 2019 &amp;lt;s&amp;gt;you can&#039;t move your models after the Grav-Chute deployment&amp;lt;/s&amp;gt; you can&#039;t move your models in the same phase, so you can go for 9 inch charges, won&#039;t help your Meltas or scions though. Gone are the days where a first turn Bullgryn charge was as easy as pie. &lt;br /&gt;
**&#039;&#039;Note:&#039;&#039; The new FAQ just stated that you now must have 1 officer per Command squad; while not game breaking, this does mean that you need 3 officers per Valkyrie 3 CC squad combo. Something to keep in mind when you start getting tight on points.&lt;br /&gt;
======Forge World======&lt;br /&gt;
*&#039;&#039;&#039;Aquila Lander:&#039;&#039;&#039; Priced like a Valkyrie, but plays more like a Flying Drop Pod. Not as durable, armored, and only has a capacity of 7. It can but itself and cargo on deepstrike, landing a heavy weapons team and Commander close to the enemy on turn 2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arvus Lighter (FW Index: Astra Militarum):&#039;&#039;&#039; This thing went from completely useless to pretty useful. Like most of these flyers, it is pretty expensive at 115 points barebones, but thanks to advanced clown car physics you can somehow cram 12 models into it now (no Ogryns though). With T6 and 8 wounds it is more fragile than a chimera but it can fly and move 30&amp;quot;/20&amp;quot; when hovering. It also has the ability to regain a wound on a 6+ and has no characteristics modifiers. It can also deepstrike, so just put it behind some LoS blocking terrain and unload your flamer/melta/plasma squads on the next turn. It can also take one or two additional models in the same slot thanks to the squadron ability. It must be purely by coincidence that Forge World started producing this model again, and they were even kind enough to jack up the price a good bit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Avenger Strike Fighter (FW Index: Astra Militarum):&#039;&#039;&#039; Brrrrrrrrttttt! With T7 and 14 wounds, the Avenger is pretty tough and will probably stay on the table a while. Comes stock with two lascannons, an 8 shot S6 AP-2 D1 bolt cannon, and an 8&amp;quot; heavy stubber that rerolls hits against FLY units. It can also take tactical bombs or a pair of the following: autocannons, hellfury missiles, hellstrike missiles, multi-lasers, or missile launchers. Like most of the Forge World flyer your de facto ballistic skill will be 4+ (3+ natively, but all of its weapons are heavy). As cool as the Avenger is, there are more point efficient flyers out there.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lightning Strike Fighter:&#039;&#039;&#039; Hard hitting little thing that brings a ton of anti-tank for a reasonable cost. It comes stock with a twin lascannon and a long barrelled autocannon. In addition it can take tactical bombs or x4 hellfury missiles, x4 hellstrike missiles, x6 skystrike missiles, or it can remove its long barreled autocannon and take x6 hellstrike missiles. While the price of the hellstrike missile weapon profile (as opposed to hellstrike missiles) being fixed in CA2019, the lightning with x6 missiles and loss of its autocannon (mourned by no one...) is actually a point efficient tank killer! You can fit the Lightning with anti-air (could be good) or -infantry missiles (much worse than vultures), but being a tank killer is where the Lightning can now really shine. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderbolt Heavy Fighter:&#039;&#039;&#039; The frame itself costs 5 points more than a lightning and for those 5 points you get 1 more wound and 6+ repair. Not huge additions, by any means, but quite good value for 5 points. This guy also carries more guns, 4 autocannons and two lascannons. Has slightly more restrictive payload options than the Lightning, though the only option you miss out on is anti-infantry missiles, so no-one cares. The Thinderbolt is suffering from the twin lascannons&#039; and autocannons&#039; point values not keeping pace with the CA2019 point values for the single version of those weapons.&lt;br /&gt;
**Against multi-wound models, the anti-tank missiles are definitely better, doing more than twice the damage per shot with 2/3 the shot volume and 8/9 the points; even after accounting for the BS3-&amp;gt;BS4 or BS4-&amp;gt;BS5 penalty, the anti-tank missiles are going to be better in general against whatever flyers you are trying to bring down.  Against single-wound models you should be fielding a Vulture instead.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vendetta (FW Index: Astra Militarum):&#039;&#039;&#039; &#039;&#039;She&#039;s back, boys and girls!&#039;&#039; The premier tank-hunter of the galaxy is back, and she&#039;s &#039;&#039;pissed&#039;&#039;. Carrying half a dozen lascannons and a nice, fat troop bay for 12 models (even keeping Grav-Chutes!) the Vendetta is a fine transport and gunship both. You pay a premium for her - you have to buy every one of those six lascannons - but it&#039;s worth it. God-Emperor, is it worth it. Keep in mind that Heavy Weapons impose a -1 penalty on a roll to hit if you moved, and you &#039;&#039;must&#039;&#039; move as a flyer unless in Hover mode. This means your beautiful (and expensive!) lascannons are fired with an Ork BS of 5. If you feel safe from assaults or you have already disembarked its cargo, go into Hover mode and unleash hell. Take the slap on the wrist; with the miracles it can pull in the field of transportation the lousy shooting is the only thing keeping this from being outright cheese. Alternately, keep the Vendetta as a scary bastard zipping around the board. It&#039;s expensive, but when you roll good, it&#039;s damn good. Or go Hover early, wipe something out, then zip around soaking fire for the rest of the game. Heavy bolters are fun to throw some extra dice out to keep attention on your Vendetta.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vulture (FW Index: Astra Militarum):&#039;&#039;&#039; Sorry, did we say the Vendetta was a fine gunship? Well, okay, it is, but &#039;&#039;this&#039;&#039; is the exemplar of the role. A Valkyrie&#039;s statline with a tasty Strafing Run rule (+1 on roll to hit if target has no &amp;lt;Fly&amp;gt;) and 4 weapon pylons, carrying rocket pods, missiles, autocannons, multilasers and tactical bombs (a special one-time use ability that&#039;s great against units with lots of models and deals mortal wounds on a 5+)... yeah, okay, fine. We know why you&#039;re here. The &#039;&#039;Twin Punisher Cannon&#039;&#039;, a Heavy &#039;&#039;&#039;&#039;&#039;40&#039;&#039;&#039;&#039;&#039; S5 dual-minigun man-muncher that will turn anything you point this bird at into paste. How it even manages to fly straight spitting so much dakka is a mystery. Scratch the paint and make sure it&#039;s not an Ork...&lt;br /&gt;
**In terms of weapons, the Twin Punisher Cannon is better than every other weapon vs most units and is only worse than the Skystrike Missiles vs units that can FLY. Hunter-Killer Missiles are also almost always better, but are one use only; while Tactical Bombs are rather gimmicky. If for some reason you aren&#039;t taking the Punisher, the following loadouts are best for the following roles:&lt;br /&gt;
***&#039;&#039;&#039;Pure Anti-Tank:&#039;&#039;&#039; Twin Lascannon and Two Hellstrike Missiles&lt;br /&gt;
***&#039;&#039;&#039;Pure Anti-MEQ/TEQ:&#039;&#039;&#039; Twin Autocannon and Two Missile Pods or Four Missile Pods&lt;br /&gt;
***&#039;&#039;&#039;Pure Anti-GEQ:&#039;&#039;&#039; Twin Multi-Laser and Two Hellfury Missiles&lt;br /&gt;
***&#039;&#039;&#039;Mixed Anti-Tank and Anti-MEQ/TEQ:&#039;&#039;&#039; Twin Lascannon and Two Missile Pods&lt;br /&gt;
***&#039;&#039;&#039;Mixed Anti-Tank and Anti-GEQ:&#039;&#039;&#039; Twin Lascannon and Two Hellfury Missiles&lt;br /&gt;
***&#039;&#039;&#039;Mixed Anti-MEQ/TEQ and Anti-GEQ:&#039;&#039;&#039; Twin Autocannon and Two Hellfury Missiles or Two Missile Pods and Two Hellfury Missiles&lt;br /&gt;
***&#039;&#039;&#039;Anti-FLY:&#039;&#039;&#039; Take relevant loadout and swap the Hellfury/Hellstrike Missiles or Missile Pods for Skystrike Missiles.&lt;br /&gt;
&lt;br /&gt;
===Heavy Support===&lt;br /&gt;
{{anchor|unit_analysis_heavy_support_any_regiment}}&lt;br /&gt;
This is the meat and potatoes right here. In this slot you will find the absolute best tanks and artillery in the galaxy. Even the humble heavy weapons squad can lay down some serious hurt thanks to just how cheap they are. If you need something, anything, blasted to bits, this is where you can find the units to do it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Basilisk:&#039;&#039;&#039; Fluffy is back! The Earthshaker gun motor carriage smacks units up to twenty (!) feet away at with the same power as a lascannon (and the underwhelming D3 damage of a battle cannon), rolling 2d6 for shot count and taking the highest and ignoring LOS - and it&#039;s down in cost too, to 108 points base (after the heavy bolter, which you can pay to upgrade to a heavy flamer if you&#039;re an idiot). Against vehicles one Basilisk is as strong as 2.5 lascannons but its higher shot count compared to a lascannon also makes them reasonably effective against multi wound infantry. The Basilisk is brutal and very point-efficient, with the only problem being the Guard&#039;s BS of 4+ (and there&#039;s a stratagem for that). Welcome in any list. It is also &amp;quot;Webstore exclusive&amp;quot; - what a funny coincidence.  There is a bit of a cost disparity on this vehicle between points (108) and power rating (7), leading to the situation that it&#039;s better value for money under the former than the latter, as the &amp;quot;standard&amp;quot; power cost for it should be 5 or 6.&lt;br /&gt;
**Keep in mind that it is just a T6 vehicle so use the ignore LOS ability or see it explode.&lt;br /&gt;
*** A basilisk has pretty good survivability compared to your other options for long range firepower. Infantry squads are much more vulnerable against small arms fire, Leman Russes are just slightly more durable against some anti tank weapons while having a much higher cost, Sentinels are simply worse in every regard and Heavy Weapon Teams don&#039;t have any protection whatsoever.&lt;br /&gt;
*&#039;&#039;&#039;Deathstrike:&#039;&#039;&#039; Slightly more durable at T7.  Gone and buried are the days of Riptides laughing off a hit from an ICBM - &#039;&#039;nothing&#039;&#039; wants to be hit with this monster. 3d6 shots at 16&#039; 8&amp;quot;, ignoring LOS, and any hit inflicts a Mortal Wound. No save, no wound roll, no problem. Furthermore, any unit within 6&amp;quot; of the target takes d3 Mortal Wounds half the time. Smack the center of the enemy&#039;s army with this for 163 points after the compulsory heavy bolter and it&#039;ll make back its points with ease. Of course, you&#039;ll have to get the shot off first: you have to roll an 8+ on a d6 + the battle round number (so it can&#039;t fire on your first turn, then 6+, then 5+, etc).  Use Command Points to re-roll the die and force that 6 (in second turn) or that 5 (in third turn) roll. Better yet, use the Vortex Missile Stratagem and the Catachan Regimental Doctrine. With their respective effects combined, you&#039;ll be able to re-roll all of its failed hit rolls, one of the 3d6 for the shot number (&#039;&#039;two&#039;&#039; with a command re-roll), improve its likelihood of nearby units taking damage, and any models not outright killed by the attack have a chance to suffer d6 &#039;&#039;&#039;more&#039;&#039;&#039; mortal wounds. With all effects combined (which you can get by stuffing it into a Catachan spearhead along with all your other tanks and reserving 4 CP for it) the beast will inflict 9.58 mortal wounds, with a further 1.72 mortal wounds to all nearby units...&#039;&#039;on average.&#039;&#039; The high CP cost of this trick makes it situational, but &#039;&#039;boy&#039;&#039; can it sting.&lt;br /&gt;
**&#039;&#039;Seriously consider&#039;&#039; this vehicle as a choice for your Salamander&#039;s Battle Buddy. Rolling the die to determine if you can shoot is not actually shooting, so you can do this at the start of your shooting phase to determine if the Deathstrike can fire, &#039;&#039;before&#039;&#039; the Salamander designates the target of its own buff. This avoids wasting that precious +1 to hit. With all 3 effects combined the missile will make an average of  11.3 (13.2 for StormTrooper missiles) or so mortal wounds (compared to 9.8 without the Salamander) on whatever you aim it at, with an additional 1.72 on nearby models. At this point there isn&#039;t a whole lot that actually requires this much pain, but it&#039;s a &#039;&#039;hell&#039;&#039; of a hit. Having just run the numbers on the primary target here, taking 1 DeathStrike and a Salamander targeting buddy comes out to 22PPW - just the DeathStrike comes out to 16.5PPW (Both with stratagem and StormTrooper doctrine, ignoring CP reroll on number of shots). You&#039;re still going to delete the target whenever you fire, but if you&#039;re trying to squeeze out the most possible bang for your buck... either skip the Salamander, go all-in on DeathStrikes (15.7 PPW with 3), or have a Basilisk or something around to benefit from the Salamander buff on turns the nukes aren&#039;t launching!&lt;br /&gt;
**Potentially a new distraction Carnifex; by turn three, one of two things should&#039;ve happened. Someone who has been against one will make it a priority, and spend a few turns firing at it while the rest of your army chips away at their own high-value targets while receiving little in the way of return fire, OR a less-informed opponent will ignore it until it&#039;s too late for them to do anything.	&lt;br /&gt;
**The progression is can&#039;t fire turn 1, then 6+, 5+, 4+, 3+, and then you&#039;re into turns that might not happen, so you can&#039;t ever &#039;&#039;guarantee&#039;&#039; it will fire.&lt;br /&gt;
**This can take vehicle equipment, but all of the options are bad ones.	&lt;br /&gt;
**However, with the Tallarn Doctrine, this giant Everything hater can show up in any turn, and the rule does not state that it needs to be on the battlefield at the beginning to add the Battle round number to it&#039;s chance of firing off. You can only bring one, though, but still....&lt;br /&gt;
**This thing is drastically better against some armies then others. Against the Custodes and similar low-model armies, it&#039;s absolutely terrifying, but your average Ork or Tyranid player will probably just shrug it off&lt;br /&gt;
*&#039;&#039;&#039;Heavy Weapons Squad:&#039;&#039;&#039; The base cost of this unit is absurd, even after the Codex nerf! 18 points for a full squad of 3 heavy weapon T3 meat platforms, before weapons! Almost no fat between you and your Heavy Bolter, Lascannon, etc. That&#039;s 42 points for three Heavy Bolters! 54 points for three Autocannons! With the advent of squad-wide splitfire, the choice between these and putting them in Infantry Squads is more even; an HWS is more order-efficient but an Infantry Squad will stay alive longer (though heavy weapons don&#039;t benefit from orders as much now).  &amp;lt;s&amp;gt;The exact &amp;quot;overhead&amp;quot; you pay across these versus Infantry Squads is subtle, but aggravating, because Infantry Squad HWTs are only 4 points, rather than 6, &#039;&#039;and&#039;&#039; reduce the number of models you have to pay for;&amp;lt;/s&amp;gt; an Infantry Squad HWT is formed from two guardsmen, each of which is 4 points, making it 8 points total. an Infantry squad taken just for its HWT is &amp;lt;s&amp;gt;36&amp;lt;/s&amp;gt; 40 points + heavy weapon, while each HWT in this squad is 6 + heavy weapon, meaning the comparison is being forced to pay 34 points for a laspistol and 7 lasguns.&lt;br /&gt;
**Important to note that, due to Genestealer Cults suddenly being able to steal your Heavy Weapon Squads in addition to their own, the latest FAQ established that Heavy Weapon Squads, Krieg Heavy Weapon Squads and Elysian Heavy Weapon Squads (as well as their Brood Brother and Renegade counterparts) are all treated as the same unit for the purposes of the Rule of Three, so you&#039;ll need to find some other filling to fill out the remaining slots on your Stormlord. Filthy xenos, ruining the fun for everyone...&lt;br /&gt;
**Incidentally, you do &#039;&#039;not&#039;&#039; need a Commissar for these; any damage severe enough to make the squad actually lose more models than a Commissar would &#039;&#039;prevent&#039;&#039; (more than 1, followed by a 6 on the morale roll) will kill the squad entirely, and you don&#039;t need high Leadership to get off Orders now, either. The &#039;&#039;real&#039;&#039; downside of these is on the organizational level; you&#039;ll quickly max out your Heavy Support slots by taking these in significant numbers - 3 heavy weapon squads, and the Platoon Commanders to order them, is less than 250 points, and eats 3 heavy support &#039;&#039;and&#039;&#039; 3 elite slots!&lt;br /&gt;
**&amp;lt;s&amp;gt;3 mortars is 33 points, a piddling amount for the output you can pull off with them since they don&#039;t need to see their targets.  Very much worth considering, especially if you give them their own detachment and form a whole mortar company&amp;lt;/s&amp;gt; mortars are now 9 points, making them less points efficient than heavy bolters, but still nice for shooting beyond LoS. Take four (or two-and-two with lascannons), grab two Company Commanders, and make the whole thing a {{W40Kkeyword|Cadian}} Spearhead for less than 200 points and you can have 4d6 S4 shots (rerolling hits, natch) from a defensible position as nice crowd-munching battle buddies. The bonus CP is just icing on this nice fire support cupcake.&lt;br /&gt;
**Weigh the decision about whether or not to take heavy weapons teams embedded into your gunline (instead of as separate units, like this) very carefully. Yes, these units are cheap and can be spammed, but any smart opponent is going to target them immediately. In an Infantry or Vet squad, these guys have up to 8 other models that have to get chewed through before they take a hit, and with Vet Squads, at least they get BS3+.  You can also take them in a Command Squad, but that&#039;s two Guardsmen not carrying special weapons, a vox-caster, a medi-pack, or a standard.&lt;br /&gt;
***When deciding whether to embed a heavy weapon in a gun line or heavy weapons team, consider the following: Heavy Bolters and Mortars are better off in a Heavy Weapons Team, as their higher volume of shots can get more out of re-rolls than single shots. Lascannons and Rocket Launchers generally benefit more from being embedded, as they are single shot (at least for Krak Missiles), more expensive, and offer long range anti-tank to a unit that is primarily medium-range anti-infantry. They also both like being embedded in Veteran squads, where the higher BS helps your chances of hitting that enemy tank. Auto cannons are either/or as their reduced points cost in Chapter Approved and all around versatility make them useful for  gunlines and spammable as HWTs. &lt;br /&gt;
***Regardless of how they get onto the table, heavy weapons teams with mortars and lascannons are your most point efficient options, respectively, for murdering hordes or heavies from far away, although if you want to stay out of LOS like the mortars do, lascannon teams are best replaced by Basilisks.&lt;br /&gt;
*** Perhaps the best all-around option is the Missile Launcher. For one point more than the Mortar and five points less than the Lascannon you get a very respectable anti-horde and anti-vehicle option. It has one less Strength and AP than a Lascannon and can&#039;t ignore LOS like the mortar, but versatility means it will rarely have a target it isn&#039;t happy shooting at. You can get three in a squad for 48 points.&lt;br /&gt;
*&#039;&#039;&#039;Hydra:&#039;&#039;&#039; The original AAA is back in action! The red-headed stepchild of the Chimera-chassis Heavy choices, this is the only one a Master of Ordnance can&#039;t help you with. The Hydra can hit ground troops on 5s and {{W40Kkeyword|FLY}} units on 3s, and with its 6 feet of &#039;&#039;&#039;8&#039;&#039;&#039; S7 AP-1 D2 shots, it&#039;s a potentially good investment even if you didn&#039;t expect {{W40Kkeyword|FLY}} from your opponent. The power comes at a price, though: 108 points after the compulsory heavy bolter, up from 75. Fliers will learn to fear it, though; it puts out enough power to statistically guarantee damage versus most aircraft. There is a bit of a cost disparity on this vehicle between points (108) and power rating (7), leading to the situation that it&#039;s better value for money under the former than the latter, as the &amp;quot;standard&amp;quot; power cost for it should be 5 or 6.	&lt;br /&gt;
** There&#039;s a surprising number of units with &#039;&#039;&#039;FLY&#039;&#039;&#039;, like jetbikes, jump troops, anything that used to be a skimmer in 7th, Monoliths, half of the Dark Eldar and Tau Army Lists... it&#039;s really quite staggering. Make sure you check the tags on your target&#039;s datasheet before opening fire, and do take a picture of your opponent&#039;s face when you inform them of this.	&lt;br /&gt;
** This will outperform a Basilisk against its chosen targets.... but needs LOS to do it, and against anything else, it won&#039;t do so well.  Since it needs LOS, and outside of {{W40Kkeyword|tallarn}} needs to remain static, it&#039;s in direct competition with your Heavy Weapons Squads; at cost, you can field 4 lascannon teams in HWSes (with 4 points left over), which will outperform it against the enemy air you were presumably worried about.&lt;br /&gt;
** If you&#039;re not adverse to using Forge World, consider taking two Sabre Batteries with Autocannons instead. For 18 points less and &amp;quot;only&amp;quot; 4 feet of range, they will do the same job as a Hydra, while for 2 points more than a Hydra, with an added searchlight, they will do 25% more damage against air and 50% more damage against ground.&lt;br /&gt;
** {{W40Kkeyword|Cadian}} Hydras become BS2+ (and reroll 1&#039;s) when you stack &#039;&#039;Overlapping Fields of Fire&#039;&#039; stratagem against a model with {{W40Kkeyword|FLY}}, as long as that model doesn&#039;t have the &amp;quot;-1 to hit&amp;quot; that lots of models with {{W40Kkeyword|FLY}} do, then it still hits on 3+. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Leman Russ Battle Tanks:&#039;&#039;&#039; Ah yes, the Leman Russ. Has long-held, and continues to hold, the title of sturdiest tank in the galaxy, point-for-point. For 137 points (Battle Cannon and Heavy Bolter included) a T8 W12 platform with a 3+ save will consume an &#039;&#039;enormous&#039;&#039; amount of firepower before dying. All Russes must take a hull weapon, either a Heavy Bolter, Heavy Flamer, or a Lascannon and may also take two sponsons (Heavy Bolters, Heavy Flamers, Multi-Meltas, or Plasma Cannons). Thanks to &#039;&#039;&#039;&amp;quot;Grinding Advance&amp;quot;&#039;&#039;&#039; the tank&#039;s turret weapons fire at full BS &#039;&#039;even if the tank moves&#039;&#039; and may fire &#039;&#039;twice&#039;&#039; at the same target if it moves under half its  its full speed. And if taken in a Spearhead Detachment it gains Objective Secured!&lt;br /&gt;
** The tank&#039;s hull weapon and sponsons should complement its turret&#039;s range and capabilities. Sponsons are, of course, &#039;&#039;optional&#039;&#039; in every sense of the word and it will typically be cheaper and more efficient to put heavy weapons into gunlines instead where they can benefit from orders. Exceptions to this rule include {{W40Kkeyword|Tallarn}} (no penalty for moving), {{W40Kkeyword|Catachan}} (can re-roll shot volumes on heavy flamers and plasma cannons), and {{W40Kkeyword|Cadian}} (which wants to sit still anyway, making the lascannon and plasma cannons more appealing).&lt;br /&gt;
**A note on Doctrines: &lt;br /&gt;
***&#039;&#039;All&#039;&#039; weapons with a random number of shots benefit the most from being {{W40Kkeyword|Catachan}}, which is pretty much all of the best turret options (battle cannons, demolishers, eradicators, executioners). If stacked with &#039;&#039;&amp;quot;Harker&#039;s Hellraisers&amp;quot;&#039;&#039; this effectively makes them better than {{W40Kkeyword|Cadian}} Russes as they can still move and re-roll 1&#039;s. Pair with a triple decker of heavy flamers and make horde players weep salty crocodile tears.&lt;br /&gt;
** {{W40Kkeyword|Cadian}} Russes re-roll 1&#039;s to hit if they didn&#039;t move in their previous movement phase, and they also benefit from their unique order &#039;&#039;&#039;&amp;quot;Pound Them to Dust&amp;quot;&#039;&#039;&#039; (which is still worse than &#039;&#039;&#039;&amp;quot;Brutal Strength&amp;quot;&#039;&#039;&#039;). Tanks with a fixed volume of shots like Punishers prefer to be {{W40Kkeyword|Cadian}} and Executioners also get a little more insurance against mortal wounds from supercharged plasma weapons. And then there&#039;s Pask...&lt;br /&gt;
***{{W40Kkeyword|Vostroyan}} made tanks have an extra 6&amp;quot; of range on &#039;&#039;all&#039;&#039; their weapons (except Heavy Flamers) benefiting Demolisher-variants the most. However, the (now 42&amp;quot;) Executioner Cannon is the clear winner here because with &#039;&#039;&#039;&amp;quot;Firstborn Pride&amp;quot;&#039;&#039;&#039; not only does it hit on 3+ but it&#039;s also impossible for its plasma weapons to misfire! &lt;br /&gt;
***{{W40Kkeyword|Tallarn}} Russes suffer no penalty to &#039;&#039;any&#039;&#039; of their heavy weapons for firing on-the-move, although they can&#039;t fire while advancing they &#039;&#039;can&#039;&#039; move-shoot-move or move-move-shoot. &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 Leman Russ can be divided into two categories. The four &#039;Battle Tanks&#039; (Battle, Eradicator, Exterminator, Vanquisher) have more range but less firepower than the three &#039;Siege Tanks&#039; (Demolisher, Punisher, Executioner). Generally speaking the best general purpose option is the Battle Cannon.&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
**&#039;&#039;Battle Cannon&#039;&#039;: Heavy D6 S8 AP-2 D1d3. The Battle Cannon has taken some big hits compared to past editions. Since losing its large blast template it only gets an average of 1.75 hits, though &#039;&#039;&amp;quot;Grinding Advance&amp;quot;&#039;&#039; buffs this to a less disappointing 3.5 and {{W40Kkeyword|Catachan}} can buff it even further. MEQ now get a 5+ save, but it is now more effective against TEQ. Surprisingly the cheapest of the 4 options...and easily the best. Though it faces stiff competition from its Demolisher cousins.&lt;br /&gt;
***Particularly since many of the other variant turrents have gotten points reductions:  now the Battle Cannon is THE most expensive turret option.  Still not a bad option, being the reliable, less gimmicky choice for main gun, particularly with Grinding Advance in play.&lt;br /&gt;
**&#039;&#039;Exterminator Autocannon&#039;&#039;: 5pts cheaper than a Battle Cannon which would be worth it for the (very slightly) improved rate of fire (outside of {{W40Kkeyword|Catachan}} and {{W40Kkeyword|Cadia}}, where it is &#039;&#039;worse&#039;&#039;), except that its output is inferior against T4, T7, T8, anything with a 5+ or better save, and anything with 3 or more wounds. Obviously excels at dealing with 2W MeQ or anything possessing to-hit penalties that the battle cannons RNG output can screw you over against, and makes a damn fine impromptu Hydra if you get desperate. It isn&#039;t designed for taking on other Tanks, especially the ones with T8 (like Russes) which seems to be where a lot of its bad rap comes from in comparison to the Battle Cannon. Also, it&#039;s probably the best choice against Necrons, as it&#039;s more likely not to get saved against by Quantum Shielding.&lt;br /&gt;
***&#039;&#039;Alternate Opinion&#039;&#039;: The Exterminator really shines against units with 3+/4++ save, particularly T5 and 6(so about 3/4 of every armies FA choices) Furthermore you&#039;ll consistently put out a &#039;&#039;&#039;lot&#039;&#039;&#039; of firepower without the need of staying in range of a Tank Commander. It&#039;s not that the Exterminator is better or worse compared to the Battle Cannon, it&#039;s just designed for a different purpose. Put a lascannon, multimeltas and track guards on your {{W40Kkeyword|Tallarn}} Leman Russ Exterminator and for 217 points you&#039;ll have a very good, &#039;&#039;&#039;mobile&#039;&#039;&#039; all rounder unit that can react to almost everything on the battlefield. It will still deal less average damage than a battle cannon, but it will do so more reliably.&lt;br /&gt;
***&#039;&#039;Continued&#039;&#039;: As above, this is a particular gun for particular targets. In most cases you’re better off taking one of the other options, but there are cases to be made for this one. The Exterminator excels against high-toughness multi-wound monsters and elite infantry, particularly Tyranid Monsters and Ork vehicles/nobs, against whom it generally performs better against than the “burst” damage of say a battle cannon. The Exterminator’s consistent shot volume and damage seems tailored towards these units, where you’re getting 4/8 shots instead of a potential 1/2. Also consider using on CSM and SM bikers (particularly scout bikers if you know people who use them) where the -1 AP and 2D can be a nasty surprise. &lt;br /&gt;
**&#039;&#039;Eradicator Nova Cannon&#039;&#039;: Often overlooked. For 7 pts less than a Battle Cannon, you lose 36&amp;quot; of range and only hit at S6. In exchange you ignore cover bonuses, which gets you that guaranteed -2 to Armor save. This is perhaps the most specialized of all the Leman Russ options, so only consider bringing it against targets that depend on cover saves (Space Marine Scouts with camo cloaks, Eldar Rangers, AdMech with cover canticles, Poxwalkers, Vindicare Assassins, Imperial Guard, etc). Perhaps the best at straight-up murdering GEQs in cover (wounding on 2+ with no save), its extra 12&amp;quot; range edging out the Demolisher Cannon in this particular niche.&lt;br /&gt;
**&#039;&#039;Vanquisher Battle Cannon&#039;&#039;: The Vanquisher, a dedicated anti-tank cannon, is proof that GW is incapable of statistics, as it performs worse against heavy armour than every Leman Russ turret except the exterminator, though thankfully it has become one of the cheapest options after Chapter Approved, falling to 20 points (doing 0.93 wounds to another Russ; every other variant manages at least 1 wound). Sad thing is, if GW had given it a flat 2+ to wound against vehicles, S9 or flat 2D6 damage instead of 2D6 drop the lowest, it’d perform better against most vehicles than other Russes. &#039;&#039;Never&#039;&#039; take this in a tournament or if you&#039;re a win at all costs player. If you&#039;re playing for fun, or love the model and look more, it&#039;s entirely up to you.&lt;br /&gt;
***Even with its reduction to just 15 points in CA, it still may not be a competetive turret choice, except maybe on Pask or, at least, a Tank Commander.&lt;br /&gt;
*The three &#039;Demolisher&#039; variants hit &#039;&#039;much&#039;&#039; harder at the expense of range; only one of them beats two feet, unless it&#039;s Vostroyan-made. Demolishers and especially Punishers enjoy heavy flamers, as these tanks will be close anyway. Make tar pitting them a costly move and ignore the damage they will inevitably take. &lt;br /&gt;
**&#039;&#039;Demolisher Cannon&#039;&#039;: You can fit a &#039;&#039;man&#039;&#039; in that gun barrel! Statistically the best tank-buster of all Russ cannons; same cost as the Battle Cannon, but deals x1.75 the Damage against targets with enough Wounds to suffer it, on top of +2S and -1AP, making it far superior against T5 and T8 in practice. With 2 Multi-Meltas and a Lascannon on a {{W40Kkeyword|Tallarn}} tank, this will munch through most enemy armour, if you feel okay chucking out 202pts for a BS4+/5+ tank. Thanks to the space marines new codex, demolisher cannons now pack a constant D6 shots, giving you the power to hammer any target with 2D6 shots at S10 AP-3 each doing D6 damage!!!! Will the imperial D cannon change in price? Only time will tell. Gunnery Experts + Spotter Details = 30&amp;quot; demolishers rerolling how many shots they fire. Best of Vostroyan and Catachan All secondary/sponson weapons will be +6&amp;quot; as well. &lt;br /&gt;
*** Infantry will usually come towards the punisher, this thing has a tendency to make armor run away. 160 points currently gets you the cannon, heavy bolter, and track guards to at least get you in range as you weather opposing anti tank fire (yes, that large cannon barrel is a fire magnet).&lt;br /&gt;
**&#039;&#039;Executioner Plasma Cannon&#039;&#039;: A plasma cannon with nearly double the rate of fire, even before you use Grinding Advance to shoot twice and without a movement penalty, but only x1.33 the cost, and cheaper than a Battle Cannon, at the same price as a Punisher.  If you fire it on Supercharge - which you should - it will outshine the Battle Cannon easily, dealing more damage to W2 models at -1AP for 9.1% (2) fewer points.  That actually places this weapon in direct competition with the Demolisher Cannon, above - when Supercharged, the Demolisher&#039;s only improvement against most targets is +2S, which is of dubious utility, given that it costs 25% more and has 66.67% the range. Speaking of range keep in mind the Executioner is the longest range of the &amp;quot;siege tank&amp;quot; variants, at 36&amp;quot;, nowhere near as good as the battle cannon, but a step up from the dangerously short range of the Demolisher and Punisher to a more middle of the road range where you can stay reasonably safe from enemy melta weapons while still laying down plasma fire.&lt;br /&gt;
***&#039;&#039;Particularly&#039;&#039; compelling under {{W40Kkeyword|Catachan}}, who can re-roll 1s to hit with it while also re-rolling shot volume - because the {{W40Kkeyword|Catachan}} doctrine is much better on 1d6 than 1d3, under them, this completely outstrips the Demolisher cannon against tanks under them.  {{W40Kkeyword|Cadia}} can pull the same trick, only worse (the tank has to remain static to do it), but they can also apply their stratagem to render the weapon completely safe on Overcharge.  If you&#039;re going the {{W40Kkeyword|Catachan}} route, combine with triple heavy flamers for 193 points and roll around murderin&#039; shit, or with two more plasma cannons and a heavy bolter if you&#039;re willing to sit still and hope your enemies are within 36&amp;quot; for 180 points (192 with a lascannon); unlike {{W40Kkeyword|Cadia}}, you can also re-roll the shot volume on your sponsons.  Don&#039;t forget to use Harker if you&#039;re doing this, as he&#039;s much more efficient than Tank Commanders at keeping your tanks firing safely - you can even use a Tank Commander with the Dagger to Deep Strike Harker into position, if you need to.&lt;br /&gt;
***Under {{W40Kkeyword|Tallarn}}, mostly interesting because you can combine it with the admittedly less efficient plasma cannon sponsons and a heavy bolter for 180 points and roll around shooting at 36&amp;quot; at no penalty.&lt;br /&gt;
***{{W40Kkeyword|Vostroyan}} sacrifices a bit of mobility, but gives us access to 42&amp;quot; plasma cannons (and heavy bolters, if you want a bit more anti-infantry), and the Firstborn Pride stratagem lets us hit on 2+ and never overheat.&lt;br /&gt;
***Real Talk: outside of penalties to hit, this will only deal 0.583... mortal wounds to you, on average - 0.71 with the Catachan buff.  You should &#039;&#039;not&#039;&#039; be feeling scared to fire it, even without re-rolling 1s.&lt;br /&gt;
***Got a small points reduction in cost in CA, making it a whole 7 points cheaper than the Battle Cannon.&lt;br /&gt;
**&#039;&#039;Punisher Gatling Cannon&#039;&#039;: Tank-mounted BRRRT. Statistically, your best friend against infantry, but it lacks range and struggles against heavy stuff. With 3 heavy bolters (166 points), it can wreak impressive amounts of havoc for a single model, very good at clearing away t4 screens like shield drones and plaguebeares particularly on a tank commander.  &lt;br /&gt;
***Definitely a good idea under {{W40Kkeyword|Tallarn}}, where the sponsons won&#039;t mind at all moving the tank into position to fire, and you can order the tank to move like it means it.  You can also combine it with lascannons, multi-meltas, and plasma cannons freely under them, for the same reason.  Note that if you &#039;&#039;are&#039;&#039; moving away from heavy bolter sponsons, a lascannon is a better idea than a multi-melta for the hull weapon (especially since multi-meltas can&#039;t be taken as hull weapons), as it will outperform the multi-melta against a Land Raider even &#039;&#039;before&#039;&#039; you realize that if you&#039;ve driven up next to infantry for the Punisher, good heavy targets might be farther away; likewise, the Plasma Cannons will do better if you&#039;re willing to supercharge, but without an accuracy buff like Yarrick or Guilliman along, both of whom will slow you down, that&#039;s a risky click.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manticore:&#039;&#039;&#039; Slightly more durable at T7, the Guard&#039;s entry into the community of rocket artillery, and arguably the best. May not be squadroned, but don&#039;t be discouraged - it&#039;s gotten a MASSIVE points reduction, down to 143 after the compulsory heavy bolter, from 175. The Storm Eagle Rockets still hit like the proverbial meteor: Heavy 2d6, S10 AP-2 D1d3 with a range of 10 feet, ignoring LOS. Minimum range is gone, too - this may be your new best friend in the realm of artillery. Sadly, nothing good lasts forever; you only get four shots, and Overwatch &#039;&#039;does&#039;&#039; consume them, so make each one count!  Broadly speaking, worse output per point than a Basilisk against 2+ saves outside of T5/9/10, so a Basilisk is better against a Land Raider, but a Manticore is better against a Knight (until you run out of shots, of course).  By and large, a Basilisk is a superior choice.&lt;br /&gt;
*&#039;&#039;&#039;Wyvern:&#039;&#039;&#039; One of the latest additions to the Imperial Guard motor pool. Got swatted with the nerf bat. Its infamous Wyvern quad mortars generate more attacks than they did before, with 4 feet of &#039;&#039;&#039;4d6&#039;&#039;&#039; S4 AP0 hits that re-roll to wound and ignore LOS; costs 103 points, assuming you were sane and didn&#039;t buy the heavy flamer. For comparison, one of these will usually kill 4.15 GEQs or 1.75 MEQs, both better than a Basilisk, which will kill 1.86 and 1.55, respectively; what ultimately makes the Wyvern suffer is that you can just drop 99 points instead on 3 Heavy Weapons Squads with 3 Mortars each, and 9d6 shots will outperform 4d6 re-rolling wounds every single time.&lt;br /&gt;
** The Suppressing Fire and Pounding Barrage stratagems from an Emperors Wrath Artillery Company allow a single Wyvern to either halve a units move and advance distances, or fire twice. These two strats are well suited for a pocket wyvern and make having a single one supporting your Basilisks a very useful addition to your tank lines. These two strats alone can allow the Wyvern to protect the Basilisks from crucial charges that would otherwise tie up your heavy guns. &lt;br /&gt;
&lt;br /&gt;
=====Forge World=====&lt;br /&gt;
*&#039;&#039;&#039;Armageddon Pattern Basilisk:&#039;&#039;&#039; 15 points up on a standard Basilisk for an enclosed crew compartment, which nets you 1 more toughness and wounds. Makes your earthshaker more resistant to S7 and S12 attacks, and because of the way the wounding rules work, that&#039;s about it, though the extra wound is a nice topping on the cake. About as viable as the normal one if you have the model, but not exactly worth the extra money if you don&#039;t (nothing stopping you from using &amp;quot;counts-as&amp;quot; though).&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/PDF/Downloads//Carnodon_Datasheet.pdf Carnodon Battle Tank]:&#039;&#039;&#039; A Heresy-era fossil of a tank that&#039;s one third cheaper than a naked Leman Russ with its initial loadout and has the statline of a slightly weaker Predator. It is capable of taking highly specialized loadouts. For AT, take four lascannons. Multilasers are a good option to take out GEQs and the Volkite weapons are good against heavy infantry and can fish for mortal wounds on wound rolls of 6+. Bonus points for having better Volkite weapons than the Space Marines. And the Mechanicus. Nope, the cogboys aren’t salty about that one at all.&lt;br /&gt;
**Carnodons fill a similar role to the Guard&#039;s fast attack units. Tactics used for Sentinels and Hellhounds are more applicable to Carnodons.&lt;br /&gt;
**{{W40Kkeyword|Tallarn}} makes these guys pretty effective cavalry tanks. They can quickly redeploy to deliver whatever firepower the brought to bear.&lt;br /&gt;
** Volkite weapons may baffle most tech priests, but the damage they cause on the battlefield is plain to see. The Culverin has four shots, any of which cause D3 mortal wounds on a wound roll of 6+. The Calivers add another single mortal wound on any 6+. This setup with a heavy stubber runs you 110 points and has a minimum range of 30&amp;quot;. The guns profile isn&#039;t bad either netting you 8 S6 AP-1 D2 hits. For this price 3 tanks at 330 points is affordable making them a startlingly efficient means of spamming mortal wounds while genuinely threatening far more dangerous enemies. &lt;br /&gt;
** Clearly designed by C.S.Goto, because it has the potential to equip !!5!! Multilasers.&lt;br /&gt;
** The price drop on multi-lasers helped this light tank out. At it&#039;s cheapest only running 90 points. Point drop didn&#039;t effect the twin multilaser on the turret though so worth switching it up for the added 4 points. Still 58 points less than a naked Russ for a lot of light firepower. The pintle mounted multilaser is 3pts more than the heavy stubber, for +2S.&lt;br /&gt;
*&#039;&#039;&#039;Earthshaker Battery (Forge World Index: Astra Militarum):&#039;&#039;&#039; The gun deck of a Basilisk, sitting pretty on a stationary foundation. As of Chapter Approved 2017, these guys are more expensive and less resilient than a regular Basilisk. The only saving grace is that it can technically still fire the Earthshaker while it is being swarmed by enemy assault troops.&lt;br /&gt;
**This is another discontinued model, but don&#039;t be discouraged. Simply take the part of your Basilisk that&#039;s not a Chimera (the cannon and T-shaped gun platform) and plop it on a suitable-looking base. Get creative so your opponent actually lets you use it.&lt;br /&gt;
*&#039;&#039;&#039;Crew-Served Gun Batteries:&#039;&#039;&#039; All of these deploy as one unit and then split into two - one unit of guns and one unit of crew. This means they can&#039;t be buffed with orders; any effect just buffs the crew, instead. The crew are essentially characters, thanks to wonky rules wording - they can only be targeted if they&#039;re the closest visible enemy unit. Furthermore, a gun model cannot fire unless a crewman is within 3&amp;quot; of it. &lt;br /&gt;
**Be aware that the gun batteries have the {{W40Kkeyword|&amp;lt;vehicle&amp;gt;}} keyword. This allows them to receive buffs from Salamanders and Trojans! Yes, you can re-roll misses and hit on 3s with &#039;&#039;Earthshaker Cannons.&#039;&#039; Both buffs are &#039;&#039;not&#039;&#039; unit-wide, so you must pick one gun in the battery when doing this.&lt;br /&gt;
**&#039;&#039;Note:&#039;&#039; If somehow the guns are destroyed, or you don&#039;t need them, you can walk the crew around behind something tough, like Bullgryns, and use these guys as untouchable lasguns! Clearly an exploit, but so laughably inefficient it can never really be abused; inform your opponent, imagine they&#039;re hammer dancing, and have some fun!&lt;br /&gt;
**&#039;&#039;&#039;Earthshaker Carriage Battery (Forge World Index: Astra Militarum):&#039;&#039;&#039; The Earthshaker Cannon mounted on a Krieg-style wheeled gun carriage. Unlike the above, the crew is separate, and thus can defend the gun in melee. You get 4 crewmen a gun, which essentially means a full battery comes with a free Infantry Squad. &#039;&#039;And&#039;&#039; they can take orders, though re-rolling 1s won&#039;t work the miracles that ignoring all cover saves once did. With a slightly-lower-damage version of the lascannon&#039;s gun profile and an average of 2.24 hits to a lascannon team&#039;s 1.5 for a marginal increase in cost, it&#039;s more point-efficient than a lascannon team for tank-busting, and thanks to the high shot count and lasgun-armed crew, better at fighting crowds, too. Not bad.&lt;br /&gt;
** Forget about it. Chapter Approved has killed it to death. Now base cost for this poor boy without legs (tracks) is 105 + 16 points for 4 crewman. Stick with a vanilla Basilisk, that costs only 108 points and still can move, while also having a heavy bolter. I would still recommend running it simply for fluffy reasons and that the model looks amazing.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Mortar Battery:&#039;&#039;&#039; The Heavy Mortar hits like a midway between a normal mortar and the Earthshaker Cannon. Unfortunately it takes after the latter in price - 72 points for a 3-man team and the gun carriage. Potentially viable if you&#039;ve got the models, but nothing special. Also, the rules are poorly worded so technically the Guardsmen Crews have &#039;Explodes&#039;. Trying to exploit this by charging them into enemy lines and chain-exploding them makes you [[That Guy]] and will probably also lead to a quick FAQ clarifying, as you already knew, that it was not intended to apply to the non-Artillery models in the unit.&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Heavy Quad Launcher Battery:&#039;&#039;&#039; Also known as the Thudd Gun. Invented by [[squats|a race of abhumans]] whose worlds were lost to the Tyranids sometime in the mid-M40s (it&#039;s not clear) and much beloved by Kriegers, 8th Edition&#039;s Thudd Gun behaves like a Wyvern&#039;s quad-gun, without the rerolls to wound (perhaps it doesn&#039;t use airburst ammunition?). It&#039;s also only 10 points cheaper as a Wyvern, sans the heavy bolter the latter gets with its Chimera mobile platform. Workable if you have it, not worth the money if you don&#039;t.&lt;br /&gt;
**&#039;&#039;&#039;Rapier Laser Destroyer Battery (Forgeworld Index: Astra Militarum):&#039;&#039;&#039; Got nerfed hard and went from auto-include to almost-nope. Twin-linked is gone but it still fires only one shot, so barring a static {{W40Kkeyword|Cadia}}n gunline to reroll 1s, there is no chance to reroll that 4+ except CPs (or a Trojan, see above), as the Rapier can&#039;t take orders any more. Still, the gun is S12, and &#039;&#039;if&#039;&#039; the shot hits, on a roll of 3-5 it does 2D6 damage, and on a 6 it&#039;s upped to 3D6 (so you &#039;&#039;could&#039;&#039; hypothetically one-shot a Land Raider, but it is highly unlikely) - the overall expected damage roll is 6.42, slightly better than 3d3 but slightly worse than 2d6. The price got almost doubled ,to 74 points for one gun and a crew of two. The rapier has 3 wounds now, but unfortunately is only T5. Mathhammer says it will only beat out a team of lascannons (of similar cost) against 2+ models, models of T6 and below, and 3+ models of T9 and above. Not worth buying, but if you have it, save it for the &#039;&#039;really&#039;&#039; tough stuff. &lt;br /&gt;
*&#039;&#039;&#039;Griffon Mortar Carrier:&#039;&#039;&#039; The Griffon Mortar Carrier occupies the niche of cheap medium artillery support compared to the other big guns available to the Guard. The Griffon Heavy Mortar has a range of 48&amp;quot; and strikes at S6 with AP -1 and dealing D3 damage per wound...and unlike the Wyvern, this Mortar ignores cover saves. In previous additions, the Griffon used to have the ability to re-roll scatter, and thanks to the way the bombardment and artillery squadron rules worked meant that you could use it as spotter artillery for your bigger guns. These days however, much like its larger cousin the Basilisk, it rolls 2D6 and takes the highest to determine the number of attacks it makes. This all clocks in at a measly 78 points after purchasing the mandated Heavy Bolter, though this can be swapped out for a Heavy Flamer for extra charge defense and it can also take a pintle mounted weapon and/or Hunter-Killer Missile. Unlike the Medusa and Basilisk whose preferred targets are TeQs, MeQs and Vehicles, the Griffon is best used to rain hate on cover camping units with a 4+ save or worse, though it can also be used to hunt light vehicles and low save, multi-wound models thanks to its D3 damage. It doesn&#039;t re-roll wounds like the Wyvern, but since both mortars main targets tend to hide in cover, any time you would take a Wyvern, consider the Griffon instead. Probably not as competitive as either the Medusa or the Basilisk, but a solid artillery piece for the price. Tallarn Griffons can move and shoot, Catachan ones can re-roll attacks, Cadian ones can re-roll 1&#039;s to hit, and Vostroyan ones have 54&amp;quot; range. Note: Forgeworld no longer sells a model for this unit, but the conversions are super easy.   &lt;br /&gt;
*&#039;&#039;&#039;Colossus Bombard:&#039;&#039;&#039; &#039;&#039;Finally&#039;&#039; gaining the toughness of the Leman Russ chassis it&#039;s mounted on, the Colossus still ignores cover, though that doesn&#039;t do as much now. Downside, it costs as much as a Leman Russ, too. The mortar itself has gotten a HUGE range increase (In fact this might be a typo - &#039;&#039;240 inches&#039;&#039;), and hits like a Heavy Mortar with slightly better AP. It fires twice as many shots, too. All in all, it&#039;s a damn fine artillery piece.&lt;br /&gt;
*&#039;&#039;&#039;Cyclops Demolition Vehicle:&#039;&#039;&#039; 40k&#039;s version of the [https://en.wikipedia.org/wiki/Goliath_tracked_mine Goliath], a bomb on treads controlled by remote. Magos Cawl figured out how to encrypt the controller signal, so the operator doesn&#039;t have to walk around on the field next to it, but putting it in transports disrupts the signal...so you can&#039;t drop it out of a Valkyrie anymore. In exchange, it&#039;s &#039;&#039;much&#039;&#039; faster (10&amp;quot; move, though advancing prevents you from setting it off) and its payload is one of the few blast weapons in 8th edition that&#039;s &#039;&#039;actually&#039;&#039; a blast - you set it off in the Shooting phase, and it hits &#039;&#039;everything,&#039;&#039; friendly and enemy, within d6&amp;quot; like an Earthshaker shell. Oh wait, no, it actually hits &#039;&#039;much harder,&#039;&#039; rolling a flat 2d6 for shots instead of 2d6-take-the-highest, and &#039;&#039;it auto-hits.&#039;&#039; This is the single worst thing to roll into a deathstar of characters at the center of your opponents&#039; army - no more Look Out Sir! to slough off the pain it can bring, and every unit within the effect radius is hit the same. It&#039;s not very tough, but it&#039;s small and easily concealed behind bigger, bulkier units, and at 40 points it can be a powerful disruptor of enemy formations.&lt;br /&gt;
**Note that this little ball of hate explodes on a &#039;&#039;&#039;3+&#039;&#039;&#039; when killed, and that&#039;s your die to roll. You, the Guard player, with the giant pile of command points. Take a reroll, hand out some mortal wounds, and get a glass for the tears of your opponent.&lt;br /&gt;
** Chapter Approved has increased its cost to 60 points from 40. Not a build-killer, but you&#039;ll need to work to make back its points now. &lt;br /&gt;
**These bombs can take a {{W40Kkeyword|&amp;lt;Regiment&amp;gt;}} keyword now. {{W40Kkeyword|Armageddon}} is better for getting your bombs on target in 1 piece, while {{W40Kkeyword|Catachan}} makes them more reliable. {{W40Kkeyword|Mordian}} turns your little bombs into risky flanking buddies, although, tbh, Sentinels are better suited to this purpose, as far as cost is concerned. {{W40Kkeyword|Tallarn}} is really fluffy, but so easy to counter. The others, however, give nothing that this unit needs, although it is an easy way to set up Overlapping Fields of Fire for your {{W40Kkeyword|Cadian}} units. Vicious Traps does give this unit a kind of Overwatch, but isn&#039;t really worth it.&lt;br /&gt;
**Don&#039;t forget: these can charge. Use these guys to charge your opponent&#039;s melee screen units with limited shooting, and watch the beads of sweat on your opponent&#039;s face flow as he realizes that killing this thing in melee is as bad as letting it live.&lt;br /&gt;
*&#039;&#039;&#039;Hydra Battery:&#039;&#039;&#039; Four long-barreled autocannons on a stationary platform. Higher toughness but lower wounds and save than the mobile version. Shoots the same, at about 25% less points. Workable, but not exceptional.&lt;br /&gt;
*&#039;&#039;&#039;Leman Russ Family&#039;&#039;&#039;: As of the recent FAQs, all the Forge World tanks also gain Grinding Advance. &lt;br /&gt;
**&#039;&#039;&#039;Leman Russ Annihilator (Forge World Index: Astra Militarum):&#039;&#039;&#039; In past editions, this was indisputably the most underwhelming Leman Russ variant. However, with the changes to the twin linking rules, compounded by Grinding Advance, it’s the only Leman Russ that has increased in firepower rocking, effectively, 4 bs4 lascannons. Against another Leman Russ, this thing will put out 1.94 wounds, matching the Demolisher but with more range. Expect to see this eclipse the “anti-armor” Vanquisher, which only puts out 0.94 wounds a turn against another Russ. In an edition where vehicles tend to stick around, loaded for bear (multi-melta sponsons and a hull lascannon), this tank has the potential to take out a vehicle per shooting phase.&lt;br /&gt;
*** With that cool new Grinding Advance rule, this tank became our one of the best options, matching even Demolisher in sheer amount of hard hitting hatred it can bring to our enemies, even matching Demolisher in his own field, while been miles away from the fight. Sadly, you can&#039;t put Pask in it...&lt;br /&gt;
**&#039;&#039;&#039;Leman Russ Conqueror (Forge World Index: Astra Militarum):&#039;&#039;&#039; Actually pretty useful now. The Conqueror cannon has the same statline as a regular battle cannon, just with a 48&amp;quot; range. The co-axial weapon is only a storm bolter though, rather than the much more logical heavy stubber, but Forgeworld are bound to go derp somewhere. Actually while the Storm Bolter is shorter ranged (its max range is half the main gun&#039;s, rapid fire is 12) due to not being a heavy weapon it fires at full BS on the move, and it grants rerolls to hit with your Conqueror cannon if you fire on the same target, it doesn&#039;t even have to hit anymore. Especially good for {{W40Kkeyword|Mordian}}; slap a pintle mounted storm bolter on there and you&#039;ll be putting out 8 S4 shots hitting on 5s on overwatch.&lt;br /&gt;
*** When you do some math you will quickly realize, that this baby is one of the best Russ variants in the game right now. Reroll every (not only failed) shots on the main gun gives you MASSIVE powerboost, almost doubling your hits. Find the path to reroll that random attack D6 roll (Cadian&#039;s order or Catachan&#039;s doctrine) end enjoy tearing everything up to a land raider to pieces. Trust me, this tank gonna &#039;&#039;&#039;CONQUER&#039;&#039;&#039; your battlefield.&lt;br /&gt;
*** Chapter Approved lists the Conqueror as 122 points, the same as a Leman Russ Annihilator and dropping 10 points after the Forge World 1.0 FAQ. &lt;br /&gt;
**&#039;&#039;&#039;Leman Russ Stygies Vanquisher (Forge World Index: Astra Militarum):&#039;&#039;&#039; A slight improvement over the normal Vanquisher, and arguably forgeworld&#039;s attempt to fix that variant. They failed. The Stygies pattern comes with a co-axial storm bolter, and if it remains stationary, the main weapon gains +1BS. Like the Conqueror, shooting the storm bolter and the cannon at the same target grants rerolls to hit. With both bonuses stacking, this can pull off 1.66 wounds against another russ – meaning unlike the normal vanquisher it outdoes the battlecannon (1.17 wounds) but is still beaten by the annihilator and demolisher at 1.94 wounds a piece, which are more useful against other targets and offer better range and mobility (as the Stygies needs to be stationary at 24 inches to be fully effective).&lt;br /&gt;
***&#039;&#039;Sponson/Hull Weapons&#039;&#039; - Heavy Flamers and Storm Bolters can be fired on the move without penalty, but only they and your turret gun have that benefit.  If you &#039;&#039;do&#039;&#039; take Plasma Cannons (or other options, like a Hunter-Killer Missile), don&#039;t expect to land many hits.&lt;br /&gt;
***As per the latest FAQ, the Stygies received yet another minor buff to try and salvage it. You can now exchange the Co-axial Storm Bolter for a Co-axial Heavy Stubber, which lets the tank function better as intended, that is, hold still and shoot at tanks from far away. The extra foot of range significantly boosts its threat radius and switching to a Heavy weapon is largely irrelevant, as you&#039;d pretty much never get the Storm Bolter&#039;s additional shots and you probably won&#039;t be moving in the first place.&lt;br /&gt;
*&#039;&#039;&#039;Malcador Tank Family (Forge World Index: Astra Militarum):&#039;&#039;&#039; Down(?)-graded from Lord of War to Heavy Support, the light-super-heavy tanks of the Malcador family have been smiled upon in 8th by the removal of weapon facing. This means the bizarre fixed-transfer casemate mount which the main gun sits in (and the fact that the sponsons can&#039;t train forward) no longer limits its shooting ability; also gone is the chance to break down every time it moves, apparently they finally fixed the engines on these things. The Demolisher cannons have Grinding Advance, as well. Note: The Valdor tank destroyer is still taking a Lord of War, so no spamming Neutron Lasers (not that you could spam a tank this size anyway).&lt;br /&gt;
**&#039;&#039;&#039;Malcador Heavy Tank:&#039;&#039;&#039; The basic Malcador is a Russ on a steroid binge - 18 wounds instead of 12 (this is standard across all Malcadors), and it can carry autocannons or lascannons in the sponsons. Note that this Malcador lacks any type of Grinding Advance, you&#039;re still better off with regular Russes.&lt;br /&gt;
**&#039;&#039;&#039;Malcador Annihilator:&#039;&#039;&#039; The Malcador&#039;s version of the Leman Russ Annihilator. Two lascannons in that weird turret and a Demolisher cannon in the hull. Note that you can replace the Demolisher with a FIFTH Lascannon if you so desire but at 300 points it&#039;s somewhat(read:very) inefficient.&lt;br /&gt;
**&#039;&#039;&#039;Malcador Defender:&#039;&#039;&#039; &#039;&#039;Now we&#039;re talkin&#039;!&#039;&#039; In a remarkable display of foresight, the Defender eschews the nerfed turret weapons of its brothers for an interwar-style turret fitted with &#039;&#039;five&#039;&#039; heavy bolters. Two more on the sponson mounts make for a bullet hose to rival the Stormlord - at 21 shots, it can chew through blobs for breakfast. It also adds 1 to its overwatch hit rolls. A demolisher cannon is still present on the hull for tougher targets. Send a trio of these with {{W40Kkeyword|Mordian}} tactics up the board in front of your Infantry to form a near impassable wall of Heavy Bolters for any opponent who heavily relies on hordes of footslogging infantry.&lt;br /&gt;
**&#039;&#039;&#039;Malcador Infernus:&#039;&#039;&#039; The Malcador&#039;s version of the...Hellhound? Apparently someone &amp;lt;s&amp;gt;saw the need&amp;lt;/s&amp;gt; addressed the requirement to set entire city blocks on fire at once. This vehicle carries the Inferno Gun, which rolls 2d6 automatic hits with a strength and damage that resembles an Autocannon (with better AP). If that and the 16&amp;quot; range weren&#039;t enough the prometheum fuel can be swapped out for &amp;lt;s&amp;gt;Trooper Duffy&#039;s special soup recipe&amp;lt;/s&amp;gt; a toxic sludge that wounds everything that isn&#039;t a vehicle on 2s, and has AP-3. It&#039;s a big pile of points and tends to violently explode, but it can be very fun to run! And if it does blow up, try to have it do so next to those heretics. It WILL hurt. Unlike its brothers, which are limited to Heavy Stubbers, Autocannons and Lascannons for sponson options, the Infernus additionally has Heavy Bolters and Heavy Flamers to pick from. Though, given the short range on the main gun the choice here seems obvious.&lt;br /&gt;
*&#039;&#039;&#039;Medusa Family&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Armageddon Pattern Medusa:&#039;&#039;&#039; Your only mobile source of the Medusa Siege gun.&lt;br /&gt;
***This one is an odd little box. What you get is a vehicle that wounds like a Manticore (S10) and is just as tough (T7), ignores armor like a basilisk (AP3) and has a similar point value (111), has the wounds and armor of a Leman Russ (12W and 3+save) but can fire without line of sight. So far so good. However, you trade all this for the lack of ability to fire after moving without a penalty to hit (and have a poor range of 36 inches), the lack of T8 to survive plasma and anti-tank firepower that is usually S7 and above, and worst of all, you score less hits than a basilisk, Manticore or most Leman Russes with grinding advance with your single D6.&lt;br /&gt;
***This means the Medusa is worse against almost everything. It deals inferior damage compared to other artillery pieces. And while you could argue the Tallarn doctrine removing the penalty to hit when moving turns it into a cheap chassis with a 36 inches range demolisher cannon equivalent equipped, the fact that the damage is d3 rather than d6 (like the demolisher) makes it a poor choice as well. It does, however, outperform the Basilisk against T9, T10, and T18. If it were to consistently get an above-average number of shots, however (via command re-rolls or taking the {{W40Kkeyword|Catachan}} regiment), it would actually outperform the Basilisk rather consistently against T5+ as well, so still give it some consideration if you&#039;re up against TEQs or Death Guard.&lt;br /&gt;
**&#039;&#039;&#039;Medusa Carriage Battery (Forge World Index: Astra Militarum):&#039;&#039;&#039; The Medusa Siege Gun returns, mounted on a wheeled gun carriage. Got a few buffs - the standard siege shells are ballistic, and may be fired out of line-of-sight now, while the still-direct-fire Bastion-Breaker shells may be used without losing the ability to fire standard shots. The 36&amp;quot; range may chafe on an immobile platform, though...&lt;br /&gt;
*&#039;&#039;&#039;Sabre Weapons Battery:&#039;&#039;&#039; For 20 points base, you get 1 3W, T4 model with a 4+ save. While most of its &amp;quot;twin&amp;quot; options are nothing to write home about compared to two heavy weapon teams, which for 12 points cheaper gets you 3 more wounds at the expense of 1 point of toughness and 1 point better armor save on more models (which mitigates high damage hits). Furthermore, because orders only work on infantry instead of &amp;quot;non vehicle units&amp;quot; a la 7th, it can no longer take orders. &lt;br /&gt;
**This went from being cheesier than a fondue convention to &amp;quot;meh&amp;quot;. For what is now 40pts (Chapter Approved 2018), one {{W40Kkeyword|&amp;lt;regiment&amp;gt;}} infantry unit gains +1BS, and that&#039;s if the sabre is within 48&amp;quot; and both it and the buffed unit have line of sight. One unit also cannot gain from multiple defence searchlights. &lt;br /&gt;
**Note that orders no longer state a unit must immediately take an action when ordered, so it&#039;s entirely legal to order your conscripts to set up a firing line, light up your target with a spotlights, and then give him a good old fashioned Cadian Burial.&lt;br /&gt;
**Mordians get the most out of this; the Volley Fire stratagem procs twice as often if you&#039;re spotting for the unit in question. Get a full blob of conscripts, put them under Rank Fire (command reroll that if you need to), pop the stratagem, and light them up. You&#039;ll hit on 4s, and the wording of the stratagem means any roll of 5 or 6 grants another shot. This improves the firepower of the unit to approx. 66% accuracy, or a 3+ roll. Not bad, for a bunch of untrained bodies! &lt;br /&gt;
**Our lord and savior Forgeworld no longer makes a model for the Sabre. However, a proxy can be kitbashed pretty easily. Simply buy a heavy weapon squad box from GW, build them as lascannons, cut off the lascannon barrel so that the stump is flush with the gun shield, and glue on the front of a vehicle searchlight (found in pretty much every IG vehicle kit that no one bothers to put on). Voila! For a more elaborate version, you can use the spinning gun deck, control column, and crew from a Wyvern platform.&lt;br /&gt;
*&#039;&#039;&#039;Sentinel Powerlifters:&#039;&#039;&#039; For about the same price as a Bullgryn (and twice as many wounds, though you lose those awesome shield saves) these ad-hoc Dreadnoughts swing 3 times with built-in Power Fists(S10 AP-2 Dd3) that don&#039;t impose a -1 to hit. Guard WS hobbles it a bit, but it&#039;s fast and hits like a train. Also gets a scout move and smoke launchers to improve the chance of getting in close. Unfortunately they can&#039;t take HK missiles like the other Sentinel variants can, though this can be to thier benefit. Treat these as cheap passive-aggressive Distraction Carnifex&#039;s. Your opponent will most likely ignore them since they can&#039;t shoot(and the rest of your army can shoot...a lot), and until you start wailing on something noteworthy(at S10 you have a lot of choices too) they&#039;ll probably forget that yes, those are powerfists they have.&lt;br /&gt;
**That scout move is critical. If you deploy cleverly you can start the minimum of two feet from your intended target...and then Scout move towards it. Then move normally, and you have a 6&amp;quot; charge to make. Point at the nearest Tyranid and say it with me:[https://www.youtube.com/watch?v=j51DfrLHUek]&lt;br /&gt;
**I&#039;m pretty sure the {{W40Kkeyword|Armageddon}} regiment is the only one these guys will benefit from.&lt;br /&gt;
**Keep in mind that you can use the Crush Them! stratagem with them, that way you add d6 inches to your movement &#039;&#039;&#039;and&#039;&#039;&#039; you are now hitting on a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Stygies Family:&#039;&#039;&#039; These are Leman Russes in all but name - in fact, the Thunderer Siege Tank is a Leman Russ Demolisher with the hull gun stripped off and +1 wound - but that name matters a lot, since they can&#039;t take orders from a Tank Commander. Don&#039;t look away so fast. Orders or no, turret or no, it&#039;s still one of the most well made vehicles in the galaxy; the damage tables on these are surprisingly good, possibly justifying the points hike. Still  the Thunderer is 180 points, and tank hunter 160, while a Demolisher is under 140? Not viable right now. Even if the models are ace. Make good proxy demolishers?&lt;br /&gt;
**&#039;&#039;&#039;Stygies Destroyer Tank Hunter:&#039;&#039;&#039; A Leman Russ chassis with no turret and a Heavy Laser Destroyer Array for a hull gun. It&#039;s not twin-linked anymore, instead acting a bit like a small blast weapon - D3 shots at a Lascannon statline, except it rolls 2d6-pick-the-highest vs vehicles on damage. Unlike any other vehicle built on the Russ chassis, it must hold still to get its full BS. Easily overshadowed by the Annihilator in output, but much easier to conceal - remember that a tank in cover has a 2+ save. Furthermore, the 60&amp;quot; range means it almost never has to move, so you don&#039;t need to be bothered by the heavy penalty - and on average you get two shots. For 10 points over a Vanquisher it fills the role of a Russ tank hunter pretty darn well, beating out the Battle Tank on wounds versus T8 3+...barely. In practice, an exciting big gun to take out the enemy’s heavy hitters, but the law of averages drags it down with too little killing power to take anyone out. And I so wish it was that unit that knocks em out with a big lasrer, as it looks like it should. Give it strength 10 and a stunlock, or something.&lt;br /&gt;
**&#039;&#039;&#039;Stygies Thunderer Siege Tank:&#039;&#039;&#039; 10 points more than a Vindicator for one additional wound and 1 lower BS...which only counts when you&#039;re standing still, because &#039;&#039;this&#039;&#039; vehicle ignores the heavy penalty. Sadly not particularly worth it due to the general nerf to blast weapons, but can be a fun distraction vehicle or tank-buster nonetheless.&lt;br /&gt;
**The Index FAQ deliberately avoided giving this vehicle the buff given to all Leman Russ tanks, for whatever reason, while also making it cost 40 points more than a Demolisher. Take a Demolisher.&lt;br /&gt;
*&#039;&#039;&#039;Tarantula Battery:&#039;&#039;&#039; Surprisingly cheap compared to last edition (the primary cost is for the guns on it), but you still get the annoying targeting protocols. In fact, slightly &#039;&#039;worse&#039;&#039; now, since this thing will never shoot at Characters if there&#039;s another model closer...even if it&#039;s one of those 10+ wound Characters the rule wouldn&#039;t normally apply to.&lt;br /&gt;
** Chapter approved has doubled its point cost per model...&lt;br /&gt;
&lt;br /&gt;
===Lords of War===&lt;br /&gt;
*Forge World, with its unbridled fetish for treads, guns, and engines, has provided the Guard with the largest selection of Lords of War in the game, bar none. You can&#039;t take Titans in here anymore, but you could be forgiven for not noticing. The overwhelming majority of these are tracked vehicles of one variant or another, and most of them have the Steel Behemoth rule, allowing the vehicle in question to shoot and charge normally if it&#039;s fallen back that turn, fire heavy weapons with no penalties to hit, fire twin heavy flamers or twin heavy bolters into melee combat as if they were pistols, and fire the larger guns normally even if there are enemies within 1&amp;quot; (but not at those same enemies). Who said the conventional army fighting spooky paranormal activity was being screwed? Here&#039;s the hint: That daemon is not going to be riding a tank.&lt;br /&gt;
**Since you&#039;re probably taking a Detachment just for one of these, remember that it&#039;s encouraged to mix {{W40Kkeyword|regiment}}s - it&#039;s not like even your Transports will care what they&#039;re carrying, and outside of Catachan for Harker, you don&#039;t have access to any buffs for them, anyway.  Might as well take the best {{W40Kkeyword|regiment}} you can for the vehicle, without obsessing over it matching your {{W40Kkeyword|infantry}}.  For example, are you taking a Stormlord?  You&#039;re a &#039;&#039;lot&#039;&#039; better off with a {{W40Kkeyword|Valhallan}} one than a {{W40Kkeyword|Cadian}} one, even if you want to fill it with Cadian Infantry!&lt;br /&gt;
***You won&#039;t be able to use Regimental Doctrines for these in a Superheavy Auxiliary Detachment, which means that in order to pull off this level of cheese, you would need to take a Superheavy Detachment or Supreme Command Detachment of the same {{W40Kkeyword|&amp;lt;REGIMENT&amp;gt;}} (no plopping in Guilliman in order to achieve this). In other words, if you want a Lord of War that benefits from a Doctrine you&#039;ll need to either take several Lords of War, all with the same {{W40Kkeyword|&amp;lt;REGIMENT&amp;gt;}} keyword, a bunch of extra HQs (you could take Yarrick or some Lord Commissars, though), or make it a Tank Ace with Steadfast Leviathan as its ability. Still, the Imperial Guard is perhaps one of the few armies that can pull this off without too much of a HQ tax since ours tend to be cheap. As of the new Codex, Primaris Psykers as HQ, and Techpriests and regular priests as Elites count towards this HQ quota (and you&#039;ll want a techpriest anyway if you are bringing a member of the Baneblade family) without disrupting your regimental doctrine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Baneblade Family:&#039;&#039;&#039; The galaxy&#039;s premier super-heavy tank has been lucky this edition, with almost-universal reductions in points, retention of fire points, &#039;&#039;amazing&#039;&#039; toughness, and the addition of the Steel Behemoth rule. The Steel Behemoth rule is especially powerful on Baneblades; Versus targets &#039;&#039;in&#039;&#039; melee it may fire its twin heavy flamers and twin heavy bolters like pistols, targeting foes within 1&amp;quot; - this makes a fully-armed Baneblade variant one of the &#039;&#039;meanest models in the game&#039;&#039; in close quarters, dealing out an average of &#039;&#039;&#039;31&#039;&#039;&#039; hits, at S5 AP-1 - and that&#039;s before it uses its adamantium tracks, which swing at s9 ap-2 for d3 damage up to 9 times hitting on 2+ with the Crush Them! strategem. And those flamers hit on overwatch, too. All variants have a twin heavy bolter on the hull, and may take up to 4 sponsons, each with a lascannon and a twin heavy flamer/twin heavy bolter.&lt;br /&gt;
*A Baneblade appears to be very survivable but when you factor in the high cost of over 400 points they are actually quite vulnerable for their cost. For the same price you could get 4 Basilisks or almost 3 Leman Russ&#039;s which are both more survivable and able to put out more damage(with the Exception of the Shadowsword). This means that you should only consider taking a Baneblade based on their other qualities like their relatively high mobility and strong melee capabilities thanks to the Steel Behemoth rule. The firing deck is also unique to the Baneblade family and can be a great way to transport lots of models at once or to hide your fragile units like Heavy Weapon Teams or Command Squads.&lt;br /&gt;
*It might be tempting to use the sponsons but by doing so you would concentrate too many points and firepower on an already way too fragile model. It is much better to spread your heavy weapons over all units in your army so you don&#039;t lose everything when your Baneblade is taken out.&lt;br /&gt;
*The choice between twin heavy bolters and twin heavy flamers on your sponsons is a tricky one. The bolters deliver a lower average hit count (3 instead of 7) but are &#039;&#039;much&#039;&#039; cheaper and have more than four times the range of the flamers. If you&#039;re thinking of getting in close and can spare the points, a giant tank that&#039;s more painful to fight in melee than a &#039;&#039;bloodthirster&#039;&#039; versus most targets can be a lot of fun (and it&#039;s even more dangerous in conjunction with the Crush Them! Stratagem to give it WS 2+ and a boosted charge range), but if you plan on hanging back (and have a Trojan around), save yourself the points.&lt;br /&gt;
*Codex changes, several members of the Baneblade family have seen a reduction in points cost of up to 40 to their hulls, their main weapons have all been buffed to do an extra D6 shots (e.g. if it fired D6 it now fired 2d6, if it fired 2d6 it now fires 3d6) with the exception that the Stormlord is still a flat 20 and Shadowsword went from 1d6 to 3d3. This has resulted in some changes to power cost though; Baneblade -2, Banehammer 0, Banesword +1, Stormlord -1, Stormsword +1, Shadowsword -1, Doomhammer +1.  See the Catachan Doctrine discussion above for seeing how that improves relevant rates of fire.&lt;br /&gt;
**&#039;&#039;&#039;Baneblade:&#039;&#039;&#039; First of the turreted variants (though with the removal of facing that&#039;s not as relevant anymore), the original Baneblade packs the mighty Baneblade Cannon which has the stats as a lascannon but it does 3D6 shots for an average of 10.5. The high shot count compared to many other variants gives the Baneblade a little more flexibility by being able to effectively shoot at infantry after you destroyed all vehicles. In case you needed any more firepower it also has a dual-linked heavy bolter, an autocannon, and a hull Demolisher Cannon. Oldies but goldies.&lt;br /&gt;
**&#039;&#039;&#039;Hellhammer:&#039;&#039;&#039; Preferred by Catachans, the Hellhammer&#039;s main cannon ignores cover bonuses and hits harder than the Baneblade&#039;s at the expense of range. As the other turreted variant it includes a hull Demolisher Cannon. The smaller turret also incorporates a crew defence lasgun. Most recommended for the quad flamer &#039;brawler tank&#039; build; the demolisher and main cannons working in tandem are a threat to anything and everything. Don&#039;t keep it sitting in the back of the board - it&#039;s the shortest ranged tank in the Baneblade family, and on certain deployments this will give you trouble.&lt;br /&gt;
***Entertainingly, as mentioned above, this comes with an autocannon, demolisher cannon, and plinky little lasgun (in case you run into &#039;&#039;real&#039;&#039; trouble), but the Hellhammer Cannon is 36&amp;quot; Heavy 3d6 S10 AP-4 D3, Ignores Cover Saves. The extra strength over a Baneblade Cannon isn&#039;t all that relevant; you can wound T5 models on 2s and T9 models on 3s; they &#039;&#039;do&#039;&#039; exist, but it&#039;s basically Titans and the like. The extra AP, however is much handier; anything with a 3+ and better will be affected. &#039;&#039;And&#039;&#039; it ignores cover. The downside is that it costs 20 more points than a Baneblade so the choice is yours. In a post-Space Marine 2.0 Codex meta, ignore cover is a much bigger ability with all the stealthy successors running around. Between that and the extra point of AP, it means power armor will never get a save. Plus, S10 matters against the new Gravis armored primaris and 3 damage makes it the perfect profile to kill them, while also being decent (although not quite as good) vs centurions. &lt;br /&gt;
***&#039;&#039;&#039;Traitor&#039;s Bane:&#039;&#039;&#039; Much like the Fortress of Arrogance above, this is no longer supported by the ruleset. However, if you&#039;re adamant on including this fucker, there&#039;s nothing stopping you from playing it as a normal Hellhammer and including an allied Inquisition detachment with a Jakaero.&lt;br /&gt;
**&#039;&#039;&#039;Banesword:&#039;&#039;&#039; With its Quake Cannon swatting enemies from more than 11 feet away, the Banesword is a premier fire support vehicle.  On the other hand, it&#039;s 50 points cheaper...&lt;br /&gt;
***Not necessarily...the Quake Cannon is 140&amp;quot; Heavy 2d6 S14 AP-4 D1d6, but it treats damage rolls of 1 or 2 as a 3, so its full average statline is 140&amp;quot; Heavy 7 S14 AP-4 D4. It is still capable of destroying one transport every turn and can be an alternative if you are very short on points. On the other hand: why are you taking a superheavy if you don&#039;t have the points to pay for one?&lt;br /&gt;
**&#039;&#039;&#039;Stormsword:&#039;&#039;&#039; Just as cheap as the Banesword the Stormsword carries the Stormsword Siege Cannon which is 36&amp;quot; Heavy 2d6 S10 AP-4 D1d6r1, Ignores Cover, or on average, 36&amp;quot; Heavy 7 S10 AP-4 D3.92. Compared to the Banesword the Stormswords gun is worse in almost any situation. You should avoid this and take one of the better alternatives.&lt;br /&gt;
***&#039;&#039;&#039;Arkurian Pattern Stormsword (Forge World):&#039;&#039;&#039; Exactly the same as the regular Stormsword. The mind boggles as to why it got its own entry in the FW index. &lt;br /&gt;
**** The OOP FW model has a single heavy bolter instead of a twin and heavy flamers instead of lascannon, but apparently whoever was writing the Imperial Armour Index forgot the &amp;quot;edit&amp;quot; part of &amp;quot;copy, paste and edit the Index Imperium entry.&amp;quot;&lt;br /&gt;
**&#039;&#039;&#039;Doomhammer:&#039;&#039;&#039; The Magma Cannon on this baby is 60&amp;quot; Heavy 2d6 S10 AP-5 D1d6, Ignores Cover Saves, Melta Damage which averages to Heavy 7 S10 AP-5 D4.47 at 30&amp;quot;. The Ignores Cover is unlikely to come up on an AP-5 weapon, but prepare to cackle madly the few times you get to shoot a Land Raider in cover with this thing. Additionally you get transport capacity of 25 models and a firing deck for 10 of them to shoot out. Six Ogryns and a Priest is a nice package to dump upon an unsuspecting enemy, and you still have room for one more model. The Magma Cannon is just as good if not better than the Quake Cannon of the Banesword or the Siege Cannon of the Stormsword which means that you should always take the Doomhammer if you have anything for it to transport.&lt;br /&gt;
**&#039;&#039;&#039;Banehammer:&#039;&#039;&#039; When it comes to stopping the enemy advance, the Banehammer delivers. Its Tremor Cannon can turn entire sections of the field into flying clouds of dirt and debris, halving the Move of enemy units and preventing them from advancing. Hold the line! Received a troop bay and transport capacity in this edition; 25 models can hitch a ride, of whom 10 can shoot out of the firing deck.&lt;br /&gt;
***The Tremor Cannon is 60&amp;quot; Heavy 3d6 S8 AP-2 D3, but the primary weapon on this thing is the Firing Deck, provided you fill it with melta and/or plasma (or just load it up with cheap mortar squads).&lt;br /&gt;
***The Banehammer is one of the three cheapest variant, effective against a wide variety of targets and slowing down enemy units which helps your whole army. In general its a pretty safe bet to take one of these.&lt;br /&gt;
**&#039;&#039;&#039;Shadowsword:&#039;&#039;&#039; Arguably the most famous aside from the Baneblade itself and with a +1 to hit against any unit with the TITANIC keyword, the &#039;Titan-Killer&#039; mounts the incredibly powerful Volcano cannon, still capable of one-shotting Land Raiders even in an edition rife with tough vehicles and monsters. The Volcano Cannon is 120&amp;quot; Heavy 3d3 S16 AP-5 D2d6, re-rolling wounds against {{W40Kkeyword|Titanic}}, which gives it an average damage of 17,5 - the highest damage*rate of fire gun this line can field or probably any other unit for that matter, oh and if you take a Trojan support vehicle you can [[Rape|reroll all hits]]. You will do enough damage to overkill almost every target you shoot so its potential can be a little wasted if you don&#039;t have the right targets. &lt;br /&gt;
***On average, one shot from this gun will kill a fellow Baneblade variant with 1.22 wounds to spare, or a Land Raider with 1.5 wounds to spare.  However, it won&#039;t kill a Knight in one shot, on average dealing 18.15 wounds - enough to cripple all the way, usually, but you&#039;ll want the lascannon sponsons to finish the job.&lt;br /&gt;
***Alternatively, give shadowsword-senpai some minions! A Salamander Command Vehicle and a Trojan Support Vehicle can beef up the Volcano Cannon&#039;s firepower considerably, taking its average hit count from 3 to 5.33 - which makes for &#039;&#039;23.5&#039;&#039; wounds after damage rolls and the knight&#039;s invulnerable save. This means you can finish the job with the hull bolters, and sponsons with lascannons will make the kill a virtual certainty. Take the detachment as Catachan for EXTRA pain; with rerolls to one of the shot dice the Shadowsword the average shot count is 6.67, which gives you 26.14 wounds... enough to kill a Knight in one blast, no sponsons or bolters required. You will need to take it in a Supreme Command Detachment or Super-Heavy Detachment for your Shadowsword to benefit from a Regimental Doctrine, which means 3 HQs,  but you were going to take those Primaris Psykers and Lord Commissars already, right?&lt;br /&gt;
***If you prefer efficiency, take as Cadian. Rerolling 1&#039;s is powerful on a gun that can 1-shot tesseract vaults. But that is just the beginning of the hilarity. With Pask&#039;s almost-guaranteed ability to make at least one unsaved wound on any unit you can spend 2 CP and watch as your shadowsword gains 98% accuracy against titans (BS 4+, +2 to hit, reroll 1&#039;s). With 6 shots average (3d3 is weird, but the distribution of dice outperforms 2d6 almost always) you are unlikely to miss. Combine that with S16 and AP -5 the only thing that might possibly keep the opponents lord of war on the field are invuln saves. Afterward enjoy annihilating all of the enemies armor with 98% accuracy (as long as you don&#039;t move your tank... but with 120&amp;quot; range on the volcano cannon you&#039;re probably just fine staying put).&lt;br /&gt;
***Funny little update in the FAQ; if you so desire, you can now nix the Lascannons off of your weapons sponsons and just take the Twin Heavy Bolters to represent the Forge World Shadowsword model. A bit weird, but it is a cost saving measure if you&#039;re really trying to fine tune your points.&lt;br /&gt;
**&#039;&#039;&#039;Stormlord:&#039;&#039;&#039; Gork and Mork (or was it Mork and Gork?) cry tears of pure joy when this arrives on the field. With a troop bay that holds &#039;&#039;40&#039;&#039; models (of which 20 may fire out) and the Vulcan Mega Bolter, this monster can put out more dice than any non-titan model. Put entire squads of Bullgryns inside it for a pseudo-Land Raider or entire &#039;&#039;Detachments&#039;&#039; of Heavy Weapon Squads (probably with Mortars, though to fill it completely you&#039;ll be fine with a mix) for unprecedented firepower and durability.&lt;br /&gt;
***On top of a pair of heavy stubbers, the Vulcan Mega Bolter this thing ships with is &#039;&#039;still&#039;&#039; one of the best Baneblade guns you can take, at 60&amp;quot; Heavy 20 S6 AP-2 D2, on top of its aforementioned best-in-show Extended Firing Deck.&lt;br /&gt;
**&#039;&#039;&#039;Arkurian Pattern Stormblade (Forge World):&#039;&#039;&#039; One of the few variants without a twin heavy bolter stock, this one comes with a plain heavy bolter instead, as well as a plasma blastgun.  The Plasma Blastgun&#039;s 2d6 MEQ-vaporizing blasts will wipe out any infantry near it. Supercharging it boosts its range from 72&amp;quot; to 96&amp;quot; and boosts the shots&#039; strength and damage by 1, but as always you&#039;ll want something nearby to ensure that it doesn&#039;t risk damaging itself in the process. Or just take him in a Cadian Supreme Command Detachment.&lt;br /&gt;
***The Plasma Blastgun is 72&amp;quot; Heavy 2D6 S8 AP-3 D2 or 96&amp;quot; Heavy 2D6 S9 AP-3 D3, 1 mortal wound per 1 rolled to hit, which averages to 72&amp;quot; Heavy 7 S8 AP-3 D2 or 96&amp;quot; Heavy 7 S9 AP-3 D3 and take 1.17 mortal wounds, which would still be underwhelming even if it didn&#039;t inflict the mortal wounds, largely because this is a Forge World gun that didn&#039;t get up-gunned, so the Codex variants are deeply superior.&lt;br /&gt;
**&#039;&#039;&#039;Arkurian Pattern Stormhammer (Forge World):&#039;&#039;&#039; Easily the strangest variant, this is the only one that can&#039;t take the standard sponsons, and it hasn&#039;t got a hull-mounted heavy bolter at all, twin or not - it ships with its own, mandatory custom sponsons, so it has a Stormhammer Cannon with Co-Axial Multilaser, a Twin Battle cannon, a lascannon, and 6 sponsons, each of which can carry 1 lascannon, multilaser, heavy bolter, or heavy flamer, although only the last two can fire in melee like Pistols, per Steel Behemoth. One of the most flexible variants, the co-axial multilaser acts more like a target marker than a weapon in its own right - if its Stormhammer Cannon shoots the same target as the multilaser, it can reroll any failed to-hit rolls with the Stormhammer Cannon. The cannon itself is 60&amp;quot; Heavy 2d6h1 (roll twice, pick the highest), S9 AP-3 d6 D (re-rolling a result of 1 for damage), making it a slightly shorter ranged but otherwise much better Battle Cannon that works well with the other two Battle Cannons it has. It comes with [[C.S. Goto|six more multilasers]], which can and probably should be switched out for heavy flamers, heavy bolters, or lascannons as needed. Pr the 16.04.2018 FAQ update, now finally recieved the propper &amp;quot;Steel Behemoth&amp;quot; rule, so no more -1 modifier for moving and firing heavy weapons. Very nice indeed!&lt;br /&gt;
***The Stormhammer Cannon is 60&amp;quot; Heavy 2h1d6 S9 AP-3 D1d6r1, or, on average, 60&amp;quot; Heavy 4.47 S9 AP-3 D3.92, which isn&#039;t enough, even with the multi-laser, to scratch the paint on anything you can be bothered shooting with one of these, since the gun did not receive the Codex upgrades the other variants did to rate of fire. Good thing there are tons of other guns on this thing, but here&#039;s hoping the upcoming FW rewrite makes this the beast it should be.&lt;br /&gt;
*&#039;&#039;&#039;Macharius Family (Forge World:&#039;&#039;&#039; the middle child of the super heavy tanks, the Macharius series starts to wield titan-sized guns, while the non-tank variants of the chassis bring to the field some of the largest transport capacities in the game. The Codex has indirectly nerfed these by buffing the Leman Russ. Now that a Russ can double tap its main gun, it can put out a similar amount of fire to its Macharius equivalent, but for less than half the points cost. While the Vulcan and Omega do make up for this by having improved Strength, and AP/Damage, the regular and Vanquisher are essentially just larger, tougher, and significantly more expensive Russes that can move and shoot slightly faster.&lt;br /&gt;
**&#039;&#039;&#039;Macharius Heavy Tank:&#039;&#039;&#039; Suffers from a lot of the problems that the Leman Russ suffers from. It has the potential to deal a lot of damage, but like the Leman Russ battle cannon, the likelihood of it actually doing anything isn&#039;t that high. If you really have your heart set on this tank, consider the Macharius Vanquisher as an alternative.&lt;br /&gt;
**&#039;&#039;&#039;Macharius Omega:&#039;&#039;&#039; Its plasma blastgun is pretty amazing, especially if you can keep it still. Only 1 mortal wound per to-hit roll of 1 on the supercharged firing mode, and even if you play it safe, each shot is still doing as much damage as a normal supercharged plasma gun shot, but with much better range. Consider this if facing big squads of MEQ... now, if only FW still made the model for it.&lt;br /&gt;
**&#039;&#039;&#039;Macharius Vanquisher:&#039;&#039;&#039; Two Vanquisher shots are better than one, and if all else fails, you can fire this as a slightly less potent version of the twin battle cannon that the Macharius Heavy Tank has, making this a more versatile choice. It&#039;s still nothing to write home about in the grand scheme of things, but at least you get two shots for the Vanquisher cannon instead of 1. Of note is that the AP rounds have one strength over the normal vanquisher cannon so you will be wounding just about everything non-titanic on at least a 3 instead of a 4.&lt;br /&gt;
**&#039;&#039;&#039;Macharius Vulcan:&#039;&#039;&#039; The Vulcan Mega Bolter retains the ability to spin up to maximum speed if the tank hasn&#039;t moved, doubling its rate of fire to 30. On a S6 AP-2 gun, that&#039;s some SERIOUS pain. With 15 hits on average, you&#039;ll be mowing down entire GEQ squads with an average of 12.5 wounds per shooting phase. This is a nice tank to have up your sleeve when that Ork player floods the board with Boyz. As long as it sits still, it can dish out some pain against enemy armor as well - an average of 6.67 wounds per round of shooting. The Macharius Battlecannon only averages 4.08 damage/shooting phase. If you&#039;re Cadian and don&#039;t move, the Vulcan deals an average of 7.73 damage and if you can somehow get a full reroll (from, say, a Trojan Support Vehicle) this goes up to 10 damage on average - enough to kill a Wraithlord in one go. &#039;&#039;Don&#039;t forget the Gun also does 2 damage so it will mulch multi wound targets and double the number of FNP saves Deathguard has to make.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;CRASSUS ARMOURED ASSAULT TRANSPORT (Forge World):&#039;&#039;&#039; Still a good capacity armored transport, effectively the guard Land Raider. If you&#039;re strapped for points and don&#039;t want the massive fire magnet that is a Stormlord, this rolling bunker is half the price. You can replace the heavy bolters with lascannons, and with Overdrive and Steel Behemoth you can advance and fire them at BS4+. If you don&#039;t feel like shelling out for a Gorgon and have some Bullgryns/Ogryns you need to get into position, this is a great way to do it. It&#039;s viable if you have it, but increases significantly in usefulness if you&#039;re trying to claim objectives: drop your payload of 30 Conscripts plus Commander, Priest, and Commissar onto an objective, or deliver your full Ogryn/Bullgryn squad right where it&#039;s going to hurt the enemy the most.&lt;br /&gt;
**Stick with the heavy bolters or heavy flamers. Lascannons will make this thing a gigantic target without much payoff, and the whole point of it is to keep your massive units safe, so the less fire it draws, the better. The heavy bolters will help it defend itself in close combat, as it can shoot them at anything it&#039;s locked in combat with. The Crassus&#039;s saving grace is that it isn&#039;t intended to be a weapons platform; probably the only FW Lord of War the Guard has that&#039;s stayed just about as useful as it was when the Codex dropped. Just make sure you use it for its intended purpose.&lt;br /&gt;
**Also, if you&#039;re bringing a Baneblade variant or two and are looking to fill up a Superheavy Detachment to get those sweet, sweet Regimental Doctrines on your Shadowsword, consider using this as your second or third Lord of War choice. It&#039;s the cheapest LoW choice the Guard have, in face it was the cheapest LoW in the game prior to the introduction of Knight Armigers, the absolute most this thing will cost you is 290 points, and it will almost always cost less since that&#039;s its cost with 4 lascannons, a stubber, and an HK missile. This thing costs less points than a Land Raider and offers you a big solid mass transport in addition to its guns.&lt;br /&gt;
*&#039;&#039;&#039;Dominus Armored Siege Bombard (Forge World):&#039;&#039;&#039; STILL doesn&#039;t have a model. The price reduction of the basilisk and its derivatives has removed this tanks&#039; selling point of being more cost effective; instead it&#039;s now a potential partner for the Trojan, since squadrons can&#039;t share buffs.&lt;br /&gt;
*&#039;&#039;&#039;Gorgon Heavy Transporter (Forge World):&#039;&#039;&#039; Want to haul an entire platoon of conscripts? Here&#039;s how. With an unmatched-anywhere transport capacity of &#039;&#039;&#039;50&#039;&#039;&#039; models, the Gorgon can move more men safely than anything else. The Gorgon Mortar is no longer one-shot, too, letting this vehicle function as a pseudo-Land Raider...until you realize you&#039;re transporting 4 point models in a Lord of War, and they can&#039;t shoot out of it. &lt;br /&gt;
**Don&#039;t view the Gorgon as a mobile dakka vehicle like the Stormlord. View the Gorgon as a mass transporter to move your infantry into rapid fire range, or to dump a Bullgryn deathstar in front of your opponent.&lt;br /&gt;
** Re-release of this kit on Friday 13 December 2019. New mold, New tech, Same sculpt.&lt;br /&gt;
*&#039;&#039;&#039;Minotaur Artillery Tank (Forge World):&#039;&#039;&#039; One of the two variants of the Malcador chassis that retains the Lord of War title...though you could be forgiven for not noticing, since it&#039;s had two Earthshaker cannons mounted on it. &#039;&#039;Backwards.&#039;&#039; Simultaneously the coolest thing on treads and an ungodly abortion only Hereteks could love. Has two heavy bolters mounted on it...somewhere. As a side effect of mashing two Basilisks together it gains Steel Behemoth and a 5+ Invulnerable save against shooting attacks (which is copy-pasted from the Gorgon&#039;s entry, because the two are such similar machines...bravo, Forge World). The durability comes at a cost: for the firepower of slightly more than two Basilisks (&#039;roll 4d6 discard two lowest&#039; for shot count vs 2 lots of &#039;roll 2d6 discard lower&#039;), it&#039;s almost as expensive as three.&lt;br /&gt;
**As odd as it sounds to have backwards facing guns, a few combat vehicles IRL did exactly that(notably the Archer Tank Destroyer from WW2).&lt;br /&gt;
*&#039;&#039;&#039;Praetor Armored Assault Launcher (Forge World):&#039;&#039;&#039; Very versatile now. You don&#039;t have to pick the ammo type at the start of the battle; instead, you can choose on the go. Foehammer missiles are great for big, multi-wound targets like vehicles and monsters; Firestorm missiles are great for GEQ hordes and ignore cover saves; finally, Pilum missiles get a +1 to hit anything with the &#039;&#039;&#039;Fly&#039;&#039;&#039; keyword. The fact that you can choose between them for each shooting attack makes this a great all-arounder... and a priority target, so keep it well-protected.&lt;br /&gt;
**Stupidly, the Pilum Missiles are only useful if the Praetor is reduced to BS 6+, a +1 to hit FLY doesn&#039;t outweigh twice as many shots.&lt;br /&gt;
*** The damage output from the Praetor leaves a lot to be desired considering its cost. While not bad per se, it is easy enough to get overwhelmingly more firepower from a group of Manticores instead at around or less the same cost.&lt;br /&gt;
*&#039;&#039;&#039;Valdor Tank Hunter (Forge World):&#039;&#039;&#039; The other Malcador variant that&#039;s still a Lord of War, the Valdor is to vehicles what the Infernus is to infantry. It packs a Neutron Laser Projector, a cannon that hits plenty hard, fires more than one shot and gets damage rerolls vs vehicles (who also take a -1 shooting penalty if the shot damages them). Be wary: the reactor powering this thing is closer to a bomb than an engine. When killed, the Valdor explodes on a &#039;&#039;&#039;2+&#039;&#039;&#039;, inflicting D6 mortal wounds on everything within 2d6&amp;quot;. Sadly, it&#039;s too pricey to be taken just for the spectacular not-a-deathstrike suicide attack.&lt;br /&gt;
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====Aeronautica Imperialis====&lt;br /&gt;
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*&#039;&#039;&#039;[[Marauder Bomber]] (Forge World):&#039;&#039;&#039; 40k&#039;s version of the B17 &#039;Flying Fortress&#039; and probably one of the largest flyers in the game (and one of the largest you can actually afford!). Comes with a twin lascannon on the nose and two ball turrets holding twin heavy bolters; it may fire these at full BS regardless of movement thanks to its &#039;&#039;Sky Fortress&#039;&#039; rule. The real kicker, of course, is the bombs - three times a game the Marauder can bomb a unit on the field. Roll dice to stack mortal wounds on the target: 3d6 per vehicle/monster or d6 for every other model - every 4+ causes a mortal wound. For softer targets Hellstorm bombs can be used: they roll for 3s but only get 2d6 vs monsters/vehicles. Against large enough units it&#039;s basically a Deathstrike, but you can already see that it&#039;s probably unique among the Guard Lords of War in its utter inability to kill anything in one hit: by definition it will never roll enough dice to kill non-vehicle/monster units, and nothing with those keywords has less than three wounds, which you won&#039;t roll unless you are very, &#039;&#039;very&#039;&#039; lucky. Not worth the money unless you&#039;re a fan of display pieces.&lt;br /&gt;
*&#039;&#039;&#039;Marauder Destroyer (Forge World):&#039;&#039;&#039; While the B17 was never converted to serve as a ground attack gunship, the Marauder &#039;&#039;was,&#039;&#039; and serves the role pretty well in 8th (think a B-25 Mitchell). It keeps the Sky Fortress rule, swaps the twin lascannon for &#039;&#039;&#039;six&#039;&#039;&#039; Autocannons, swaps one of the heavy bolter ball turrets for a twin assault cannon turret, and most of its bombs for a rack of up to eight Hellstrike missiles, &#039;&#039;which aren&#039;t consumed upon firing.&#039;&#039; Rules oversight? Who knows. But the fact remains that this thing can spew out 12 S7 AP-1 D2 shots, 12 S6 AP-1 D1 shots, 6 S5 AP-1 D1 shots, and up to 8 S8 AP-2 Dd6 shots that roll 2d6-take-the-highest for damage...&#039;&#039;every turn.&#039;&#039; at 549 points fully loaded, It&#039;s a flying blender, no mistake! Oh, and it also gets a bombing run! Tough as a flying fortress should be, at T7 with 20 wounds and a 3+ save, on top of being a flyer. A proud king of the skies.&lt;br /&gt;
**Price dropped and costs a jaw droppingly low 405 points fully loaded as of January 2020.&lt;br /&gt;
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==Regiments==&lt;br /&gt;
===[[Armageddon Steel Legion|{{W40Kkeyword|Armageddon}}]]===&lt;br /&gt;
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In the grim darkness of the far future, what you cannot crush with words you will crush with the tanks of the Imperial Guard!&amp;lt;br&amp;gt;&lt;br /&gt;
Armageddon takes strongly after the Wehrmacht of World War II, particularly the armored divisions.&lt;br /&gt;
On the tabletop, Armageddon is your premier Armoured Fist Regiment. Most everything about them is dedicated to the fine art of piling out of a Chimera, evaporating some sorry traitor/xenos scum (Orks strongly preferred), hopping back aboard and zooming off to do it again.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Regimental Doctrines - Industrial Efficiency&#039;&#039;&#039;: {{W40kKeyword|INFANTRY}} units with this doctrine may double the number of attacks they make with Rapid Fire weapons (i.e. Lasguns, Bolters, and Plasma guns) at 18&amp;quot; instead of 12&amp;quot;. {{W40kKeyword|Armageddon VEHICLES}} treat attacks against them with AP-1 as AP0.&lt;br /&gt;
*18&amp;quot; is a distance that is almost impossible for enemy infantry to cover in a single move-and-charge, instead of the usual 12&amp;quot; that will get you in combat the next turn guaranteed. Increased RF range and good Chimeras will make you a master of positioning (which is paramount in 8E), and in turn you&#039;ll get almost double the use for lasguns (and Plasma guns!) than other regiments. Pretty darn solid. Or great, if you can pull off the fire and manoeuvre AFV tactics it calls for.  If you can roar up mid board in with a pack of chimerae and hellhounds FRSRF first turn, and fall back holding down the lasgun triggers behind the flaming pillboxes of your flamer transports, pewpewpew  murderburning half his troops before they can even make eye contact with any of your big guns or objectives. A bit like kiting, keep falling back so they can’t charge you. Pour on the lasguns.&lt;br /&gt;
*While situational, the ability to ignore AP-1 is quite handy against autocannons which are common in take-all-comers lists, and will nicely insulate your light vehicles from attempts to weigh them down under heavy bolters. Light weapons are a joke against your 2+ armoured vehicles in cover. &lt;br /&gt;
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&#039;&#039;&#039;Warlord Trait - Ex-gang Leader:&#039;&#039;&#039; Add 1 to the Warlord&#039;s attack characteristic. In addition, add 1 to all wound rolls made for your warlord in the Fight phase. Outright superior to the BRB warlord trait Legendary Fighter, but of dubious utility since even with this &#039;&#039;and&#039;&#039; a Blade of Conquest, you won&#039;t be good enough in melee to excuse jumping into it; you&#039;ll get a &#039;&#039;lot&#039;&#039; more mileage out of combining Grand Strategist with the Armoured Fist stratagem. This, like many of the other {{W40Kkeyword|Regiment}} Warlord Traits, are trying to encourage you to make your generally shooty Warlord a more competent melee combatant which is often not a competitive choice, but it can be a fluffy one.&lt;br /&gt;
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&#039;&#039;&#039;Relics -Skull Mask of Acheron:&#039;&#039;&#039; -1 to enemy Ld within 3&amp;quot; of the wearer, -2 for Orks. &#039;&#039;Doesn&#039;t specify &amp;quot;Infantry&amp;quot; character&#039;&#039;.&lt;br /&gt;
*Fact is, since hordes (&#039;&#039;like yourself&#039;&#039;) have ways around morale, inflicting battleshock is better on expensive multiwound models, but those have a naturally high Leadership and -1Ld isn&#039;t good by itself. Thus, &amp;lt;u&amp;gt;combine it with your other Imperial stuff&amp;lt;/u&amp;gt;: &#039;&#039;&#039;Terrifying visions&#039;&#039;&#039; inflicts -2Ld; {{W40Kkeyword|Metalica}} &#039;&#039;&#039;Sicaran Infiltrators&#039;&#039;&#039; allies provide another -2Ld (aura + stratagem) and appear where you need them while moving almost as fast as Rough Riders; while &#039;&#039;&#039;Reivers&#039;&#039;&#039; inflict -1Ld alongside -1 To Hit (Shock Grenades) and have a higher chance to a successfully charge out of a Grav-chute ({{W40Kkeyword|Black Templar}} Tactics, Combat squads). You could also use a Dark Angel&#039;s Termie Chaplain with the reivers, and blow a CP on another -1 with the eye of the unseen. One such separate detachment is cheaper than 6 Bullgryn, which are basically Maul Terminators now. Reaching &#039;&#039;&#039;-5Ld&#039;&#039;&#039; with {{W40Kkeyword|Metalica}} Infiltrators isn&#039;t too hard, up to -6Ld with the Reivers. Even Chaplain/Dark Apostle-boosted Primaris/Plague marines will become as cowardly as Conscripts, and they lack Commissars. Disregard the bit about orks, though.&lt;br /&gt;
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&#039;&#039;&#039;Order - Mount Up!:&#039;&#039;&#039; Targeted unit may shoot and immediately embark as long as they&#039;re within embark range and did not disembark in the movement phase that turn.&lt;br /&gt;
*In 8E you may embark and disembark regardless of the transport&#039;s entry points - as long as it&#039;s within 3&amp;quot; you&#039;re good to go. This order allows you to use your extra-resilient 4.75-inch-long Chimeras for piggy backing more than 10&amp;quot; a turn without having to use FFtE instead, and it can be combined with both your {{W40kKeyword|Armoured fist}} Stratagem and {{W40kKeyword|Industrial Efficiency}} Doctrine : One turn you can &#039;&#039;&#039;Mount Up!&#039;&#039;&#039; within 3&amp;quot; of the front of your Chimera, the next one disembark (optional Stratagem) within 3&amp;quot; from the other side of it, &#039;&#039;then move 6&amp;quot;&#039;&#039; away from the enemy while you also move the Chimera so that it ends up on the other side of the squad. &#039;&#039;This way you can constantly keep the enemy 18&amp;quot; away&#039;&#039;, which is extremely hard to cover in a move+charge for most squads, but precisely the range you can Rapid Fire from.&lt;br /&gt;
*Also be sure to shoot the Chimera you just embarked on AFTER you issue this order. The Lasgun arrays on your Chimera can only be fired if a unit is embarked; nothing about WHEN that unit embarks. They’re often overlooked but it’s 6-12 extra lasgun shots. &#039;&#039;Shoot, jump aboard, shoot again.&#039;&#039;&lt;br /&gt;
*This can also be away keep Plasma vets command teams safe for two turns just let fire then order them back into transport. While keep Commissar Yarrick near by for those re-roll ones.&lt;br /&gt;
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&#039;&#039;&#039;Stratagems - Armored Fist (1 CP):&#039;&#039;&#039; At the start of the shooting phase, select an {{W40Kkeyword|Armageddon Infantry}} unit that disembarked from an {{W40Kkeyword|Armageddon transport}} this turn. It can re-roll to-hit rolls of 1 until the end of that phase. Best used when coupled with the FRFSRF order. Or triple veteran plasma gun squads and sarge with a plasma pistol? Ooh yeah. Use your Armageddon order to blast away again next turn, to mount up and escape retribution. Great on flanks. Overcharge plasma and shoot up his artillery, dread, other thing you need to die.&lt;br /&gt;
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&#039;&#039;&#039;Special Characters&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===[[Cadia|{{W40Kkeyword|Cadia}}]]===&lt;br /&gt;
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In the grim darkness of the far future, worlds break before the Guard does!&amp;lt;br&amp;gt;&lt;br /&gt;
Cadians are the most recognizable Guardsmen at a glance, and even after the destruction of their homeworld, they still make up a huge portion of the Guard forces.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, they benefit from sitting still, which makes them more accurate and has great synergy with Grinding Assault on Leman Russ tanks.&amp;lt;br&amp;gt;Their unique characters specialize in getting more orders out than normal Commanders or Tank Commanders. Cadia stands (still and gets to re-roll lots of dice)!&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Regimental Doctrines - Born Soldiers&#039;&#039;&#039;: &#039;&#039;All&#039;&#039; models with this doctrine may re-roll 1s to hit &#039;&#039;during the Shooting phase&#039;&#039; if they did not move in the movement phase. If an {{W40kKeyword|infantry}} unit is issued the order &amp;quot;Take Aim!&amp;quot; and has not moved, they re-roll &#039;&#039;all&#039;&#039; failed to-hit rolls. Only infantry may reroll failed hit rolls, russes can only reroll ones... but so does your artillery. This means Cadia has almost &#039;&#039;no use for a Master of Ordnance&#039;&#039;.&lt;br /&gt;
*This makes Cadians second only to Catachans (see below) as the best artillery regiment. Basilisks that reroll 1s are really nice. However, if you&#039;re using heavy weapons teams, seek no one else - Cadian lascannons are the most point-efficient anti-tank in the game, and mortar teams can have your opponent wondering where you hid that Thudd gun. Also, plasma guns that didn&#039;t move explode less - turns out the secret was to not shake them.&lt;br /&gt;
*Do not underestimate the advantage of rerolling failed hits for infantry who are static and ordered to take aim. Guard&#039;s greatest shortcoming is their generally meh ballistic skill. Rerolling misses effectively brings you basic guardsmen&#039;s 50% accuracy up to 75% - statistically better than having a 3+ BS! Cadians have the best static infantry gunline in the Guard, bar none. &lt;br /&gt;
*Combining rerolling on ones with Pask&#039;s 2+ and ability to command himself and another russ to &amp;quot;Pound Them To Dust&amp;quot; means that you can mimic the catachan regimental doctrine AND have a 2+ reroll 1&#039;s (98% accuracy) all for just 55 pts more than a normal Russ. &lt;br /&gt;
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&#039;&#039;&#039;Warlord Trait - Superior Tactical Training:&#039;&#039;&#039; Roll a die every time your Warlord issues an Order; on a 4+, the order can affect an additional {{W40Kkeyword|Cadian}} unit of the same type within 6&amp;quot; of the warlord. &lt;br /&gt;
*A high-risk, high-reward version of Master of Command, statistically multiplying a Commander&#039;s number of orders by 1.5. Keep in mind, however, that the rules are &amp;quot;copied&amp;quot; to another unit. This trait helps when you want the units to both FRFSRF, but when you want to issue &#039;&#039;different&#039;&#039; orders, then MoC&#039;s reliable higher number of independent orders will serve you better. &lt;br /&gt;
*STT helps you better the more orders an officer can issue. As such, it&#039;s worse than MoC on a Platoon Commander or Tank Commander, statistically equal on a Company Commander, and superior if you have a way to get to 3 or more orders base, which currently requires named characters.&lt;br /&gt;
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&#039;&#039;&#039;Relics - Relic of Lost Cadia:&#039;&#039;&#039;  One use only; unveil at the start of any turn.  Until the end of that turn, all {{W40Kkeyword|Cadian}} units within 12&amp;quot; of the bearer re-roll both hit and wound rolls of 1; they re-roll &#039;&#039;all&#039;&#039; failed hits and wounds against {{W40Kkeyword|Chaos}} units. &lt;br /&gt;
*Doesn&#039;t specify Infantry model either, so it can be given to your Tank Commander to widen the bubble and move it wherever you need to.&lt;br /&gt;
*Given that Cadian units &#039;&#039;already&#039;&#039; get the primary effect of this relic if they haven&#039;t moved, you&#039;re primarily going to take it for the bonus effect vs Chaos.&lt;br /&gt;
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&#039;&#039;&#039;Tank Order - Pound Them To Dust!:&#039;&#039;&#039; Ordered vehicle can re-roll the dice for determining the number of shots for Leman Russ turret weapons until the end of the phase. Combine with Grinding Advance, and your Battle Cannons will be able to blow apart blobs and armor alike, just as they could in previous editions.  Because there aren&#039;t any Leman Russ turret weapons that roll multiple dice for attack volume, this will behave like the {{W40Kkeyword|Catachan}} doctrine, only worse, since it will only buff the turret, not the sponsons; its efficacy depends on your loadout.&lt;br /&gt;
*&amp;quot;Gunners Kill on Sight!&amp;quot; is strictly inferior on a Battle Cannon, Eradicator Nova Cannon, or Executioner Plasma Cannon; it is strictly superior on a Punisher Gatling Cannon or Vanquisher Battle Cannon.  On a Demolisher Cannon, it is strictly inferior against a unit of 5 or more models, and statistically equivalent against smaller units.  For a static Leman Russ, GKoS won&#039;t stack, so your best bet for a Russ you&#039;re planning on keeping static is an Executioner Plasma Cannon that&#039;s going to constantly overcharge, along with a lascannon and a pair of plasma cannons.  If you want to keep your Leman Russ more mobile, it&#039;s a lot more involved.&lt;br /&gt;
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&#039;&#039;&#039;Stratagems-Overlapping Fields of Fire (2 CP):&#039;&#039;&#039; When a {{W40Kkeyword|Cadian}} unit causes an unsaved wound on an enemy unit, you may use this stratagem and ALL other {{W40Kkeyword|Cadian}} units add 1 to hit when firing at that unit. The +1 to hit [[Awesome|makes your supercharged army&#039;s plasma safe]] when aimed at the designated enemy. Useful for felling large centerpiece units like Knights or greater Daemons, or pretty much anything that essentially needs to die this turn.&lt;br /&gt;
*Gets even better when you consider that this is only restricted by the {{W40Kkeyword|&amp;lt;Regiment&amp;gt;}} keyword. Basilisks smacking units from out of sight on &#039;&#039;3+, re-rolling 1s,&#039;&#039; is a glorious thing indeed.&lt;br /&gt;
*Very valuable against plaguebearer spam as this means most your army will be hitting them on 5+ instead of 6+, with most your units rerolling 1&#039;s,2&#039;s and 3&#039;s.&lt;br /&gt;
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====Special Characters====&lt;br /&gt;
&#039;&#039;&#039;HQ&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Knight Commander Pask:&#039;&#039;&#039; A flat upgrade to a Tank Commander, but a pricy one, plus with the fixed WT of Superior Tactical Training (which is less redundant on him than it is on Creed, assuming you brought at least three Russes including him). He has BS2+, which is &#039;&#039;&#039;awesome&#039;&#039;&#039;, and even the underpowered Vanquisher cannon starts to look alright when he&#039;s firing it (not really). If you&#039;re going to upgrade any of your Leman Russes with extra sponson or pintle weapons or an HK missile, he&#039;s the guy to do it to, since he is much more likely to hit something. Probably best used when supported by a Techpriest and sitting still with one of the longer-ranged turret weapons, as he can benefit from re-rolling 1s, shooting his turret weapon twice, and even use the Jury Rigging stratagem if necessary to get back a lost wound. On the other hand, if you can keep him out of the line of sight, he&#039;s downright scary in a Punisher.&lt;br /&gt;
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*&#039;&#039;&#039;Lord Castellan Creed:&#039;&#039;&#039; Though MIA in the fluff (actually in Trazyn&#039;s collection, so he&#039;ll be back at some point), you can still field Creed as your Warlord, and you should do so if you&#039;re running Cadians and want to maximize your order potential and CP benefit. He&#039;s only about 25 points more expensive than a bog-standard Company commander, and he gets to give orders at 12&amp;quot; instead of 6&amp;quot; without a vox (and gets one more order a turn). You also get an additional 2 CP if he&#039;s your Warlord, which isn&#039;t bad. His shooting isn&#039;t impressive (two hot-shot laspistols), but hopefully, he never has to fire a single shot or swing his power sword. Unfortunately, gone are the days of outflanking Baneblades. He must take the Superior Tactical Training WT if he&#039;s your Warlord, which means he&#039;s going to pump out even more orders (and that&#039;s before you throw Kell into bodyguard for him). In small games, however, you probably won&#039;t have enough units to actually order to get the most of him.&lt;br /&gt;
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&#039;&#039;&#039;Elites&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Colour Sergeant Kell:&#039;&#039;&#039; KIA in the fluff (RIP, he will be missed), but usable in-game still like Aun&#039;Va, Konrad von Carstein, Vlad von Carstein pre-End Times, and the like. If you have a lot of units on the field and not enough Commanders to give orders, consider taking Kell, as he lets one officer within 6&amp;quot; issue an additional order every turn. He can be taken without Creed now, but that&#039;s not fluffy, and you also waste his ability to bodyguard for Creed on a 2+. Also, Cadian units within 6&amp;quot; can re-roll failed Morale tests. Pretty solid, if pricey.&lt;br /&gt;
**Creed always has Superior Tactical Training if he&#039;s your Warlord (and you&#039;ll &#039;&#039;always&#039;&#039; Warlord him, to avoid wasting Tactical Genius), so this brings his average order pool from, statistically, 6, to 8.&lt;br /&gt;
**Now that Pask and Tank Commanders are {{W40Kkeyword|officer}}s, Kell can support them, too. This brings Pask up to 3 orders (statistically, 6 with Superior Tactical Training), or a regular Tank Commander up to 2 (3 with Master of Command, statistically 4 with Superior Tactical Training).&lt;br /&gt;
**For &#039;&#039;maximum&#039;&#039; order output, the Laurels of Command are an order doubler, statistically, just like Superior Tactical Training, which can be combined on a Company Commander with Kell, bringing him from 2 to 3 (Kell) to 6 (STT) to 12 (Laurels), although remember that Laurels and STT proc in opposite ways (STT lets you order more units; Laurels lets you pile additional orders onto the same target, so scales less well without access to useful Fix Bayonets!).&lt;br /&gt;
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&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===[[Catachan Jungle Fighters|{{W40Kkeyword|Catachan}}]]===&lt;br /&gt;
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Hailing from the Death World of Catachan, the Jungle Fighters specialize in particularly gritty theatres of war.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, they hit harder than the usual guardsmen, both in terms of their strength of 4 and their usually better shot output from vehicles. The death worlders also posses some of the best characters and officers, most of which lore wise slay Tyranid type monsters with their bare hands (use caution on the tabletop). &lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Regimental Doctrines-Brutal Strength&#039;&#039;&#039;: {{W40kKeyword|INFANTRY}} units with this doctrine gain +1 Strength (i.e. S4), plus &#039;&#039;&#039;+1 Ld&#039;&#039;&#039; too if they are within 6&amp;quot; of a friendly {{W40kKeyword|Catachan Officer}}. Furthermore, &#039;&#039;&#039;each&#039;&#039;&#039; time a {{W40Kkeyword|Catachan vehicle}} fires a weapon with random shot volume, you may re-roll one die when determining the number of shots that weapon gets. Grinding Advance Russes, dual-flamer Hellhounds/Chimeras, Basilisks etc. are now quite a bit nastier - and remember, [[Awesome|overwatch counts as firing a weapon]].&lt;br /&gt;
*Space Marines can do melee because they&#039;re heavily armoured, hit hard, often and can get close surprisingly fast. You merely punch hard - still a shooty army. That being said, what you &#039;&#039;do&#039;&#039; have is hordes of infantry with a &#039;&#039;better wounds-to-points ratio&#039;&#039;, and can boost them with Straken, Ministorum Priests and &amp;quot;Fix Bayonets!&amp;quot;. As in, all those three at once. Now that&#039;s proper Catachan melee, and supported by better vehicles, not some [[Warhammer_40,000/Tactics/Renegades_And_Heretics(8E)|Renegade rabble]].&lt;br /&gt;
*A note on the math - you re-roll only one die, and it&#039;s a re-roll, not an additional unkept die, so assuming you do the sane thing and only re-roll 3 down on a 1d6 and 1 on a 1d3, your expected values go from 3.5 to 4.25 and 2 to 2.33, respectively (and if you use a vehicle with multiple dice, the value of the benefit plummets, of course - in those cases, you always re-roll the lowest die, obviously). Earthshaker, Stormsword Siege, and Twin Earthshaker cannons are special; the way you should fire &#039;&#039;them&#039;&#039; is to roll the full number of dice, then re-roll the one lowest die, no matter what it is, &#039;&#039;then&#039;&#039; drop the lowest dice.&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;
Every example of this Doctrine&#039;s effect on vehicle rate of fire (listing an example weapon), assuming you only re-roll when you ought to:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*4D6 (Wyvern Mortar): 14 -&amp;gt; 15.79 (x1.13)&lt;br /&gt;
*3D6 (Deathstrike Missile): 10.5 -&amp;gt; 12.06 (x1.15)&lt;br /&gt;
*4H2D6 (Twin Earthshaker): 9.34 -&amp;gt; 9.93 (x1.06)&lt;br /&gt;
*2D6 (Twin Heavy Flamer): 7 -&amp;gt; 8.24 (x1.18)&lt;br /&gt;
*2D6 (Inferno Cannon): 7 -&amp;gt; 8.24 (x1.18)&lt;br /&gt;
*2H1D6 (Earthshaker Cannon): 4.47 -&amp;gt; 4.96 (x1.11)&lt;br /&gt;
*2H1D6 (Artemia Inferno Cannon): 4.47 -&amp;gt; 4.96 (x1.11)&lt;br /&gt;
*1D6 (Heavy Flamer): 3.5-&amp;gt; 4.25 (x1.21)&lt;br /&gt;
*3D3 (Volcano Cannon): 6 -&amp;gt; 6.70 (x1.12)&lt;br /&gt;
*2D3 (Neutron Laser Projector): 4 -&amp;gt; 4.56 (x1.14)&lt;br /&gt;
*1D3 (Plasma Cannon): 2 -&amp;gt; 2.33 (x1.17)&lt;br /&gt;
As you can see, the greatest impact is on 1d6 weapons - a Leman Russ Battle Cannon&#039;s rof*damage goes from 7 to 8.5, while a Demolisher Cannon against a single target goes from 4 to 4.66.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait- Lead From The Front:&#039;&#039;&#039; The Warlord has a 6&amp;quot; Heroic Intervention (double in range and distance as normal). In addition, if your Warlord was charged, did a Heroic Intervention, or was charged himself, then they re-roll failed hit rolls until the end of the turn. While rerolling failed hit rolls is powerful, especially for low WS models, you should remember that you are playing Guard and even with this, you are comparatively weak in assault even if you have a Warlord like Straken in the fight. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relics - Mamorph Tuskblade:&#039;&#039;&#039;  Replaces a power sword. A reskin of the Blade of Conquest at S+2 AP-3 D2, so guaranteed 2D instead of having to roll for it, in case you decide to use a mortal to hunt Primaris. Works similar enough, and you do have Straken.&lt;br /&gt;
*Better than the Blade of Conquest against targets with 2W, the same against other stuff. The worse AP isn&#039;t that much of a factor.&lt;br /&gt;
** Something to keep in mind is this is a Catachan relic, meaning the wearer Will be S6, something to keep in mind if fighting something like Tyranids.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orders - Burn Them Out!:&#039;&#039;&#039; The ordered unit can re-roll the dice when determining the number of shots a Flamer or Heavy Flamer has. In addition, enemy units targeted by the models with these weapons in the ordered unit lose the cover bonus to saves for the rest of the phase. Better than &#039;&#039;Bring it down!&#039;&#039; on the relevant weapons, but it doesn&#039;t buff the other weapons in the squad (other than ignoring cover, which they will on the unit(s) the flamer(s)/heavy flamer targets), which is an issue on squads other than Special Weapon and Command squads, like Veterans. Worth considering if you want to gamble stacking orders with the Laurels of Command, though.&lt;br /&gt;
*Note the effect on saves; you don&#039;t need to wound, or technically even hit, if the targeted unit has some miraculous way to avoid being hit by a Flamer/Heavy Flamer, for the targeted unit to lose the cover bonus to saves for the rest of the phase. You can use this to turn off cover on something relying on it for durability, like Scout Marines, then actually kill it with the rest of your army. You can remove cover from multiple units at once, too, as you can target more than one unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems - Vicious Traps(1CP):&#039;&#039;&#039; Use this Stratagem when an enemy unit finishes a charge move within 1&amp;quot; of a {{W40kKeyword|Catachan}} unit from your army that is wholly on or within a terrain feature. Roll a dice; on a 4+ that enemy unit suffers D3 mortal wounds. &lt;br /&gt;
&lt;br /&gt;
====Special Characters====&lt;br /&gt;
&#039;&#039;&#039;HQ&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Colonel Iron Hand Straken:&#039;&#039;&#039; At 75 points, Straken is a considerable investment over a standard Company Commander, but he might just be worth it if you&#039;re looking to run an assault army. For one thing, all {{W40Kkeyword|Catachan}} units within 6&amp;quot; of him get an extra attack, which can turn even a Conscript squad into a nasty tarpit. His &#039;&#039;&#039;Been There, Seen It, Killed It&#039;&#039;&#039; rule makes him great for charging and finishing off wounded {{W40Kkeyword|Monster}} units. He also gets S6 (effectively S7, assuming you take him in a purely {{W40Kkeyword|Catachan}} detachment, where he also boosts unit Ld by +1 for being an {{W40Kkeyword|Officer}}) and T4 in addition to W5, so he&#039;s a bit harder to put down. Consider running him with a Ministorum Priest.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sly Marbo:&#039;&#039;&#039; All memes aside, unfortunately, Sly Marbo is not even remotely competitive. While he has the ability to appear 9&amp;quot; away from an enemy and trigger one of three special rules (immediately shoot, which lets him snipe {{W40Kkeyword|Characters}}; make a small move and add 2 to his attacks if he charges; or trigger concealed explosives that have a 50/50 shot of dealing mortal wounds), his lack of durability and lackluster weapons (not a single one has any AP) makes him a poor choice overall. He can disappear if there are no enemy units close to him at the start of the Movement phase, but you will never get to use this rule because he will most likely die and also fail to clear out the enemies he charges anyway. If he debuffed enemy leadership, had some way to mitigate armor saves, and could be reasonably expected to stick around for more than a single round, he might be worth it, but he&#039;s not.&lt;br /&gt;
&lt;br /&gt;
Another view point.&lt;br /&gt;
Will most effective way to us   Sky Marbo is if you have alliance Militarum Tempestus detachment. Militarum Tempestus able with help Stratagems to get their foot soldiers 6 inch opponent lines means when he deep strike he not be closet model and pistol wounds get six shots and wounds 2 by average going to kill something 2 space marines turn. Doing that two turns make points back and them some. Ideal you have commission Yark with him. Which is likely best way to us him. Were Catachan provide artillery support with Militarum Tempestus will being aim to destroy vehicles.&lt;br /&gt;
&lt;br /&gt;
There other ways using him to.&lt;br /&gt;
Back other units charging or hide behind them and shooting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elites&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Sergeant Harker:&#039;&#039;&#039; Sgt. Harker totes around his Assault 3 Heavy Bolt, Payback, and has a pretty decent statline for a guardsman, think a platoon commander on miral shark steroids. You don&#039;t take him for his cool gun or stats though. Harker allows all friendly {{W40Kkeyword|Catachan}} units (himself included) within 6&amp;quot; oh him re-roll 1s to hit in the Shooting phase. Every {{W40Kkeyword|Catachan}}  list should include Harker since he can buff any {{W40Kkeyword|Catachan}}, from the lowly Conscript to the mighty Baneblade!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|[[Militarum Tempestus]]}}===&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;
Elite shock troops of the Astra Militarum, they appear on the brink of massacre and turn it into a crushing victory.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, they drop in hot, distribute an unholy amount of plasma, and play in a fast and fragile balance of fire and trying to survive the incoming charge. Uniquely, they have further sub-Doctrines that make them close to being an independent faction in their own right. These guys behave like S3/T3 Marines and favor a very close range play style. They offer little in CC or tanks, but can smoke terminators with ease and favor constant air superiority.&amp;lt;br&amp;gt;&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;Regimental Doctrine - Storm Troopers&#039;&#039;&#039;: If a model with this doctrine is shooting a target at half range or less, they get an extra shot for each roll of 6+ to hit, which can&#039;t proc itself. Due to the Hot-Shot&#039;s range, you can&#039;t immediately use FRFSRF Rapid Fire Storm Troopers after an Aerial Drop (&#039;&#039;more&#039;&#039; than 9&amp;quot; away) unless they dropped from a Valkyrie, so order &#039;&#039;&#039;Take Aim!&#039;&#039;&#039; instead.  This is equivalent to a 7/6 modifier, like Cadia&#039;s re-rolling 1s to hit, but requires you to be within half range, rather than standing still.&lt;br /&gt;
**This doctrine is &#039;&#039;vicious,&#039;&#039; but hard to get. If understood correctly, drop in with those favourite overcharged plasma and get free shots on sixes? A five man squad shooting two plasma guns and a plasma pistol will likely get one from 5 total shots. Make sure it’s dead.You get +16.67% hits on &#039;&#039;any&#039;&#039; unit for which it applies (e.g. it won&#039;t apply to weapons that automatically hit); this is not as good as Catachan&#039;s trait or Cadia&#039;s order to re-roll attack dice for weapons with 1d6 attacks, especially the auto hitting ones, but it&#039;s &#039;&#039;much&#039;&#039; more versatile than those due to its wide application. Also, it&#039;s worth noting that it always works during Overwatch. In exchange, however, you can&#039;t have &#039;&#039;any&#039;&#039; Fast Attack, Heavy Support, or Lord of War choices in a MT detachment, because those slots only contain {{W40Kkeyword|Regiment}} units. &lt;br /&gt;
**Remember, you can use a custom regiment, such as {{W40Kkeyword|Savlar Chem-Dogs}}, to pick up this Doctrine, if you want it on general Imperial Guard stuff, but doing so will &#039;&#039;not&#039;&#039; get you access to the Militarum Tempestus Warlord Trait, Heirloom, Stratagem, or Order.  If you do so, it&#039;s best on very long-range weapons, to ensure the target is within range for the buff, such as a Basilisk or Shadowsword or Mortar Team.  Stacks with re-rolling 1s to hit or wound multiplicatively, just like those two do with each other, so if you want all three at once, you can combine Yarrick for re-rolling 1s to hit with an order source for re-rolling 1s to wound on an infantry unit (for obvious reasons, you&#039;ll want to do this on a heavy weapons squad - all three buffs combined are &#039;&#039;still&#039;&#039; worse than FRFSRF on lasguns).  The percentage gains from these are 16.67% for any 1, 36.11% for any two, and 58.80% for any three (FRFSRF is a +100% gain, which you can add to the previous three if you&#039;re combining them - combining all four will require the Laurels of Command relic).&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Faithful Servant of The Throne:&#039;&#039;&#039; Your Warlord can attempt to deny one psychic power per phase as if they were a Psyker. This can be useful, but it is very situational. Its usefulness is further questioned since Astropaths only cost 26 points as of Chapter Approved 2018 and won&#039;t break your regiment rules even if you&#039;re bringing a {{W40Kkeyword|Militarum Tempestus}} detachment.&lt;br /&gt;
*&#039;&#039;&#039;Relics - The Tactical Auto-Reliquary of Tyberius:&#039;&#039;&#039; When the bearer uses Voice of Command, they may attempt to issue *&#039;&#039;&#039;one&#039;&#039;&#039; additional order; roll a die before attempting, and on a 2+, the order happens. &lt;br /&gt;
**Can turn your Tempestor Prime into something like a Creed for your Scions. Up to &#039;&#039;&#039;four&#039;&#039;&#039; orders when combined with the Master of Command WT, &#039;&#039;&#039;5&#039;&#039;&#039; with Inspired Tactics. No Scion will go unordered.&lt;br /&gt;
*&#039;&#039;&#039;Order - Elimination Protocols Sanctioned!:&#039;&#039;&#039; Ordered unit re-rolls &#039;&#039;all&#039;&#039; failed wounds, but only against {{W40Kkeyword|MONSTER}}s and {{W40Kkeyword|VEHICLE}}s.&lt;br /&gt;
**This is situational, but &#039;&#039;very&#039;&#039; strong; Scions usually hit on 3s, so the more significant limiter on inflicted damage is usually weapon power (even meltaguns will only damage a tank half the time). Use on squads loaded with meltas (NOT plasma, as you&#039;ll be overcharging and you want that re-roll of 1s) to get some extra oomph on a tank or large creature.&lt;br /&gt;
**This also pairs quite nicely with the {{W40Kkeyword|LAMBDAN LIONS}} Gifts from the Mechanicus stratagem.&lt;br /&gt;
&lt;br /&gt;
====Ordo Tempestus Regiments====&lt;br /&gt;
Psychic Awakening has given our boys some new flavor. We can now add further extra rules based on specific Ordo Tempestus Regiments, which are accessed by picking one of the new Regiments from below. You can pick one of the following OR Storm Troopers. You may not get both.&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Iotan Dragons}} - Crack Shots&#039;&#039;&#039;: +6&amp;quot; Rapid Fire (for normal guard, its not that big a deal; for Scions, it makes our guns actually useable on the drop, which is clutch).&lt;br /&gt;
**&#039;&#039;&#039;Relic - The Emperor&#039;s Fury:&#039;&#039;&#039; 3-shot Plasma Pistol.&lt;br /&gt;
**&#039;&#039;&#039;Warlord Trait - Precision Targeting:&#039;&#039;&#039; ID units within 6&amp;quot; ignore the bonus of cover against enemies within 18&amp;quot; of the warlord.&lt;br /&gt;
**&#039;&#039;&#039;Stratagem - Drilled to Perfection (1CP):&#039;&#039;&#039; Overwatch on 4&#039;s for a single unit for an entire phase.&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Lambdan Lions}} - Prized Weaponry&#039;&#039;&#039;: -1 AP to &#039;&#039;all&#039;&#039; weapons. This doesn&#039;t specify only ranged weapons.  Hotshot lasguns now tear through MEQs and meltaguns bypass armor saves entirely, but it&#039;s &#039;&#039;most&#039;&#039; noticeable on your melee attacks suddenly being AP-1. &lt;br /&gt;
**&#039;&#039;&#039;Relic - Refractor Field Generator:&#039;&#039;&#039; 5++ to all LL models within 6&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Warlord Trait - Keys to the Armory:&#039;&#039;&#039; LL units within 6&amp;quot; reroll 1&#039;s to hit&lt;br /&gt;
**&#039;&#039;&#039;Stratagem - Gifts from the Mechanicus (1CP):&#039;&#039;&#039; 6s to wound for hot shot weapons inflict a mortal wound in place of normal damage for a single unit.&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Psian Jackals}} - Death From the Dark&#039;&#039;&#039;: Each kill counts as 2 kills for the next morale phase. &#039;&#039;Terrifying against bigger units&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Relic - Hound&#039;s Teeth:&#039;&#039;&#039; Chainsword with S+1 AP-2 +3 extra attacks and rerolling wounds vs knife ears. &#039;&#039;Why are you in melee, against Eldar of all people?&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Warlord Trait - Skilled Tracker:&#039;&#039;&#039; Redeploy 3 Psian Jackal units prior to the start of the game.&lt;br /&gt;
**&#039;&#039;&#039;Stratagem - Elusive Hunters (1CP):&#039;&#039;&#039; Used after a PJ unit is targetted, models shooting weapons from further than their weapons half range, get -1 to their hit rolls against that PJ unit.&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Iotan Gorgonnes}} - Resolute Heroism&#039;&#039;&#039;&#039;: 6s to hit at the closest enemy unit by {{W40Kkeyword|infantry}} score an additional hit.  Usually worse than just being Thetoid Eagles or Iotan Dragons - Eagles in particular get this on their vehicles, unlike you.&lt;br /&gt;
**&#039;&#039;&#039;Relic - Blessed Bolt Pistol:&#039;&#039;&#039;12&amp;quot; Pistol 2 S5 AP-2 D2 (D3 vs psykers), keep in mind that psykers are usually characters, food for thought.&lt;br /&gt;
**&#039;&#039;&#039;Warlord Trait - Sanctity of Spirit:&#039;&#039;&#039; Enemy psykers witin 24&amp;quot; will Peril on any double.&lt;br /&gt;
**&#039;&#039;&#039;Stratagem - Daring Descent (1CP):&#039;&#039;&#039; Infantry unit can drop 5&amp;quot; away from enemies; may not charge afterwards. Note that the unit is chosen when setting up in deep strike, not when deploying mid game.Use the stratagem in the movement phase.&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Thetoid Eagles}} - Predatory Strike&#039;&#039;&#039;: Unmodified 6s to hit at half range score an additional hit. Better than Storm Troopers because it is a straight-up hit instead of a shot (and if you really can get both, they&#039;ll stack), and &#039;&#039;usually&#039;&#039; better than Iotan Gorgonnes, because you have more control over when it applies (on top of this one working on vehicles). While it can&#039;t trigger on 5+s it also can&#039;t be prevented from proccing at all either. If you liked Storm Troopers, this is better in everything but a Drop Force (and better for every round after the drop).&lt;br /&gt;
**&#039;&#039;&#039;Relic - Fire of Judgement:&#039;&#039;&#039; 12&amp;quot; Hot Shot Laspistol, Pistol 2 inflicting mortal wounds in place of normal damage. Remember, their doctrine means that 6&#039;s proc an extra hit at half range. This thing has the potential to pump out 4 mortal wounds if you get lucky.&lt;br /&gt;
**&#039;&#039;&#039;Warlord Trait - Uncompromising Persecution:&#039;&#039;&#039; [[Shuriken Catapult|Wound rolls of 6 made by TE units using hot shot weapons within 6&amp;quot; of the the warlord are AP-4.]]&lt;br /&gt;
**&#039;&#039;&#039;Stratagem - Full Charge (1CP):&#039;&#039;&#039; Taurox Prime can reroll hit rolls when shooting at a unit within 12&amp;quot;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Kappic Eagles}} - Mobilized Infantry&#039;&#039;&#039;: Infantry models can move and shoot heavy weapons without penalty and +1 to hit after disembarking Transports. &lt;br /&gt;
**The second half of this doctrine grants them +1 to hit after disembarking a transport. These guys do for free, what the stratagem can do for only Valkyries. Their WL Trait gives a 24&amp;quot; order bubble and can issue orders from transports. Drop your soldiers out of valkyries and enjoy their plasma shredding while benefiting from an order from downtown. This also gives your warlord a flying, -1 to hit, T7 box for protection. &lt;br /&gt;
**&#039;&#039;&#039;Relic - Distraction Charges:&#039;&#039;&#039; When firing overwatch any KE unit within 3&amp;quot; of the bearer will halve the charge roll if they inflict 1 or more hit.&lt;br /&gt;
**&#039;&#039;&#039;Warlord Trait - Master Vox:&#039;&#039;&#039; 24&amp;quot; order range, warlord may order units when embarked on a transport.&lt;br /&gt;
**&#039;&#039;&#039;Stratagem - Tactical Misdirection (1CP):&#039;&#039;&#039; Use after one of your KE infantry units destroys an enemy unit. All other units suffer from a -1 to hit when shooting unless they target that KE infantry unit or if another unit is closer.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Superior Intelligence (1 CP):&#039;&#039;&#039; Use this strategy immediately when your opponent has a unit arrive on the battlefield within 12&amp;quot; of a {{W40Kkeyword|Militarum Tempestus Infantry}} unit; they may fire at that unit as if it was their shooting phase, with a -1 hit penalty. It allows Tempestus to also work as guardians for your army. Volley gun squads sitting on your objectives, or babysitting your guard artillery? Let them try and sneak deepstrike those termites and it will cost. Even better for volley gun command squads with 16 shots s4 ap-2. Could be useful.&lt;br /&gt;
*&#039;&#039;&#039;Point Blank Efficiency (1CP):&#039;&#039;&#039; A Scion unit gains +1 strength to ALL Hot Shot weapons when fired at half range or less. A Strength 4, AP-2 HSLG is literally a Space Marine nightmare. Pairs exceptionally well with Lambda Lions for additional AP or the Gorgonnes for the ability to double tap S4 HSLG out of deep strike. A Strength 5 AP-2 Volley Gun can be devastating.&lt;br /&gt;
*&#039;&#039;&#039;Unquestioning Obedience (1CP):&#039;&#039;&#039; Auto pass morale for all scion units within 12&amp;quot; of Commissar or Tempestor Prime.&lt;br /&gt;
*&#039;&#039;&#039;Precision Drop (2CP):&#039;&#039;&#039; A Scion unit that Grav-Chutes their way off of a Valkyrie or a Vendetta does not roll to see if they die, and may deploy 5&#039;&#039; away from the enemy instead of 9&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Hammer Blow (1CP):&#039;&#039;&#039; Used after an AERONAUTICA IMPERIALIS model kills one or more models in a units; that unit halves all advance/charge distances and shoots at -1 to hit. Absolute solid gold cheese if you somehow manage to kill something with your Officer of the Fleet’s laspistol.&lt;br /&gt;
*&#039;&#039;&#039;Advanced Countermeasures (1CP):&#039;&#039;&#039; Used before the battle, a Valkyrie can switch to hover without losing Hard To Hit for the entire battle.&lt;br /&gt;
*&#039;&#039;&#039;Tactical Air Control (1CP):&#039;&#039;&#039; Add 2 for the roll for an Officer of the Fleet&#039;s Air Raid; range and LOS is measured from any Scion unit with a Voxcaster.&lt;br /&gt;
*&#039;&#039;&#039;Progeny of Conflict (1CP):&#039;&#039;&#039; Gain a warlord trait for any non warlord Scion CHARACTER. Basically an auto-include if you don&#039;t already have Grand Strategist, since you get a re-roll fornyour CP and then the added effect of refunding yiur own CPs from stratagems on a 5+ basically for free.&lt;br /&gt;
*&#039;&#039;&#039;Killing Zone (1CP):&#039;&#039;&#039; Use after a Scion INFANTRY unit kills 1 or more enemy models, for the rest of the phase all other Scion INFANTRY unit gain +1 to wound when targeting the damaged unit. Give your two battalion Primes plasma pistols and let them roast some measly Boy, with the safe firing mode if you wish. Next trigger this and let your other three, 10 man, quadruple volley gun squads roast another 20 or so. Dont forget orders and the +1 from the Drop Force WT and you stand a good chance of wiping the whole Boyz mob in one go!&lt;br /&gt;
&lt;br /&gt;
====Special Units====&lt;br /&gt;
Special in the sense that you don&#039;t need the rest of the detachment to bring them, but then they wouldn&#039;t get their regimental doctrines.&lt;br /&gt;
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&#039;&#039;&#039;HQ&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Tempestor Prime:&#039;&#039;&#039; The Militarum Tempestus version of the Company Commander. Compared to a Company Commander, he has access to only one order (can be improved to two with a 5 pt piece of wargear), has a 4+ save, but loses his 5++, and only unlocks Militarum Tempestus Command squads. That said, he can deepstrike to follow his Scions wherever they go. Being a {{W40Kkeyword|Militarum Tempestus}} HQ, he lets you bring a separate Tempestus-only Detachment; this gives them access to their Storm Troopers special rule. Comes stock with a hot-shot laspistol you&#039;ll never fire, since it&#039;s the same range as his frag and krak grenades, and nothing in the game exists that dies faster to the pistol than it does to one of the grenade choices.  You should &#039;&#039;always&#039;&#039; swap it for either a better pistol or, more likely, the aforementioned item for +1 order.&lt;br /&gt;
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&#039;&#039;&#039;Elites&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Militarum Tempestus Command Squad:&#039;&#039;&#039; Don&#039;t forget about these guys. Like the Veterans in the Command Squad, they have BS 3+ and can take 4 special weapons, but have a 4+ armor save and the old Deep Strike ability. Take 4 plasma guns, Deep Strike them 9&amp;quot; away from your enemies, get your Tempestor Prime to issue them an order and laugh when you overcharge and fire off 8 Strength 8 AP -3 Damage 2 shots in rapid-fire range. You can also load them up similar to the standard Command Squad (medi-pack, voxcaster, and standard bearer, with room for one special weapon), but you&#039;ll probably only take the Vox (although it&#039;s more efficient to simply land your Tempestor Prime next to a regular squad and use their Vox instead, as you&#039;re not giving up any special weapon options that way). The standard&#039;s bubble is too small to be worth it and the medi-pack isn&#039;t all that great considering you&#039;re giving up another special weapon. With that in mind another good loadout is three Volley Guns and a Vox. Drop them in cover alongside your Prime with command rod and issue two orders across the table with some decent long range punch.&lt;br /&gt;
**Remember, just like with standard command squads, you are limited to one Tempestus command squad per Tempestor Prime. Additionally, you may keep your hot-shot lasgun in addition to the hot-shot laspistol and vox-caster/medi-pack if you wish to hold onto some firepower. You may not take a special weapon if you&#039;ve done this. Note that regular Scions are unaffected by this change.&lt;br /&gt;
**Modeller&#039;s tip: To create the voxcaster and still have the lasgun model, simply take the wrapped up lasguns that come with the sprue and glue them onto the model.&lt;br /&gt;
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&#039;&#039;&#039;Troops&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Militarum Tempestus Scions:&#039;&#039;&#039; Scions can be taken either as a 5-man team with two special weapons, or 10 man squad with four special weapons; you only get 1 sergeant either way, of course, but your sergeant is &#039;&#039;worse&#039;&#039; than the regular Imperial Guard get, as it has no access to a bolter - you&#039;ll usually end up taking a bolt pistol and chainsword, as a result. They have better BS and Sv characteristics when compared to a Guardsman and their standard issue Hot-Shot Lasgun is &#039;&#039;mean&#039;&#039; now. With its solid AP, it can threaten nearly anything. One squad member can take a vox caster and Hot-Shot Laspistol in addition to the standard hellgun. The Tempestor (sergeant equivalent) comes with a Hot-Shot Laspistol (which you&#039;ll always replace with a bolt pistol, except for when you really want a plasma pistol) and chainsword, but can take the usual sergeant armaments (except the boltgun). Now 7 points each!&lt;br /&gt;
**Best taken in five-man teams (unless you&#039;re short on orders) while spamming as many special weapons as possible. Their special weapon loadouts should be focused - all plasma (including the Tempestor&#039;s sidearm), melta, or Volley guns. Mixing and matching reduces their combat effectiveness.&lt;br /&gt;
** Ten-man squads do have their place in terms of order efficiency and the ability to sustain losses without losing special weapons. The fun thing about Scions? Even with a standard loadout they punch very hard and aren&#039;t trivial to remove. 70 points for 10 deep-striking, BS3+, SV4+, AP-2 soldiers is pretty radical. Combined with your choice of effective regiment and Scions are extremely dangerous.&lt;br /&gt;
**It&#039;s important to note that without the use of stratagems or one very specific regiment, your hellguns cannot deep strike or grav-chute into Rapid Fire range, your meltas can never deep strike into melta range, and hot-shot laspistols cannot deep strike into actual shooting range. The melta thing isn&#039;t so bad, but this is still worth keeping in mind. If you&#039;re not using the Daring Descent or Precision Drop stratagems, put your melta troops in a transport.&lt;br /&gt;
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&#039;&#039;&#039;Dedicated Transport&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Taurox Prime:&#039;&#039;&#039; The Taurox&#039;s bigger, angrier brother is available exclusively to Scions and Commissars, but man is it worth it. With improved BS and an impressive selection of weaponry for its points, the Taurox Prime is the new king of metal boxes. It won&#039;t last long with that toughness, but it&#039;ll make back its points in the meantime. For weapons, you should always be taking the Gatling Cannon, the sheer number of shots it puts out makes it better than both other options point for point (except against Land Raiders, where the Missile Launcher is -slightly- better). Similarly, the Hot-shot Volley Guns are always better point for point than the Autocannons.&lt;br /&gt;
**&#039;&#039;&#039;Note&#039;&#039;&#039;:  This vehicle is finicky about who can get on it, not just who can bring it; only {{W40Kkeyword|Militarum Tempestus}} and {{W40Kkeyword|Officio Prefectus}} infantry (and, of course, the Inquisition, using their special rule) can board it. This is &#039;&#039;theoretically&#039;&#039; to avoid the scenario where a Commissar, who in the fluff has the authority to command entire &#039;&#039;armies,&#039;&#039; should the need arise, can&#039;t board a simple armored car, although they&#039;re not allowed to bring their Ogryn Bodyguards with them, unlike with a standard Taurox.&lt;br /&gt;
**You should only ever consider taking the Battle Cannon and/or Autocannons if you for some reason need extra range. &lt;br /&gt;
**&#039;&#039;&#039;NOTE:&#039;&#039;&#039; For Inquisition players looking for transports for their inquisitor and henchmen, this is is probably the shooty metal box you&#039;re looking for.&lt;br /&gt;
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&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
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===[[Tallarn Desert Raiders|{{W40Kkeyword|Tallarn}}]]===&lt;br /&gt;
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In the grim darkness of the far future, there&#039;s the quick and there&#039;s the dead.&lt;br /&gt;
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An anachronistic amalgamation of Laurence of Arabia, Rambo III, Dune, and the North African Campaign. &amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, they play fast and tactical; with your Ambush stratagem, you can for the most part control the board, or keep important units safe until the opportune time to strike.  Just don&#039;t expect to have the damage output of our Cadian and Catachan brethren.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Regimental Doctrines - Swift as the Wind&#039;&#039;&#039;: {{W40Kkeyword|Infantry}} units with this doctrine can advance and still shoot all weapons except Heavy weapons, and do not suffer the penalty to hit when advancing with Assault weapons (which means they also won&#039;t suffer a penalty to hit with Rapid Fire, Pistol, or Grenade weapons after Advancing). Your infantry get to act sort of like eldar, because with you always advancing (and you should) the slowest you&#039;ll be is 7&amp;quot;.  No running about with lascannons, but the extra speed is appreciated. {{W40Kkeyword|Tallarn vehicles}} do not suffer the penalty for moving and shooting their Heavy Weapons, making them the only regiment worth considering for a variety of Vehicles (like Sentinels), but &#039;&#039;do not&#039;&#039; ignore the penalty for advancing and firing Assault weapons, which is relevant on both the new Hellhounds and the new Baneblade variants. {{W40Kkeyword|Titanic Vehicles}} that advance treat all their Heavy weapons as Assault, so everything on them except for storm bolters and that one lasgun can shoot after advancing at a -1 penalty. Assault Baneblade Cannons, anyone?  &lt;br /&gt;
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&#039;&#039;&#039;Warlord Trait  - Swift Attacker:&#039;&#039;&#039; Your Warlord and &#039;&#039;every&#039;&#039; {{W40Kkeyword|Tallarn}} unit within 6&amp;quot; can charge after Falling Back. This makes your melee screens &#039;&#039;infuriating&#039;&#039; to fight - start the turn, fall back an inch, Order the unit to Get back in the fight (Laurels for trolling) so they can shoot up the offender alongside the rest of your army, then charge back again if that wasn&#039;t enough (though they&#039;ll recieve Overwatch), keeping whatever they were in melee with locked in melee still, despite having pulled out for Shooting. It is important to note that this Warlord Trait effects all {{W40Kkeyword|Tallarn}} &#039;&#039;units&#039;&#039;, not just infantry. Rough Riders benefit from this since they can use their hunting lances only on the charge and any vehicles you may want to charge can use the Crush Them stratagem every turn. This Warlord Trait can be very useful if you plan to be in your opponent&#039;s face.&lt;br /&gt;
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&#039;&#039;&#039;Relics  - Claw of the Desert Tigers:&#039;&#039;&#039; Replaces a power sword; SUser AP-3 D2, and can make 2 additional attacks.  Unlike the Mamorph Tuskblade, actually is interesting compared to the Blade of Conquest - taking a model from S3 AP-3 to S5 AP-4 is better than A3-&amp;gt;A5 against T4 specifically, but worse against T3 or T5 - but you shouldn&#039;t be taking this, since Tallarn is all about running circles around your enemy and staying in a gun-battle.&lt;br /&gt;
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&#039;&#039;&#039;Tank Order - Get Around Behind Them!:&#039;&#039;&#039; The ordered unit can move up to 6&amp;quot; before or after firing, and this does not count against the range calculation for Grinding Advance (turret firing twice). &#039;&#039;Look at me, Tau: I am the Move-Shoot-Move now&#039;&#039;. Or, shoot twice while maintaining nearly normal speed (by definition, infinitesimally less than 12&amp;quot;).  This can be especially potent on boards with good line of sight blocking terrain; move your 5&amp;quot; from behind a building, do some damage, then retreat 6&amp;quot; back behind cover for a frustrating game of whack-a-Leman-Russ.  It can greatly help extend the life of a tank commander, and makes you feel like a tactical genius.&lt;br /&gt;
*The 6&amp;quot; movement is &#039;&#039;crucial&#039;&#039; here. Grinding Advance activates on movement 5&amp;quot; and under, so you&#039;re looking at an extra inch of movement &#039;&#039;&#039;after&#039;&#039;&#039; your Leman Russ&#039; doubletaps. Use that extra inch to your advantage! As mentioned above, it could be used to retreat back into cover, advancing forward to an objective, squeeze yourself next to a screen, or [[Meme|even closing in on something you&#039;d want to hit with your sword]]. &lt;br /&gt;
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&#039;&#039;&#039;Stratagems - Ambush (3 CP):&#039;&#039;&#039; Use during the deployment phase. You may set up to three {{W40Kkeyword|Tallarn}} units (only one of which can be a vehicle) in ambush. At the end of your movement phase, you may deploy them within 7&amp;quot; of the table&#039;s edge and more than 9&amp;quot; from any enemy units; they are treated as having moved their maximum distance. &#039;&#039;Outflank that Baneblade, you know you want to&#039;&#039;. Some key things to remember with this stratagem; 1) Vehicle squadrons are a thing, 2) This can be used more than once during deployment, since it is an out of phase stratagem, and 3) Each unit does not need to be set up in any kind of coherency outside of unit and vehicle squadron coherency.  Do with this info what you will, and have fun!  &lt;br /&gt;
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&#039;&#039;&#039;Special Characters&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Fast Attack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mukaali Riders:&#039;&#039;&#039; (Open and Narrative Play only.) Bizarre desert space lizard beasts with 2&amp;quot; less movement than traditional Rough Riders, but compensate with better Toughness, Wounds, and 3 extra S5 attacks from Stomping Feet replacing Trampling Hooves. &lt;br /&gt;
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&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Tallarn Tank drive-bys:&#039;&#039;&#039; The Psychic Awakening updates have done a lot to buff the Leman Russ, but as with most Guard units, the lackluster 50/50 BS and lack of an invuln in an edition full of AP and multishot AT has made it so that the challenge isn&#039;t points cost or weapons, but making the most out of the unit before it inevitably blows up. For 22 points more, consider upgrading your Tank into a Tallarn Tank Commander for the ability to scoot-and-shoot (Using &#039;&#039;&#039;GABT!&#039;&#039;&#039;) while still keeping the Commander&#039;s 3+BS. Spend another CP to give the entire detachment&#039;s tanks the Emperor&#039;s Fist Keyword, which gives access to a 1 CP Strat that will allow you to move your full 10 inches and still doubletap; Spend another 2 CP to use &#039;&#039;&#039;Hail of Fire&#039;&#039;&#039; from the new PA book to bypass the dicerolls on your multishot weapons to fire the &#039;&#039;&#039;&#039;&#039;maximum number of shots(!)&#039;&#039;&#039;&#039;&#039; and watch as Tau and Eldar players go green with envy. If you really want to take out that Leviathan or KEQ, give the Tank Commander Hammer of Sunderance for &#039;&#039;&#039;2 Heavy 6 Shots at S8 AP-2 and flat 3D&#039;&#039;&#039;. While this sounds like a big CP investment, well shut up, you&#039;re playing Guard, CP shouldn&#039;t really be an issue. &lt;br /&gt;
**When compared to {{W40kKeyword|Cadia}}, Tallarn tanks are a lot more mobile and are a lot less likely to be sitting ducks. Sure,Pask stills hits on 2s and reroll 1s (with two orders), but you can only take one of him, while in a Tallarn list, you can have two Tank Commanders Fire and Fading on 3s. Giving a TC a Warlord Trait can also let them give that second order, if you want.&lt;br /&gt;
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===[[Mordian Iron Guard|{{W40Kkeyword|Mordian}}]]===&lt;br /&gt;
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In the grim darkness of the far future, discipline is the only thing keeping terror at bay.&amp;lt;br&amp;gt;&lt;br /&gt;
From the night world of Mordia, the Iron Guard wear colorful parade uniforms and fight in carefully constructed formation. Don&#039;t be fooled by their colorful uniforms, for they can lay down punishing and well-disciplined fusillades of Lasgun fire.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, they benefit from keeping tight, defensive formations and are capable of assassinating characters with the right order to take out the enemy&#039;s chain of command.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Regimental Doctrines - Parade Drill&#039;&#039;&#039;: {{W40Kkeyword|Infantry}} units with this doctrine gain &#039;&#039;&#039;+1 Ld&#039;&#039;&#039; if all its models are touching the base of at least one other model in the same unit, and can add +1 to Hit rolls on Overwatch (and their Overwatch hits on 7s too). The same is true for {{W40Kkeyword|MORDIAN VEHICLES}} within 3&amp;quot; of each other.&lt;br /&gt;
*Positioning is key when using this Doctrine, so put the Special weapons in the middle of the squad and remove the cornermost models of a unit when they suffer casualties, to avoid losing the bonus. For ease, use strips of packing tape sticky-side up; a serried squad of 10 fits perfectly on a strip about 6&amp;quot; long. As a bonus, once it&#039;s on the table it&#039;s generally quite hard to see; all you get is perfect ranks of blue, red and gold. This is also the one and only instance that using [[HERESY|square bases]] in a 40k game will not result in your immediate and violent demise via your own Shadowsword to the head. Incidentally, if you use the advice of taping your models together with packing tape, this will make your army faster to physically move your models then other Imperial Guard armies with heavy infantry cores.&lt;br /&gt;
*Infantry squads in the formation and in Regimental Standard range get better Ld than a Commissar. Furthermore, since the wording is units have +1 Ld (unlike &amp;quot;add 1 to the Ld characteristic&amp;quot; like Catachans), &#039;&#039;&#039;it probably stacks with a Lord Commissar&#039;s Aura of Discipline&#039;&#039;&#039; (the unit uses his Ld9, and gets +1Ld on top of whatever Ld it&#039;s currently using).&lt;br /&gt;
*&#039;&#039;It makes supercharged Plasma safe when overwatching&#039;&#039;. Hitting on a 5+ essentially &amp;lt;u&amp;gt;doubles the damage you do in Overwatch&amp;lt;/u&amp;gt;. And then the &#039;&#039;&#039;Defensive Gunners&#039;&#039;&#039; Stratagem will let your vehicles overwatch on a 4+, hilariously letting Hydras hit more ground units with overwatch than with normal fire.&lt;br /&gt;
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&#039;&#039;&#039;Warlord Trait - Iron Discipline:&#039;&#039;&#039; Roll a die for every model that flees from any friendly {{W40Kkeyword|Mordian}} units within 6&amp;quot; of your Warlord. On a 4+, that model does not flee. Essentially an aura of {{W40Kkeyword|Valhallan Grim Demeanour}}. Mordians do have superior leadership compared to most of their counterpart regiments and Commissars are usable again as of the April of 2018 Big FAQ to further improve a unit&#039;s leadership. &lt;br /&gt;
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&#039;&#039;&#039;Relics  - Order of the Iron Star of Mordian:&#039;&#039;&#039; The {{W40Kkeyword|Mordian infantry}} bearer gets a 4+ FNP, effectively doubling his wounds, lifting some of the workload from the Field Medic and the Ogryn Bodyguard. Of good use when you absolutely must ensure your Warlord&#039;s survival, as regular Company Commanders aren&#039;t that special by themselves.&lt;br /&gt;
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&#039;&#039;&#039;Order - Form Firing Squad!:&#039;&#039;&#039; All of a unit&#039;s Rapid Fire weapons (Lasguns, Plasma, and the sergeant&#039;s Bolter, if he has one) may target {{W40Kkeyword|Character}}s that are in range regardless of whether or not there are closer enemy units.&lt;br /&gt;
*When comparing Ratlings to FFS for character sniping purposes, there&#039;s a number of things to consider. In favour of using the order all you need to do to use it is bring standard combat capable infantry you&#039;d already want with officers to order them. Clean, simple, and versatile. Much more durable and deadly in close range. However, using Rapid-Fire involves getting your troops to within 24/12&amp;quot; of a character (and closer to its guards) and then firing ON the character using up an order. Using Conscripts involves risk of failure, Infantry poor output, combined squads eats a CP, and Vets are hard to get close enough. That&#039;s not to say they can&#039;t get the job done, but it will be messy, risks getting you stuck in melee, and is usually not the best use of the units and orders. Ratlings are much more likely to be able to get in range to hit a character without getting bogged down, but if hunted down WILL be destroyed, but at range, will require committing either long ranged weapons or putting units close and personal with your lines. Choose your units accordingly. One might consider using FFS and ratlings to complement eachother. FFS could be used to finish an enemy wounded by Ratlings. Or Ratlings could be used to help manipulate the enemy&#039;s behaviour, pushing the characters into the range of Firing Squads, baiting the enemy troops into an ambush, or drawing long ranged fire (usually overkill against them). Even if they&#039;re ignored, they&#039;ll usually earn back their points chipping away at targets of opportunity.&lt;br /&gt;
*The best option is just to put a vet squad loaded for bear in a valkyrie or chimera and give them an officer. Or wait for your opponent&#039;s special snowflake characters to come to &#039;&#039;you&#039;&#039;, and then melt them with a couple plasma squads.&lt;br /&gt;
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Comparison table for Infantry/SWS/Vets/Commandsquad/Ratlings vs Commissar/LordC/SMLieutenant/SMCaptain. Militarum squads in the comparison have all the plasma guns they can bring, no Heavy Weapon teams (as to not lose the lasguns), and the sergeant (if available) has a boltgun. Ratlings that pop out of LOS-blockers lower their BS by 1, so they&#039;re listed near the Militarum squads that closed to Rapid Fire range. Numbers in &#039;&#039;&#039;bold&#039;&#039;&#039; indicate the target is killed. Keep in mind these numbers are for single squads: your Company Commanders issue two orders each (multiply number by 2), and Infantry squads can also form Combined Squads. &#039;&#039;Can be combined with Laurels of Command, but only Lasguns will be affected.&#039;&#039;&lt;br /&gt;
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[[File:Mordian_SnipersC.JPG||center|]]&lt;br /&gt;
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&#039;&#039;&#039;Stratagems - Volley Fire (1 CP):&#039;&#039;&#039; Use before a {{W40Kkeyword|Mordian Infantry}} unit shoots in the shooting phase; EACH TIME you roll a hit roll of 6+ for a model in that unit, that model can shoot again at the same target, with the same weapon, and these extra attacks cannot proc additional attacks. Better than Stormtroopers since it&#039;s &#039;&#039;firing the weapon again&#039;&#039;, instead of an extra shot from half range. &#039;&#039;You&#039;re SO combining this with FRFSRF&#039;&#039;.&lt;br /&gt;
*Sadly the September 2019 FAQ now changed it to &amp;quot;one additional hit roll&amp;quot;. Still better than Stormtroopers since it&#039;s at full range, but we are now reduced to Orks, essentially giving us Dakka! Dakka! Dakka! for the price of 1 CP. And it is only on infantry. And it doesn&#039;t automatically hit. Yeah... On the bright side it doesn&#039;t specify unmodified hit rolls of 6, so if you really want to make use of the stratagem, you can take Aradia Madellan to give the unit +1 to hit and make it proc on a 5+. Or a Sabre Defense Searchlight, I guess. On the (grim)dark side, -1 modifiers to hit make the whole exercise pointless.&lt;br /&gt;
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&#039;&#039;&#039;Special Characters&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
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===[[Valhalla|{{W40Kkeyword|Valhalla}}]]===&lt;br /&gt;
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In the grim darkness of the far future, lasguns are cheap but lives are cheaper.&amp;lt;br&amp;gt;&lt;br /&gt;
The other Space Russian regiment, these ones are based on the Soviet Union and, more specifically, the Soviets during WW2.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, they often use infantry squads in combination with their doctrine and Relic to lessen or even ignore morale. Their stratagem is amazing in Open or Narrative play, but not worth it for Matched.&amp;lt;br&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Regimental Doctrines - Grim Demeanour&#039;&#039;&#039;: {{W40Kkeyword|Infantry}} units with this doctrine halve (rounding up) the number of models that flee if they fail morale tests, which makes them safer to use without a Commissar, especially Infantry squads with their smaller number and better Ld than Conscripts. Infantry heavy lists will have the flexibility to deploy forces all across the board, and squads with special weapons will be a nuisance until wiped out. {{W40Kkeyword|Valhallan Vehicles}} with this doctrine that have damage tables instead count their remaining wounds as double their actual value for the purposes of determining what their characteristics are, meaning you remain at full operational ability for &#039;&#039;much&#039;&#039; longer.&lt;br /&gt;
*Some wound tables are affected more than others, but 11 wounds goes from 1-2/3-5/6-11 to 1/2/3-11 (meaning a repair on an injured model &#039;&#039;always&#039;&#039; improves it), while 26 goes from 1-6/7-13/14-26 to 1-3/4-6/7-26 (meaning you never need more than a full 3 repair to make it better).&lt;br /&gt;
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&#039;&#039;&#039;Warlord Trait - Tenacious:&#039;&#039;&#039; Warlord gains 5+ FNP, 6+ if it&#039;s a {{W40Kkeyword|Vehicle}}. &#039;&#039;Outright replaces the BRB warlord trait, Tenacious Survivor&#039;&#039;. Makes the Field Medic&#039;s and Ogry Bodyguard&#039;s jobs a bit easier. Effectively makes your Tank Commander W14, but there are often better things to do with your warlord trait.&lt;br /&gt;
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&#039;&#039;&#039;Relics - Pietrov&#039;s MK 45:&#039;&#039;&#039; The bearer may replace its Bolt Pistol with a better, AP-1 D2 Pistol 2 (as of Spring 2019 FAQ) Bolt Pistol, and prevents friendly {{W40Kkeyword|Valhallan}} units within 6&amp;quot; from losing more than 1 model per morale check, effectively &#039;&#039;turning your Company Commander into a Commissar&#039;&#039;, reducing your army&#039;s dependence on them even further.&lt;br /&gt;
*Useful on Conscripts, since your doctrine already diminishes most of the effects of morale on the smaller Infantry Squads in normal circumstances. A damn fluffy Chenkov though. Remember it doesn&#039;t affect non-Regimental units like a real Commissar does. Also after FAQ its the &#039;&#039;only&#039;&#039; way of getting a pre-FAQ commissar in your army. A solid choice now - a Company Commander with this and Master of Command can walk 120 conscripts across the board and be an &#039;&#039;incredible&#039;&#039; pain in the жопа for everyone involved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order - Fire On My Command!:&#039;&#039;&#039; The ordered unit can shoot at enemies that are within 1&amp;quot; of another friendly unit, but any hit roll of 1 is resolved as a hit against the friendly unit instead. If more than one friendly unit is present, choose which one gets hit. This order can&#039;t be issued to a unit which is itself within 1&amp;quot; of an enemy unit. &amp;lt;b&amp;gt;Kill them all; the Emperor will know His own&amp;lt;/b&amp;gt;. &#039;&#039;Funnily enough, flamers are safe to use since they don&#039;t roll to hit. Told you Emps knew His own&#039;&#039;.&lt;br /&gt;
*Tie up a problematic unit with disposable Conscripts, then order your Heavy Weapon Squads to fire on your command...[[Commander_Kubrik_Chenkov|and then you bring the Second Wave]] - &#039;&#039;Iron Warriors, eat your hearts out&#039;&#039;. &amp;lt;u&amp;gt;This order shines when it&#039;s YOU who is on the offensive&amp;lt;/u&amp;gt;, tying up the enemy with Bullgryn and Crusaders who &#039;&#039;actually want to be in melee and can&#039;t &amp;quot;Get Back in the Fight&amp;quot;&#039;&#039;. Those squads are, in fact, so well armoured (3W/2+ and 1W/3++) &#039;&#039;they can tank a few Heavy Bolter misses better than Space Marines can tank successful hits&#039;&#039;. For other non-melee units, just Fall Back; &amp;quot;Take Aim!&amp;quot; and &amp;quot;FRFSRF&amp;quot; do more damage than shooting on allies if the latter&#039;s melee isn&#039;t anything out of the ordinary.&lt;br /&gt;
*Did you notice it only says &amp;quot;friendly units&amp;quot;? THEY DON&#039;T EVEN NEED TO BE &#039;&#039;&#039;YOUR&#039;&#039;&#039; UNITS: Reivers and Infiltrators can &#039;&#039;easily&#039;&#039; survive a stray lasgun shot while still spooking -1Ld off the enemy squad, and Vanguard&#039;s Rad Saturation lets you hit a weakened enemy (especially if they are next to a {{W40Kkeyword|Graia}} warlord), which you can&#039;t do otherwise. Multiple detachments! Apologize to your friends! Yay!&lt;br /&gt;
*Watch out for supercharged plasma: not only will the firing model be slain by the 1, but a friendly unit will &#039;&#039;also&#039;&#039; be hit. Do keep in mind, though, that Crusaders have a 3++ and one can revive on a 2+. Especially useful against Primaris.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems - Send In The Next Wave! (2 CP):&#039;&#039;&#039; Use this stratagem at the end of your movement phase. Select a {{W40Kkeyword|Valhallan Infantry}} unit (no Characters or Consolidated squads) that has been destroyed earlier in the battle. Set it up wholly within 6&amp;quot; of your table edge and more than 9&amp;quot; away from enemy models.This would be amazing, but in Matched Play, this &#039;&#039;does&#039;&#039; cost reinforcement points. This is crippling - you have no tactical reason &#039;&#039;ever&#039;&#039; to hold back a unit you&#039;ve already paid for, especially if it only arrives once a friendly identical unit has been destroyed and &#039;&#039;especially&#039;&#039; if it only shows up in your deployment zone. A dead crap stratagem that is a gimmicky reserves rule?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Characters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Vostroyan Firstborn|{{W40Kkeyword|Vostroya}}]]===&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;
In the grim darkness of the far future, Cossacks get ornate lasguns and more range than your average Guardsman.&amp;lt;br&amp;gt;&lt;br /&gt;
One of the two Space Russian regiments, this one is based on the Cossacks and noblemen of the old Russian Empire, with the bling to back it up.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, they have more range than other regiments, and are generally best used as a static or slow moving gunline, enjoying their increased range and strategems.&amp;lt;br&amp;gt;&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;Regimental Doctrines - Heirloom Weapons&#039;&#039;&#039;: All units with this doctrine extend the range of all Rapid Fire and Heavy weapons with a minimum range of 24&amp;quot; or more by 6&amp;quot;. &#039;&#039;&#039;30&amp;quot; RANGE MULTIMELTAS&#039;&#039;&#039;, as well as Demolishers and Punishers. You also get 42&amp;quot; heavy bolters and plasma cannons, and 54&amp;quot; mortars and lascannons, but that&#039;s less impressive.  This Doctrine has the greatest impact on 24&amp;quot; guns since the relative buff is greatest on them. Guns with abilities that are relative to their range (Multi-Meltas, Magma Cannons, Rapid Fire guns) end up getting +3&amp;quot; to their half-range profile, a consequence of +6&amp;quot; to their maximum range. Yes, Demolisher squadrons can be a thing. They had that 15 point price drop late 2019 down to around 140 points each? Take three. Always. Blow them up with 30in multimeltas on your tank commanders. Drive them out from cover to king hit counterpunch knights off their feet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait - Honored Duelist:&#039;&#039;&#039; Re-roll failed hit and wound rolls in the Fight phase for attacks made by your Warlord. Again, a shooty character trying to be in melee. Not terribly competitive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relics - The Armour of Graf Toschenko:&#039;&#039;&#039; The wearer gains Toughness 4 and Sv 2+, effectively giving your Company Commander Terminator resilience. Kit him out with Power Maul and Bolt Pistol, along with the Vostroyan Warlord trait and get yourself a cut-rate Terminator for only 35 points. Not a CQC monster by any means but he will hand any errant Sergeant-equivalent his arse on a platter. Though, the best defense is not being hit in the first place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Order - Repel The Enemy!:&#039;&#039;&#039; Targeted unit can fire any of their weapons at enemies within 1&amp;quot; of themselves, like Pistols can. Doesn&#039;t give the actual Pistol weapon type, only the ability; you can still only use one grenade per shooting phase (without spending CP). Get Back In The Fight will usually get the same job done, but sometimes you don&#039;t have the luxury of falling back, e.g. you don&#039;t have enough space or you would lose control of an objective. In those cases, this can be a lifesaver.&lt;br /&gt;
*Combined with the Grenadiers stratagem, this can let a squad tie up the enemy &#039;&#039;and&#039;&#039; bite off their nose. A skilled opponent will often charge, wipe the front squad, and then consolidate into CC with the squads behind, ostensibly weakening your shooting. Pop this order, Grenadiers, and Firstborn Pride for good measure, and show him what&#039;s what.&lt;br /&gt;
*You can also use this to allow infantry squads or veterans to fight alongside proper melee units. Rough Riders, Ogryn types and allies can find themselves wanting help with nothing but guardsmen nearby. You won&#039;t be able to use this ability until the turn after they charge, but it can turn a combined squad with flamers or plasmas (and maybe a priest) into decent budget backup, whereas shotgun vets with specials (while crap in melee) will be dangerous to ignore. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems - Firstborn Pride (1 CP):&#039;&#039;&#039; Used at the start of the shooting phase. Select a friendly {{W40Kkeyword|Vostroyan}} unit; they add 1 to all hit rolls. Use this to &amp;lt;u&amp;gt;make your supercharged plasma weapons 100% safe&amp;lt;/u&amp;gt;; static Russ Executioners are your best source of plasma. Or have your conscripts shoot like real men (an you can always buff them further to hit on 3s if you take a Defensive Searchlight). Is this the best guard stratagem? So good. Tank&lt;br /&gt;
Commanders fully kitted? Can all hit on 2s now. Shadowswords? Can all hit on 3s now. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Characters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Death Korps of Krieg|{{W40Kkeyword|Death Korps of Krieg}}]]&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&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;
In the grim darkness of the far future, there is only death, atonement and trench warfare .&amp;lt;br&amp;gt;&lt;br /&gt;
The Death Korps is a somber, fatalistic lot, based roughly on designs from WW1 and the Napoleonic Era. In lore, they fight grueling battles of attrition and slaughter to repay their debt to the Imperium.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, they enjoy shooting at close range and melee with a +3 WS. Additionally, they have access to a number of special weapons and wargear that other regiments do not. They also love artillery.&amp;lt;br&amp;gt;&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;
====Restrictions====&lt;br /&gt;
In addition to their special units and general non-{{W40Kkeyword|REGIMENT}} units like Commissars, Tech-Priests and Ogryn, the Death Korps of Krieg can &#039;&#039;only&#039;&#039; use the following units:&lt;br /&gt;
&lt;br /&gt;
*HQ&lt;br /&gt;
**Tank Commander (bizarrely, there is no way for a DKoK Tank Commander to show up in a Mars Alpha Leman Russ.&lt;br /&gt;
*Elites&lt;br /&gt;
**Atlas Recovery Tank&lt;br /&gt;
**Hades Breaching Drill Squadron&lt;br /&gt;
**Master of Ordnance&lt;br /&gt;
*Fast Attack&lt;br /&gt;
**Hellhound&lt;br /&gt;
**Salamander Scout Tank&lt;br /&gt;
*Heavy Support&lt;br /&gt;
**Armageddon Pattern Medusa&lt;br /&gt;
**Basilisk&lt;br /&gt;
**Colossus Bombard&lt;br /&gt;
**Cyclops Demolition Vehicle&lt;br /&gt;
**Earthshaker Carriage Battery&lt;br /&gt;
**Heavy Mortar Battery&lt;br /&gt;
**Heavy Quad Launcher Battery (though it is mistakenly called the Quad Launcher Battery)&lt;br /&gt;
**Hydras&lt;br /&gt;
**Malcador Annihilator&lt;br /&gt;
**Malcador Defender&lt;br /&gt;
**Malcador Heavy Tank&lt;br /&gt;
**Malcador Infernus&lt;br /&gt;
**Medusa Carriage Battery&lt;br /&gt;
**Rapier Laser Destroyer Battery&lt;br /&gt;
**Stygies Destroyer Tank Hunter&lt;br /&gt;
**Stygies Thunderer Siege Tank&lt;br /&gt;
*Dedicated Transports&lt;br /&gt;
**Centaur Light Carrier&lt;br /&gt;
** Trojan Support Vehicle&lt;br /&gt;
*Lords of War&lt;br /&gt;
**Arkurian Pattern Stormblade&lt;br /&gt;
**Baneblade&lt;br /&gt;
**Gorgon Heavy Transporter&lt;br /&gt;
**Macharius Heavy Tank&lt;br /&gt;
**Macharius Omega&lt;br /&gt;
**Macharius Vanquisher&lt;br /&gt;
**Macharius Vulcan&lt;br /&gt;
**Minotaur Artillery Tank&lt;br /&gt;
**Shadowsword&lt;br /&gt;
**Stormsword&lt;br /&gt;
&lt;br /&gt;
They are also unable to take sniper rifles as special weapons.&lt;br /&gt;
&lt;br /&gt;
====Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Cult of Sacrifice:&#039;&#039;&#039; When taking Morale tests, ignore casualties inflicted in the Shooting phase. This applies to all Infantry units listed above, not just the Death Korps exclusive ones. This rule helps mitigate the punishing effects of morale, which is both fluffy and reduces their dependency on Ld-boosting aura effects.&lt;br /&gt;
**Note that this is casualties inflicted in the &#039;&#039;Shooting Phase&#039;&#039; not &#039;&#039;By Shooting&#039;&#039;. So DKoK ignore casualties inflicted by Gets Hot!, which is good for Plasma and Carcass spam.&lt;br /&gt;
*Death Korps {{W40Kkeyword|OFFICERS}} and Watch Masters can take hotshot laspistols and hotshot lasguns in addition to the usual laspistol, bolt pistol, plasma pistol and boltgun (no Shotguns) as well as adding Chainswords to the melee weapons list in addition to the usual Power Weapons. Alternatively, they can take a pair of laspistols, hotshot laspistols or bolt pistols if they leave the melee weapon at home. Heavy Weapon Teams also have access to heavy flamers and twin heavy stubbers as heavy weapons.&lt;br /&gt;
&lt;br /&gt;
====Weapons and Wargear====&lt;br /&gt;
*&#039;&#039;&#039;Acid Gas Bombs:&#039;&#039;&#039; One half of the nightmare that is the Combat Engineer Squad. Besides having AP-2 and DD3, it autowounds anything that isn&#039;t a {{W40Kkeyword|VEHICLE}} on a 2+; anything that is gets wounded on a 6+. Rumor has it they are filled with the delicious tears of Tyranid players who just had their Hierophant melted into sludge.&lt;br /&gt;
*&#039;&#039;&#039;Krieg Combat Shotgun:&#039;&#039;&#039; The other half of the Combat Engie dream team. Has two firing modes: the first, Solid Shot, is as a standard Shotgun, except it&#039;s ALWAYS S4, not just within half range. The other half is what everyone came here for, Carcass Shot: +1D over regular shells AND it has the same autowound rule as the Acid Gas Bombs! The downside is that it acts like an overcharge Plasma Gun, killing the bearer on To Hit rolls of 1. Be sure to only use the Carcass shot against something you absolutely need to, like a Greater Daemon or a Carnifex, and strongly consider running Yarrick with the squad to keep them alive!&lt;br /&gt;
*&#039;&#039;&#039;Melta Bomb:&#039;&#039;&#039; Reserved solely for the Combat Engineer Watch Master, it&#039;s a single 6&amp;quot; range Melta shot. It&#039;s dirt cheap at 3 points, a great choice for shoring up the squad&#039;s comparative weakness vs {{W40Kkeyword|VEHICLES}} and can damn near delete any single low wound model that is unfortunate enough to be within grenadeing range of a Combat Engie squad. &lt;br /&gt;
*&#039;&#039;&#039;Mole Launcher:&#039;&#039;&#039; A Krieg Combat Engineer exclusive, courtesy of their [[Squats|short beardy friends]], this bad boy has half the range of a regular Mortar and can&#039;t attack {{W40Kkeyword|Fliers}}, but brings 1 more Strength and AP, along with the unique ability of outright preventing the attacked unit from Advancing. A touch situational but against a melee heavy enemy, this can be a life saver, especially against the likes of large blobs of Ork boys or Chaos Cultists.&lt;br /&gt;
*&#039;&#039;&#039;Twin Heavy Stubber:&#039;&#039;&#039; You guessed it, its a 36&amp;quot; Heavy 6 S4 AP0 D1 and exclusive to Krieg Heavy Weapon Squads. Still 8 points despite regular Stubbers getting their price cut down to 2, but if this was 4 points you&#039;d probably never even bother considering any other option. As it is, it&#039;s highly comparable to the Heavy Bolter, doing far better against MEQ hordes and evenly vs MEQs, but falling off against super heavy infantry. If you were going to take Heavy Bolters, you&#039;re probably be better off taking this instead. Besides, the model looks &#039;&#039;fantastic&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Orders====&lt;br /&gt;
The Death Korps of Krieg has a different roster of Orders compared to standard guard and can order &#039;&#039;&#039;Cavalry&#039;&#039;&#039; as well as &#039;&#039;&#039;Infantry&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Re-roll Orders&#039;&#039;&#039;: Death Korps lose Take Aim! and thus only have Bring it down! as a Re-roll Order. However, except in the case of Gets Hot!, Bring it down! has the same effect as Take Aim!&lt;br /&gt;
**&#039;&#039;&#039;Bring it down!&#039;&#039;&#039;: Ordered unit re-rolls to-wound rolls of 1 until the end of the phase.&lt;br /&gt;
*&#039;&#039;&#039;Movement Orders&#039;&#039;&#039;: Same as standard Guard. Death Korps are mostly footsloggers, so a fluffy army will find these more useful.&lt;br /&gt;
**&#039;&#039;&#039;Forwards, for the Emperor!&#039;&#039;&#039;: Ordered unit can shoot, even if it advanced in the movement phase.&lt;br /&gt;
**&#039;&#039;&#039;Get back in the fight!&#039;&#039;&#039;: Ordered unit can shoot, even if it fell back in its movement phase.&lt;br /&gt;
**&#039;&#039;&#039;Move! Move! Move!&#039;&#039;&#039;: Ordered unit must move as if it were in the movement phase, and it must advance and cannot charge.&lt;br /&gt;
*&#039;&#039;&#039;Special Orders&#039;&#039;&#039;: Death Korps lose First Rank fire! Second Rank fire! and gain the orders Duty Unto Death! and Without Mercy!&lt;br /&gt;
**&#039;&#039;&#039;Without Mercy!&#039;&#039;&#039;: Lasguns and Hot-shot Lasguns become Pistol 2. While lacking in the sheer number of shots FRFSRF can bring out, it can be quite effective at surprising a melee-happy opponent when your gunline can keep on shooting even in close combat.&lt;br /&gt;
***This is basically your equivalent of FRFSRF, and unless you&#039;re under 12&amp;quot;, actually gives the same firepower - no range change so you get 24&amp;quot; Pistol 2.&lt;br /&gt;
***However, because you still have access to Get back in the Fight!, overall you&#039;re usually &#039;&#039;worse&#039;&#039; with these weapons than stock Guard - FRFSRF+GBITF together solve most problems as well as or better than Without Mercy + GBITF.  This order is primarily useful on Objectives, where you dare not Fall Back or you&#039;ll cease to contest.&lt;br /&gt;
**&#039;&#039;&#039;Fix Bayonets!&#039;&#039;&#039;: May only be issued to units within 1&amp;quot; of an enemy unit. Ordered unit may immediately fight as if it were in the fight phase.&lt;br /&gt;
***This is more useful for Death Korps, as it can be given to their superior dedicated melee units, namely Death Riders.  &lt;br /&gt;
**&#039;&#039;&#039;Duty Unto Death!&#039;&#039;&#039;: Any {{W40Kkeyword|Infantry}} or {{W40Kkeyword|Cavalry}} model in the affected unit slain in the Fight phase makes one last attack. Helps to wring out one last bit of usefulness from a unit that&#039;s losing a melee fight.&lt;br /&gt;
***The primary benefit this has over fix bayonets is that it can be used on a turn in which you charge. Still not the strongest order.&lt;br /&gt;
***With Fix Bayonets AND Duty unto Death you can get some/all models in that unit to fight 3 times, which can make consolidating into even a basic infantry unit scary for the opponent. 10 horms dead, 5 genestealers (3.5 with catalyst), 6 bloodletters, 1 Sanguinary Guard, and almost 2 Death Company marines... is a decent use of laurels on a screening unit to hold a line.&lt;br /&gt;
***When using death riders, Duty Unto death is the only way to get extra attacks with the lances. Fix Bayonets can not be used the same turn you charge (shooting is before charging and thus you are not within 1&amp;quot;). Duty Unto death *can* give some extra attacks if some death riders are killed. Otherwise stick to the other orders&lt;br /&gt;
***[[Forge World|Due to the poor wording of this rule]], one could technically argue that it does not end. However, this will result in a [[Talk:Warhammer_40,000/Tactics/Imperial_Guard(8E)#Duty_Unto_Death_unlimited_duration|full blown argument]] on rules, so we advise you avoid doing this if you want to actually play the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relics &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Objectives&#039;&#039;&#039;&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
=====HQ=====&lt;br /&gt;
*&#039;&#039;&#039;Death Korps Marshal:&#039;&#039;&#039; The equivalent of a Company Commander doesn&#039;t come stock with a chainsword (but can take one for free, so he might as well) or shotgun, but he does come with a Krak Grenade and a higher armor save. Additionally, the Momento Mori he can buy forces all weapons that normally roll for damage to treat the roll as a 1, giving him a bit more staying power than normal.&lt;br /&gt;
**&#039;&#039;&#039;Marshal Karis Venner:&#039;&#039;&#039; Your named Character for the Death Korps, he comes with a hot-shot laspistol, powersword, and Momento Mori. He can issue three Orders per turn and lets friendly units within 12&amp;quot; to use his Ld value unless their own Ld is higher. With that Ld aura, you can combine Venner with a platoon and regimental standard for an &#039;&#039;&#039;Ld 11&#039;&#039;&#039; bubble 12&amp;quot;+ in diameter (depending on what size base you put him on). Basically gives your guys fearless. A little something to remember: RAW states that &#039;&#039;&#039;all&#039;&#039;&#039; friendly units can use Venner&#039;s Ld,&#039;&#039;&#039;(within 12&amp;quot;)&#039;&#039;&#039; which means that all units in your army use his. That&#039;s right. Terminators with Ld 11? Yes, please.&lt;br /&gt;
***If you really want to be cheesy, get him to sit on an Imperial Defence Line for another +1 to his Leadership. This will result in units that need to take at least 7 casualties (and, if they&#039;re Death Korps, those loses can&#039;t be in the Shooting Phase) to even have a chance of losing models to Morale and, even after taking 9 casualties, will still have a 50% chance of the remaining model holding the line. Finally, if you use the Fight to the Death stratagem, they &#039;&#039;&#039;become immune to Morale completely&#039;&#039;&#039;. And remember, this applies to all friendly units. Have fun with those Leadership 12 Space Marines.&lt;br /&gt;
*&#039;&#039;&#039;Death Korps Field Officer:&#039;&#039;&#039; The Platoon Commander equivalent, though he shares the improved armor save with the Marshal and comes with a Marshal&#039;s Ld score as well. At 23 points base, possibly the cheapest HQ choice in the game (other regiments have to spend a precious Elite slot on their version of this guy).&lt;br /&gt;
*&#039;&#039;&#039;Death Korps Death Rider Squadron Commander:&#039;&#039;&#039; A Field Officer on a horse, with a boost to Toughness and Wounds to go with it. Having the same Augmented Mount ability as other Death Riders helps to increase his durability, and for obvious reasons he&#039;s the best choice for getting Orders to your cavalry.&lt;br /&gt;
&lt;br /&gt;
=====Troops=====&lt;br /&gt;
*&#039;&#039;&#039;Death Korps Infantry Squad:&#039;&#039;&#039; An odd change to basic Guardsmen, Kriegers lose the option to take Heavy Weapon Teams and their Watchmaster uses a lasgun like the regular troops (though he can exchange it for a chainsword and laspistol for free, so it&#039;s a non-issue). They also all have WS3+ and can buy a Platoon Standard which buffs all Kriegers within 6&amp;quot; LD by 1. They synergize particularly well with the Death Korps&#039; unique orders - especially when dogpiling on an objective or bubblewrapping precious artillery pieces. Kriegers also come stock with Krak grenades; with the &#039;&#039;&#039;GRENADIERS&#039;&#039;&#039; stratagem you can throw 10 of them at once (though this tactic is more impressive when used on &amp;lt;s&amp;gt;Grenadiers&amp;lt;/s&amp;gt; (no acid grenades for the grenadiers) or Combat Engineers&#039; acid grenades). &lt;br /&gt;
**Oddly enough the Watchmaster also has BS3+.(not so odd when you remember that all watchmasters serve in the grenadiers before returning to be promoted.) &lt;br /&gt;
*&#039;&#039;&#039;Death Korps Grenadier Storm Squad:&#039;&#039;&#039; A Tempestus Scion squad with deep striking replaced by Cult of Sacrifice and no access to hot-shot volley guns. Unlike with Scions the number of Special weapons Grenadiers can take does not depend on the number of models in the unit so they can unfortunately only have two Specials max. Now with the FAQ update they can take Heavy Stubbers as special weapons, as well as the ability to form a Heavy Weapons team to tote around a Heavy Flamer.&lt;br /&gt;
**Not as good as Combat Engineers in terms of points per wound, but they can get Objective Secured which is probably worth their extra points cost and loss of acid gas grenades.  Fundamentally fantastic MSU style, with a heavy flamer, 2 special weapons (probably plasma, maybe melta), and a Watch Master taking up 4 spots in a transport and costing very little points.  Shove three squads in a Valkyrie and drop them onto an objective.&lt;br /&gt;
*** OR, if you don&#039;t want to spend the points on a Valkyrie, chuck these mean machines in a centaur. They are suprisingly mobile, thanks to the 9&amp;quot; scouting move you can do before the game starts. And a bare-bones centaur is only 50 points!&lt;br /&gt;
**Hot-shot laspistols are nice, but your other options are better and two of them cost the same, so &#039;&#039;always&#039;&#039; have the Watch Master swap out his weapon - your best bet is probably a hotshot lasgun or bolter (the las has shorter range, but will outperform the bolter unless your target has an invuln save that&#039;s equal to their armor, or only one point worse than armor in the case of T6/7), unless you want to fucking commit and get a plasma pistol.&lt;br /&gt;
&lt;br /&gt;
=====Elites=====&lt;br /&gt;
*&#039;&#039;&#039;Death Korps Command Squad:&#039;&#039;&#039; No heavy flamer, medi-pack, or heavy weapons teams in this command squad, but what you do get is the ability to use the Regimental Standard. It only affects Cavalry and Infantry, but grants an additional attack on top of the Ld bonus, making your troops more effective in close combat.&lt;br /&gt;
**These guys are surprisingly underwhelming compared to Combat Engineers, since you pay the same cost per model and don&#039;t get a 4+ save or acid gas bombs; furthermore, they obey the same 2 special weapons per unit limit as the Engineers.  Even if you do spam them, you&#039;re not going to achieve anything you couldn&#039;t achieve only better with Combat Engineer spam, since their standard won&#039;t work on Conscripts, they&#039;re too slow to keep up with Death Riders, they can&#039;t be Medics.... really, there&#039;s just about never a good reason to field these guys over Combat Engineers.&lt;br /&gt;
*&#039;&#039;&#039;Death Korps Combat Engineer Squad:&#039;&#039;&#039; Shotgun infantry with decent armour. Overall not super inspiring until you see their shotguns have Carcass Shot, which wounds anything (except Vehicles) on a 2+. Carnifex? 2+ Wound. Ogryns? 2+ Wound. You lose the model if you roll a 1 on the hit roll. BUT buff them with a nearby &amp;lt;s&amp;gt;Guilliman (gross, or don&#039;t and have some class. You are a Guard player after all, not a WAAC Tau reject left over from 7th)&amp;lt;/s&amp;gt; Yarrik and say hello to rerolls of 1 to hit. Carcass Shot vs GEQs, MEQs and TEQs is basically a Plasma Gun with AP 0.&lt;br /&gt;
**These guys are &#039;&#039;incredible&#039;&#039; - they cost a point &#039;&#039;less&#039;&#039; than Grenadiers for what amounts to the same model with the addition of an acid gas grenade, although they are Elites and hence cannot get Objective Secured.  You can keep their shotguns, which, unlike hot-shot lasguns, are worth spending a point on, or swap out for special weapons to demonstrate superiority over Grenadiers - 2 plasma gunners, a boltgun on the sergeant, and a heavy flamer team will get you the same output as a Grenadier squad with the same loadout, except your guys also have acid gas grenades and cost &#039;&#039;less&#039;&#039;.  The plasma gunners can carry meltaguns instead, of course, and either way can be stuffed in a Valkyrie and dropped in sets of 3 squads directly into your enemy&#039;s lap.&lt;br /&gt;
**A bit of MathHammer shows the following averages: 864pts of Combat Engineers will put out 216 shots, hitting on 3s and wounding GEQs, MEQs and TEQs on 2+ with a 5+/3+/2+ save respectively and 2 wounds, killing 640pts/160 models of GEQs, 1040pts/80 models of MEQs and 960pts/20 models of TEQs; while losing 288pts/36 Engineers in return. Thus, ignoring other factors the kills to deaths ratio will always be in your favour by a factor of 585:1300, 360:1300 or 390:1300 respectively and Carcass Shot is most productive when used on MEQs.&lt;br /&gt;
*&#039;&#039;&#039;Death Korps Commissar:&#039;&#039;&#039; A basic Commissar. Given all the buffs to Ld you can get with the Death Korps along with their Cult of Sacrifice rule, you can skip him. The models are pretty nice though.&lt;br /&gt;
** As of April 2018, the cost of a Death Korps Commissar has gone down to 15 points, from 30. This makes their base cost the exact same as a normal Commissar as other regiments would take, but with krak grenades, cult of sacrifice, and of course the aura of discipline normally reserved for Lord Commissars. They’ve become a pretty handy Ld buffer for melee.&lt;br /&gt;
**Despite what would be common sense, taking 2 Pistols does not let him [[Blam]] twice as many units.&lt;br /&gt;
*&#039;&#039;&#039;Death Korps Death Rider Commissar:&#039;&#039;&#039; See above, but with a horse. Forge World doesn&#039;t seem to make these models anymore so you&#039;ll have to kitbash them.&lt;br /&gt;
**While the Death Korps Commissar and the other Forge World Commissars were FAQed to have the new Summary Execution Rule, the Death Rider Commissar was overlooked. While this is an obvious RAW interpretation, [[That_guy|the Death Rider Commissar therefore still only allows a maximum of 1 model to be lost to morale.]]&lt;br /&gt;
** Same as the foot-slogging Death Korps Commissar, this Commissar got a point reduction to 35 points. They’ve become useful, if not viable, as your Death Riders will be getting stuck into melee.&lt;br /&gt;
**Note: both Death Korps Commissars have the {{W40Kkeyword|Officio Prefectus}} and {{W40Kkeyword|Commissar}} keywords, and a Summary Execution rule that targets {{W40Kkeyword|Astra Militarum}} units, meaning they can be taken in non-Death Korps armies without denying those armies their regiment rules, and can still proc a Psyker&#039;s &amp;quot;it&#039;s for your own good&amp;quot; rule. However their aura of discipline is Krieg specific so they won&#039;t be giving other regiments or auxiliaries ld8. Due to the amount of equipment options Death Korps Commissars have over regular ones (hotshots, dual wielding pistols, carrying grenades that are worth using, and of course being able to mount up) there&#039;s a decent argument to be made for taking one of them over a standard Commissar in a non-Krieg army, and absolutely no argument to take a regular codex Commissar in a Krieg army.&lt;br /&gt;
*&#039;&#039;&#039;Death Korps Quartermaster Cadre:&#039;&#039;&#039; This is where the Command Squad&#039;s Medi-pack went. One creepy guy and up to 4 servitors wielding scalpels that wound non-vehicles on a 2+ and get buffed to WS/BS 4+ and Ld 9 as long as they stay close to him. They also grant nearby Infantry and Cavalry the ability to ignore an unsaved wound on a 6+, making it mutually beneficial for them to stay close to a big squad of infantry. &lt;br /&gt;
*&#039;&#039;&#039;Death Korps Death Rider Command Squad:&#039;&#039;&#039; A must-have for any list focusing on Death Riders. Taking this squad along allows them and up to 5 other Death Rider units to deploy via outflanking at the end of any movement phase. Use in combination with the Death Rider officer, above, and a few squads of Death Riders, below, to outflank an entire detachment! Aside from this they&#039;re the same as an understrength Death Rider Squad, as they lost the ability to take a Standard.&lt;br /&gt;
**As of the current FAQ, you may only bring one Command Squad or a Rider Command Squad per Death Korps officer, but any type of officer will do.&lt;br /&gt;
&lt;br /&gt;
=====Dedicated Transport=====&lt;br /&gt;
*&#039;&#039;&#039;Death Korps Storm Chimera:&#039;&#039;&#039; The Krieger approach to warfare is obvious in this armored vehicle&#039;s loadout. It gets an autocannon as its turret gun and the option to buy improved armor, which gives it a 2+ save vs weapons of S4 or less and lets it ignore the effects of land mines on a 4+. It&#039;s a price hike on the standard Chimera, but it&#039;s worth it.  Note that it doesn&#039;t necessarily have to be used with Death Korps; although it has the {{W40Kkeyword|Death Korps OF Krieg}} keyword instead of {{W40Kkeyword|&amp;lt;REGIMENT&amp;gt;}}, it specifically says it transports {{W40Kkeyword|Astra Militarum Infantry}}, and even mentions it can take Ogryn, so RAW, it&#039;s legal to use these to transport regular guardsmen, or even storm troopers.&lt;br /&gt;
*&#039;&#039;&#039;Death Korps Centaur Light Assault Carrier:&#039;&#039;&#039; Hoo-boy. This little bugger is magnificent. Sure, it&#039;s not as tough or as shooty as a Storm Chimera, but if you pop 5 grenadiers with some meltas or flamers, or 4 (how are you getting a squad of 4 grenadiers? Min is 5(ruled as written, a Grenadier Weapons Team doesn&#039;t take up two slots in the vehicles. Only Heavy Weapons Teams are mentioned.)) with heavy flamer/melta or flamer/melta or flamer/sergeant and, optionally, a fifth rider of your choice, such as an Astropath or Primaris Psyker for Smite, you can send this off towards the enemy up to 9&amp;quot; before the game even starts. Imagine your opponent&#039;s face when they see this little bundle of hurt rolling towards them. They can ignore it, and have some grenadiers kick them in the arse, or shoot it and ignore the vast majority of your army.&lt;br /&gt;
**Pretty cheap, at 54 points, and 6 wounds in it&#039;s still Movement 12, unlike a Chimera, which has dropped to 8 by then.  Plus, like the DKSC above, this transport carries any Imperial Guard infantry, not just {{W40Kkeyword|&amp;lt;REGIMENT&amp;gt;}} ones.&lt;br /&gt;
&lt;br /&gt;
=====Fast Attack=====&lt;br /&gt;
*&#039;&#039;&#039;Death Korps Death Rider Squadron:&#039;&#039;&#039; A big step up from the basic Rough Riders.  +1 to WS, T, A, and Sv, although the +1A evens out in the wash when you don&#039;t charge, as you lack chainswords; regardless, you&#039;re &#039;&#039;much&#039;&#039; less likely to die before you reach your target, particularly since the Augmented Mount special rule gives you 5+ FNP against S4 weapons and below. Your steed gets 2 extra attacks instead of one and hits as hard as a bolter; this is particularly noticeable when not charging, giving you 4 attacks to a normal Rough Rider&#039;s 3, and 2 of those are at +1S. While you don&#039;t get a chainsword, you &#039;&#039;do&#039;&#039; get krak grenades, which will benefit one model in the unit. While you cannot outflank with this unit (unless you take the Death Rider Command Squad), it is not slowed when charging through terrain, making it easier to attack cover campers. With no access to special weapons, they&#039;re much better suited as frontline brawlers - with access to orders, they can be just mean with Fix Bayonets! and Duty Unto Death! (although Fix Bayonets is better in basically all circumstances).  Like with most DKoK, they have Cult of Sacrifice as a morale buff.&lt;br /&gt;
**The fact that Death Riders trade their Chainsword for +1 Attacks is a bonus, because they can hit twice with their lance on the charge, instead of the one lance and one chainsword hit that standard Riders get.&lt;br /&gt;
**Use Duty Until Death when you charge, because that&#039;s the only order you will get use out of by doing so. If your opponent decides he doesn&#039;t want to get slowly pounded down by hard to kill horsies, use Fix Bayonets! to make him understand that melee guardsmen just work.&lt;br /&gt;
**Rough Riders cost 10 points apiece, compared to the DKoK Death Rider cost of 16, which pays for itself in the improved attack volume alone, let alone their many other improvements, like ability to obey orders; their only substantive downside is their inability to take special weapons.  Even their sergeant is buffed, as he drops his lance to buy a melee weapon if you want to change his melee up, as opposed to stock, which is forced to carry both a lance and a power weapon if you want that. Consider said swap, as a power axe brings the sergeant pretty close to the lance, but usable in the event you get stuck in. Fix Bayonets!, and you&#039;re possibly hitting 6 times with that axe in one turn. Ouch.&lt;br /&gt;
&lt;br /&gt;
=====Heavy Support=====&lt;br /&gt;
*&#039;&#039;&#039;Death Korps Heavy Weapons Squad:&#039;&#039;&#039; Other than the higher WS, Krak Grenades, and Cult of Sacrifice, they&#039;re identical to the vanilla HWS - with the additional option to take heavy flamers. You might need to bring a couple along anyway though since you can&#039;t take heavy weapons in your regular infantry squads.&lt;br /&gt;
**Heavy Flamer teams are drastically the most cost effective way to get heavy flamers into your army, so much so that they are actually competitive with flamers (which does not usually happen, due to a heavy flamer costing more than two flamers).  This gives them a radically dofferent role from what HWSs are used to, but they can be very effective when carried in a Valkyrie.&lt;br /&gt;
**Heavy Bolters and Twin Heavy Stubbers may compete with each other, as they both cost 8 points each, and are both direct-fire anti-infantry options. Against TEQs (T4 2+), Heavy Bolters win (0.9801 wounds on average vs 0.765 wounds on average). Against MEQs (T4 3+), either option is viable (1.485 wounds on average). Against GEQs (T3 5+), Twin Heavy Stubbers are better (3.9204 wounds on average vs 2.4948 wounds on average). Ultimately, Heavy Bolters are better against enemies with better saves, and Twin Heavy Stubbers are better against enemies with worse saves. The models for either weapon choice are very nice, so you can&#039;t lose there. &lt;br /&gt;
**A full squad of mortars actually costs 3 pts &#039;&#039;less&#039;&#039; than it does in the AM Codex, although sadly they don&#039;t really benefit from Krieg&#039;s doctrines &lt;br /&gt;
*&#039;&#039;&#039;Death Korps Leman Russ Mars Alpha Battle Tanks:&#039;&#039;&#039; Your favorite battle tank, customizable into any configuration of Russ as you see fit (though the Vanquisher Cannon comes with a heavy stubber instead of a storm bolter as its coaxial weapon), but now with the ability to trade the stock hull-mounted heavy bolter for a multi-melta or a plasma cannon. As an added bonus, its armour save becomes a 2+ against weapons of S4 or lower, so bolter shots won&#039;t even faze you. Aside from these things, they&#039;re exactly the same as the variants up top.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tactics====&lt;br /&gt;
*&#039;&#039;&#039;Outflanking Death Riders&#039;&#039;&#039; *Deathriders are perhaps the single greatest edge you have over any other IG regiment, Rough Riders simply cannot compare (although they do make excellent tank hunters). &lt;br /&gt;
Use &#039;&#039;&#039;Flanking Maneuvers&#039;&#039;&#039; to put up to &#039;&#039;50&#039;&#039; horses in your opponent&#039;s backfield for every Deathrider Command Squad in your army. An all Deathrider army is perfectly feasible and highly competitive, though it works best when supported by a horde of infantry and mortar artillery.&lt;br /&gt;
*Combat Engineers&#039;  &#039;&#039;Carcass Shot&#039;&#039; and Acid Grenades make splinter rifles look tame by comparison. If your Engineers get locked in melee (and with a 12&amp;quot; threat range it&#039;s going to happen) fall back 6&amp;quot;, &#039;&#039;&#039;Get Back In the Fight!&amp;quot;, and then use the &#039;&#039;Grenadiers&#039;&#039; stratagem to lob &#039;&#039;10&#039;&#039; Acid Grenades at your opponent. &lt;br /&gt;
**Your Engineers will need a transport, either a Centaur if you&#039;re running them in MSU or a Chimera for a full squad and a Field Officer. A Field officer with the The Dagger of Tu&#039;Sakh with a full squad of engineers coming in behind the enemy is very powerful. Just say they tunneled up from below. &lt;br /&gt;
*Kriegers are practically fearless thanks to &#039;&#039;&#039;Cult of Sacrifice&#039;&#039;&#039; which makes them immune to morale tests caused by shooting. Put Marshal Karis Venner in range of a regimental standard - he becomes LD10...and so does every infantry/cavalry model within 12&amp;quot; of him. This makes &#039;&#039;&#039;Consolidate Squads&#039;&#039;&#039; not such a terrible idea as morale tests are irrelevant if you&#039;re fighting a shooty opponent (Tau, IG, etc). &lt;br /&gt;
*Krieg is perhaps the best IG regiment when it comes to melee (other than Catachans). You are also one of the toughest - ultra-high LD + &#039;&#039;&#039;Cult of Sacrifice&#039;&#039;&#039;, Storm Chimeras, Deathriders, and (relatively) cheap infantry hordes mean Kriegers are surprisingly hard to table even against horde-optimized armies.&lt;br /&gt;
*Krieg excels in games with heavy terrain like few other armies. Deathriders aren&#039;t impeded by charging through cover while mortar artillery ignores cover saves completely. And Combat Engineers are even in better in Cities of Death where they can benefit from &#039;&#039;&#039;Fire In the Hole&#039;&#039;&#039;.*&#039;&#039;&#039;Tunneling Engineers&#039;&#039;&#039; the other great unit we have is engineers, these guys are king at deleting enemy units. Give a field officer the relic dagger (or shovel) and pop up from the flanks and let an enemy unit eat your carcase shot, even taking losses to it overheating its still worth it since you can take out a 200point Terminator squad for only 103points. Scared of losses to 1s you can just put them in a valkrye or chimera with Yarrik, a commisar wl with master of command or an inquistor for that re roll 1s to hit goodness. By far the best way to use them is to get close and use their acid grenades using the grenadair stratagem if you can get them close enough. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40Kkeyword|[[Elysian Drop Troops]]}}&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&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;
In the grim darkness of the far future, some times the only way forward is feet first into Hell.&amp;lt;br&amp;gt;&lt;br /&gt;
Elysians Drop Troops are the paratroopers of the 41st millenium. Guardsman life expectancy is short as is, and Elysians even more so, but its a job that needs to be done and glory never dies.&lt;br /&gt;
On the tabletop, Elysians are your airborn support. While they lack heavy armour, their heaviest unit being the Tauros Venator, they make up for it with tactical flexibility and the ability to deploy anywhere they damn well please. &amp;lt;br&amp;gt;&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;
====Restrictions====&lt;br /&gt;
In addition to their unique units, Elysian Drop Troops can only take the following:&lt;br /&gt;
*Elites&lt;br /&gt;
**Officer of the Fleet &lt;br /&gt;
*Fast Attack&lt;br /&gt;
**Tauros and Tauros Venator&lt;br /&gt;
***Gains aerial drop.&lt;br /&gt;
*Heavy Support&lt;br /&gt;
**Cyclops Demolition Vehicle&lt;br /&gt;
**Tarantula Battery&lt;br /&gt;
*Fliers&lt;br /&gt;
**Avenger Strike Fighter&lt;br /&gt;
**Lightning Strike Fighter&lt;br /&gt;
**Thunderbolt Heavy Fighter&lt;br /&gt;
**Valkyrie&lt;br /&gt;
**Vendetta&lt;br /&gt;
**Vulture&lt;br /&gt;
&lt;br /&gt;
The following weapons cannot be taken by Elysian Drop Troops:&lt;br /&gt;
*Autocannon&lt;br /&gt;
*Lascannon&lt;br /&gt;
*Power Axe&lt;br /&gt;
*Power Maul&lt;br /&gt;
*Sniper Rifles are carried by specific 2W 2A Elysian Sniper Squad models, who, like their cousins in the Death Korps not actually named Heavy Weapons Teams, curiously only occupy 1 transport spot on a Valkyrie.&lt;br /&gt;
&lt;br /&gt;
====Special Rules====&lt;br /&gt;
A few rules that are unique to Elysians and have widespread effects concerning many or most units in the army.&lt;br /&gt;
*&#039;&#039;&#039;Aerial Drop:&#039;&#039;&#039; You can deep strike any Elysian Drop Troops model, including any kind of Tauros. Just don&#039;t forget the limits of doing so in matched play.&lt;br /&gt;
**Remember, this applies to &#039;&#039;every&#039;&#039; model with the {{W40kKeyword|Elysian Drop Troops}} keywords, which is everything with either {{W40kKeyword|Aeronautica Imperialis}} or {{W40kKeyword|&amp;lt;REGIMENT&amp;gt;}} you can take, i.e. every in-faction model for you, including e.g. turrets and flyers.  Elysia apparently follows Maxim 11: &#039;&#039;&amp;quot;Everything is air-droppable at least once&amp;quot;&#039;&#039;.&lt;br /&gt;
**Note the wording on this rule and who gets it is rather strange, the unit list states that all {{W40kKeyword|Elysian Drop Troops}} units have this rule, but then adds that Tauros units with the {{W40kKeyword|Elysian Drop Troops}} keyword also get it. Tauros getting aerial drop should have been implied by the first clause of the rule, unless they meant to say that the other units you have in common with regular guard don&#039;t get aerial drop. Expect an FAQ, and discuss with opponents before you start deep striking sentry guns and cyclops bombs. &lt;br /&gt;
**With deepstrike rule change, Aerial Drop can&#039;t be used until turn 2, so have some durable allies to be your anchor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Iron Discipline:&#039;&#039;&#039; All Elysian officers have an aura buff that gives you the ability to re-roll failed morale. Talk about hardcore soldiers when even junior officers of the Elysian army are inspiring enough to make your guys as brave as space marines. Squads that come with a sergeant will be at ld 8 so the enemy will have to inflict some pretty fucking serious casualties before you start suffering significant losses due to morale.&lt;br /&gt;
*&#039;&#039;&#039;Strafing Coordinates:&#039;&#039;&#039; This is the officers of the fleet target designation rule. He picks a target within 18&amp;quot; and friendly ELYSIAN DROP TROOPS FLYERS shooting at that target gets to re-roll hit rolls of 1. Not as amazing as before due to only affected FLYERS.&lt;br /&gt;
&lt;br /&gt;
====Weapons and Wargear====&lt;br /&gt;
*&#039;&#039;&#039;Auxiliary grenade launcher:&#039;&#039;&#039; Comes built into your lasgun and boosts the range of frag and krak grenades to 24&amp;quot;. It&#039;s free, so why wouldn&#039;t you take it?&lt;br /&gt;
*&#039;&#039;&#039;Breacher charges:&#039;&#039;&#039; Some Elysian squads can take breacher charges. This is what we get instead of demolition charges. Unlike demolition charges, which are powerful, cheap grenades, breacher charges are 5 times as expensive melee versions which don&#039;t let you use your ballistic skill. They do cause mortal wounds, but to be frank, if you do the math, the average damage output of these one-shot weapons is not good. Even assuming you get into melee intact, 6 of these (from, say, 2 special weapon squads armed with 3 each) will put out an average of 10.5 mortal wounds. That won&#039;t even kill a rhino, and if you want consistent charges, you&#039;d better be willing to invest in a Valkyrie for those two squads. If you don&#039;t, you have to realize that your chance of making a charge out of aerial drop is only 10/36 or about 28% chance. If you do invest in the Valkyrie, you are now spending 260-288 points for a one-shot assault unit that does not even do that much damage; you are substantially better off with meltaguns against absolutely anything durable enough to make you reach for breacher charges in the first place.&lt;br /&gt;
**Breacher charges could have been a fun and iconic piece of wargear for Elysians this edition. If they had been 5 points each, or at least auto-hit, they probably would have. Now, instead of throwing a few breachers around your army, making it sort of threatening sometimes in melee, one quickly realizes that a piece of one-use wargear that costs more than 3 plasma guns must have a lot more impact on the game than breacher charges do. Two breacher charges are roughly the same cost as a command squad with plasma guns, and 4 charges are as expensive as a veteran squad with 3 plasma guns and a plasma pistol.&lt;br /&gt;
*&#039;&#039;&#039;Lascutters:&#039;&#039;&#039; Elysian Drop Troops can take lascutters (an S9 AP-3 D1d3 &#039;&#039;melee&#039;&#039; weapon which can only make 1 attack) as &#039;&#039;special&#039;&#039; weapons. From a competitive perspective, these are neither worth the special weapons slots nor the points. Charging from deep strike is about a 28% chance, and charging from Valkyries is expensive. Even if you get your veterans (or whatever squad you put these on) unharmed into melee, it is very hard to imagine a scenario where this would outperform some shooting with a melta or plasma gun. If efficiency is not something that concerns you, it can be quite a bit of fun. Theoretical cool setups include 10 veterans with 3 lascutters, a breacher charge, and a power fist, or 3 command squads with 12 lascutters, or 2 special weapons squads with 6 lascutters.&lt;br /&gt;
*&#039;&#039;&#039;Shotgun:&#039;&#039;&#039; Same as the normal kind, but notable for being a special weapon choice you can take.&lt;br /&gt;
&lt;br /&gt;
====Orders====&lt;br /&gt;
Like the Death Korps of Krieg, Elysians have two unique orders.&lt;br /&gt;
&lt;br /&gt;
They give up:&lt;br /&gt;
*&#039;&#039;&#039;Forwards, for the Emperor!&#039;&#039;&#039;: Ordered unit can shoot, even if it advanced in the movement phase.&lt;br /&gt;
*&#039;&#039;&#039;Fix Bayonets!&#039;&#039;&#039;: May only be issued to units within 1&amp;quot; of an enemy unit. The ordered unit may immediately fight as if it were in the fight phase.&lt;br /&gt;
&lt;br /&gt;
They gain:&lt;br /&gt;
*&#039;&#039;&#039;Hold the Line!&#039;&#039;&#039;: The targeted unit ignores models killed during both the Shooting and Fight phases for the purposes of the Morale phase until the next Movement phase. This makes commissars even less useful for Elysians, though you will, in most cases, use the other orders, since your company commanders already grant a re-roll.&lt;br /&gt;
*&#039;&#039;&#039;Move and Fire!&#039;&#039;&#039;: All of an {{W40kKeyword|Elysian INFANTRY}} unit&#039;s weapons become Assault weapons until the end of the turn. Similar to Forwards, for the Emperor! but also allows Heavy Weapons to fire and move without the normal penalties for doing so. Note that this will make Rapid Fire 1 weapons Assault 1, which is unfortunate, but Heavy, Pistol, and Grenade weapons all get a nice buff.  That last is particularly important, given how widespread access is to frag and krak grenades - other regiments have to pay a CP to throw ten frag grenades, you can throw ten frag, krak grenades and a lasgun shot for free!&lt;br /&gt;
&lt;br /&gt;
====Units====&lt;br /&gt;
&lt;br /&gt;
=====HQ=====&lt;br /&gt;
*&#039;&#039;&#039;Elysian Company Commander:&#039;&#039;&#039; Compared to the basic company commander, the Elysian version loses the shotgun and chainsword but gains an extra point of Ld and allows friendly Elysian Drop Troops within 6&amp;quot; of him to reroll failed morale tests.&lt;br /&gt;
** You will be forced to take these guys to fill out HQ slots. He is a superior choice to the commissar in most cases and is a damned fine buffing character. We can also assume that he unlocks command squads for us which are quite points efficient. Elysian orders are good and these guys will spread them around to your troops. Has the benefit over Tempestors of both giving two orders and taking a plasma pistol.&lt;br /&gt;
** There are two approaches to taking Company Commanders, take as few as possible or take a lot of them. The first approach gives you more &amp;quot;real&amp;quot; units to aerial drop. The second gives you more command squads and better saturation of orders. I have tried both and will usually land somewhere in between though I think going for a few commanders is probably better.&lt;br /&gt;
*&#039;&#039;&#039;Elysian Lord Commissar:&#039;&#039;&#039;This Lord Commissar loses the Power Sword (which is an upgrade, since he can still buy one if you wanted it, and can swap his bolt pistol out for a boltgun), and like the Company Commander he allows friendly Elysian Drop Troops within 6&amp;quot; of him to re-roll failed morale tests as an extra defense against morale checks.&lt;br /&gt;
** Not great for us and you will rarely see any one take a Lord Commissar. He is more expensive than a normal commissar lord but the problem is we do not have conscripts. Since our Company Commanders offer ld re-rolls in addition to being cheaper and giving out orders he is a natural choice. The biggest unit size Elysians have are 10 man squads and while it is quite easy to create theoretical scenarios where a commissar would be better as morale buffing char than a commander it will rarely impact the game in practice. This is especially true when you consider Elysian commanders have a morale buffing order they can drop in a pinch.&lt;br /&gt;
** As with Death Korps Commissars, he can technically be taken by any regiment rather than just his own, of course once again his aura abilities won&#039;t affect anyone, not from Elysia, but he can still BLAM regular guardsmen or mercy kill exploding psykers. Probably not worth it considering that, unlike with the Death Korps Commissar, regular Commissar Lords actually do have a non-regiment aura of discipline, and to make matters worse he was not FAQ&#039;d to have the same reduced cost as the codex version, meaning you&#039;ll pay almost double the points for him, but if for some reason you wanted a deep striking Commissar with krak grenades and a shotgun, he&#039;s here for you.&lt;br /&gt;
&lt;br /&gt;
=====Troops=====&lt;br /&gt;
*&#039;&#039;&#039;Elysian Drop Trooper Squad:&#039;&#039;&#039; More expensive than basic Guardsmen and also lack heavy weapons access, but have an extra point in Ld and the whole unit can take krak grenades for free. The sergeant can replace his laspistol with a lasgun since the faq.&lt;br /&gt;
**&#039;&#039;&#039;The problem with breacher charges:&#039;&#039;&#039;Breacher charges are super cool but expensive and ineffective, even when we get to use them. 25 points is a &#039;&#039;lot&#039;&#039; for a piece of equipment, especially when that equipment is one use only (faq 1.0). Remember that the entire base cost of the squad is only 50 points. Even when we get to use them they don&#039;t do that much damage. Since they only work 50% of the time they will score an average of 1.75 mortal wounds on vehicles, buildings, or monsters, and only 1 on everything else. Combined with the abysmal likelihood of making the charge after aerial dropping in, we can only expect to land 0.5 wounds on a vehicle with an infantry squad.&lt;br /&gt;
**&#039;&#039;&#039;Alternate opinion:&#039;&#039;&#039; Our infantry squads are not very tempting compared to other options. If you are going to take them to keep them dirt cheap and expendable because they will not have the punch of veterans or special weapon squads. If you want to have something aerial dropping and killy in the troop slot take some scions. A cheap unit of infantry can be very useful in 8th edition. You can drop them on to objectives, this is especially relevant in progressive scoring missions. You can deploy them as a screening unit for your long-range shooting, and it&#039;s not like you can take Conscripts since they&#039;re not allowed in the army list.&lt;br /&gt;
&lt;br /&gt;
=====Elites=====&lt;br /&gt;
*&#039;&#039;&#039;Elysian Special Weapons Squad:&#039;&#039;&#039; Like the vanilla counterpart, but swaps the demolition charge option for breacher charges, and, &#039;&#039;critically&#039;&#039;, takes their special weapons &#039;&#039;in addition to&#039;&#039; their lasguns - a 6-man vanilla squad is 3 lasguns and 3 specials, but an Elysian Squad is 6 lasguns and 3 specials, all of which can fire in 8E. Good as suicide melta units. Also effective for getting plasma guns into Rapid Fire range; plasma spamming is probably the best option for them if you want to deep strike them, though running them with flamers and meltaguns isn&#039;t a bad move either. A cheaper alternative to Veterans if you can ignore the lower BS.&lt;br /&gt;
**Remember, a 3-flamer unit is 6 lasguns and 3 flamers, and &#039;&#039;very&#039;&#039; cheap.&lt;br /&gt;
**&#039;&#039;&#039;Alternate opinion&#039;&#039;&#039; This squad suffers badly from sharing a slot with Veterans and Command squads. They have 1 worse BS and can&#039;t take heavy flamers. The two things that make this unit unique is the squad size and the ability to take more than one breacher charge. The first is kind of nice if you consider putting them in valkyries or have plenty of elite slots to spare (which is surprisingly rare when making lists at 2k+). If you are putting them in valkyries they get expensive quickly, though. And get the stupid idea of taking two squads with 6 breacher charges in a valkyrie out of your head right now; that is an insane amount of points, and even if you get to dump 6 breachers onto a vehicle, it&#039;s only an average of 10.5 wounds. 10.5 wounds and you spent 150 points on breachers, another 60 for the men, and the valkyrie on top of that. Buy something reasonable instead, like melta guns or flamers, if you want to run them in a Valkyrie.&lt;br /&gt;
**If you&#039;re spamming aerial drops, this unit is far cheaper than a Veterans squad, making it more efficient for drop-plasma, even after accounting for the Veteran&#039;s other benefits, assuming no orders are being handed out to the dropped units; while it is simply worse than a Command Squad, it&#039;s also not constrained by Commander count, which Command Squads are and is BS 4+, so Plasma Guns are cheaper.  That makes these great in any context where you want to simply drop in some suicide plasma.&lt;br /&gt;
*&#039;&#039;&#039;Elysian Veteran Squad:&#039;&#039;&#039; Lost their most important option, &#039;&#039;forward sentries&#039;&#039;, so now you longer have any source of homing beacons in the entire codex. Identical to vanilla veteran squads (statline is the same but options/orders differ), but gain deep strike. These guys can take four flamers and jump from a transport into a horde, giving you 3d6 flamer and d6 heavy flamer overwatch hits, or you know, just burn the fuckers if they don&#039;t charge you. Giving them shotguns can also be surprisingly effective, especially given how Move and Fire turn grenades into Assault weapons RAW. Note that since the faq the sergeant can take a lasgun and replace it with a shotgun if you want to (fw has confirmed the shotgun swap through email).&lt;br /&gt;
**If you&#039;re taking these guys to cram them into a Valkyrie or Vendetta, remember that their Weapons Team &#039;&#039;does not&#039;&#039; have &#039;&#039;&#039;Heavy&#039;&#039;&#039; anywhere in its name, so the model only takes up one slot on a Transport, allowing you to fit the entire unit plus &#039;&#039;three&#039;&#039; more people on, if you take the Team.  Also, a Team with a Mortar ends up running you 2 points &#039;&#039;less&#039;&#039; than the pair of Veterans it replaces, which can improve efficiency, although the Team goes from 6 weapons to 1 when pulling off the Assault order trick, which is seldom worth it on its own.&lt;br /&gt;
**Heavy Weapons choice should be Missile Launchers for Anti-Tank, Mortars for Anti-GEQ and Heavy Bolters for Anti-MEQ and Anti-TEQ.&lt;br /&gt;
**Lascutters + breacher charge + power fist is cute and could be fun to play, but the range weapons will put out more damage and can put out that damage reliably. Remember rolling a 9+ to charge is not very likely (you will roll 9 or more in only 10 out of 36 cases) and the breacher charges are crazy expensive for a one-use item that only works in melee. Besides, even when you get there it only deals an average of 1.75 mortal wounds against vehicles, buildings, and monsters, and an average of 1 to everything else. When factoring in the chance to charge out of deep strike this becomes a sad 0.28 mortal wounds on average against infantry. The lascutters are not great either. Str 9 is impressive and so are the d3 wounds. But after taking into consideration your lower chance to hit a melta gun is more reliable, keeps you out of melee (if you want to be in melee you can charge after firing the melta gun) and does more damage.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; Mathematically, this unit is great at doing aerial drops with 3 plasma/melta + plasma pistol. I would advise staying away from superfluous equipment like breacher charges and taking things like missile launchers and heavy flamers on them without thinking about it. Keep them focused on a task and fairly cheap and they will serve you well. I would also keep them out of transports in general. It is quite tempting to put them with full flamer load out inside a valkyrie but as soon as you do that the price of putting the unit on the board goes through the roof. With the potential of rerolling 1s to hit and to wound from a commander and officer of the fleet, this unit is second in efficiency only to command squads in putting out deadly plasma fire at a cheap price.&lt;br /&gt;
*&#039;&#039;&#039;Elysian Sniper Squad:&#039;&#039;&#039; A two wound BS3+ squad with a sniper plus deep strike for seven points each? Quite possibly the best value sniper unit in the game. May have lost the breacher charges and magnoculars for D-99 but got a crazy point reduction so it worked out well. Works wonders with &amp;quot;Move and Fire&amp;quot; (why would you waste your orders on a 21 point unit?) giving you assault snipers negating the move penalty of heavy weapons, combine that with deep strike and you can put these snipers exactly where you want them and dominate the table with them. Feel free to spam vanguard detachments with these guys, a company commander with three units of snipers is 103 points, a great beginning to any Elysian list this edition. You probably have to in order to take a decent amount of them, the Elites slot in your case is crowded as hell. &lt;br /&gt;
**These guys are not bad for the points comparing them to other snipers in the game. Keep in mind though that killing high wound characters with good saves will take a lot of these guys. Roboute won´t lay down just because half a dozen of these squads shoot at him (a bog-standard Astartes captain will take 23 or so sniper shots to bring down). Something like a Commissar on the other hand is possible to kill with a few units. A reasonable expectation of snipers is for them to be annoying for your opponent, sit on objectives, and allow you to aerial drop more veterans.&lt;br /&gt;
**Each of these is like a heavy weapons team (2 wounds, carries an extra lasgun, etc), but because it isn&#039;t called that anywhere in its keywords, it will only occupy 1 capacity in a transport, which may be worth remembering.&lt;br /&gt;
**Aerial Drop three units of snipers (9 teams) and 1 officer of the fleet into your opponent&#039;s deployment and have a field day as you fuck with his characters with snipers plus an air raid.&lt;br /&gt;
*&#039;&#039;&#039;Elysian Command Squad:&#039;&#039;&#039;Super cheap and deadly, the best configuration is generally going to be 4x plasma/melta, with the first being cheaper and generally more useful. Most of the time you are forced to take at least 3 company commanders and you should pretty much always take the maximum allowed of these guys.&lt;br /&gt;
**As of the most recent FAQ, these are now limited to 1 per officer, like all other Command Squads.&lt;br /&gt;
*&#039;&#039;&#039;Elysian Platoon Commander:&#039;&#039;&#039;Gets to take melta bombs for free which is cool. Though with only one order and competing with officer of the fleet for the slot you would be hard-pressed to actually find a place for these guys. Officer of the fleet is cheaper, a better buffer in most cases and drops some mortal wounds on the enemy for you. He does unlock more command squads, though, and is passable if you don&#039;t intend to run a deep-strike intensive force. &lt;br /&gt;
*&#039;&#039;&#039;Elysian Drop Sentinels:&#039;&#039;&#039; They are more expensive than regular guard sentinels but can aerial drop. It&#039;s super cool to have your guys dropping in via grav-chutes but beyond the narrative etc applications it&#039;s hard to fit them in a list. A better idea is probably taking the regular guard version unless you are dead set on pulling off distracting charges from deep strike. They don&#039;t get the cc weapons of normal sentinels though and if you are thinking of investing in a Sky Talon to get them in Ogryns seem like a better choice.&lt;br /&gt;
** &#039;&#039;&#039;Alternate Take:&#039;&#039;&#039; You&#039;re deep striking a Multi Melta for 55 points now, which is pretty good. Having 6 wounds on T5 means they are gonna get killed, but a unit of three can force your opponent to completely change their strategy, allowing you to counter their movements. What makes these useful is their ability to stay out of anti deep string bubbles while still firing at full effect, and they will require your opponent to prioritize them. They also possess the scout vehicle rule, allowing you to deploy them on the board and strike hard and fast if you need to. Otherwise, using them as tough(ish) suicide Multi Melta units seems to be the only useful role for them.&lt;br /&gt;
&lt;br /&gt;
=====Fast Attack=====&lt;br /&gt;
*&#039;&#039;&#039;Tauros Assault Vehicle:&#039;&#039;&#039; BS4+ with either a twinned grenade launcher or a heavy flamer, same stats as the Venator which has worthwhile weapon options. Pass.&lt;br /&gt;
**Another way of looking at it is that in a pure Elysian force this is the cheapest fast attack choice we get. The grenade launcher is no doubt horrible (priced as a lascannon) but the heavy flamer can make for a mobile cheap-ish unit that lets us reserve more veterans and be annoying for the opponent. To be fair, though, taking regular AM scout sentinels is probably a better idea.&lt;br /&gt;
*&#039;&#039;&#039;Tauros Venator:&#039;&#039;&#039; Either a twinned multilaser or a twinned lascannon; multilasers can actually annoy 5+ or worse infantry as the laser is S6. Lascannons will usually hit once with BS4+. Ignores movement for Heavy weapons, which means that achieving the 5++ for moving minimum 10&amp;quot; is now worthwhile. Is this Jink brought back in 8th, you ask? Maybe. Three of these pump out the same amount of shots as a Vendetta while being able to move and shoot, as well as having a 5++, for 48 more points. Consider these if you want something meatier than infantry but you can&#039;t fit in a flyer. Don&#039;t bother putting these in a sky-talon; with the range of these weapons, you want to stay back and harass from a distance.&lt;br /&gt;
**These suffer from the standard problem of anything with twin lascannons, which is that Forge World decided every weapon &#039;&#039;except&#039;&#039; lascannons deserved to be less than twice as expensive when twinned due to the inability to fire it at multiple targets - meaning the twin multilaser &#039;&#039;does&#039;&#039; cost less than two multilasers, which has a tendency to modify the math on which weapon loadout is the most efficient.  At 18 points, the twin multilaser is surprisingly good at busting up TEQs and other 3++ targets where the lack of AP basically doesn&#039;t matter, as it delivers a lot of shot volume for the cost.&lt;br /&gt;
&lt;br /&gt;
=====Heavy Support=====&lt;br /&gt;
*&#039;&#039;&#039;Cyclops Demolition Vehicle:&#039;&#039;&#039;Funnier than when other Regiments take it because unlike them, you can drop this right next to the enemy.  You can&#039;t drop it close enough to actually threaten them, since it won&#039;t explode past 6 inches and you&#039;ll be more than 9 inches away, but it&#039;s still a very disquieting 60 point ball of worry - and, of course, if you drop it next to some enemy &#039;&#039;melee&#039;&#039; units, they &#039;&#039;really&#039;&#039; won&#039;t want to deal with it themselves.&lt;br /&gt;
*&#039;&#039;&#039;Elysian Heavy Weapons Squad:&#039;&#039;&#039; Like Vanilla counterpart, but you gain deep strike, so they become even better. You lose lascannons and autocannons compared to vanilla guard, but with deep strike, you get some free positioning without resorting to transports. Mortars are for blobs and missile launchers deal with armour and monsters. Heavy bolters are meh since tarantulas do the job of two heavy bolter teams but for the double, the wounds, better toughness, and armour save, for three points cheaper in exchange for having to shoot the closest infantry squad, though you were probably using the turret as a distraction anyway. &amp;quot;Move and fire&amp;quot; order combos well, giving you assault missile launchers or mortars. Parking these squads in cover will do worlds of good for them as all three weapons have decent enough range. These will be common as infantry squads lost heavy weapons and vets will be used to deliver melta/plasma/flamers into close quarters environments, where heavy weapons will be a tad out of place.&lt;br /&gt;
**Weapon selection should be Missile Launchers for Anti-Tank, Mortars for Anti-GEQ and Heavy Bolters for Anti-MEQ and TEQ.&lt;br /&gt;
**Mortars are dirt cheap, missile launchers are not. While most opponents will cringe at the idea of throwing their precious shooting at mortar squads (especially when they are hunkered down) engaging missile launchers is a much more palatable activity. From my experience mixing squads to contain 1 missile launcher and 2 mortars seem to work best. Mortars try to deploy out of line of sight while the missile team try to be minimally exposed. Once you start taking fire you can remove the mortars first (or the missile launcher if you have no need for krak missiles). It makes the missiles more cost effective as far as resilience goes.&lt;br /&gt;
*&#039;&#039;&#039;Tarantula Battery:&#039;&#039;&#039; Astoundingly cheap, and while you can&#039;t give it orders, you &#039;&#039;can&#039;&#039; drop it right next what you want it to shoot.  It will take the movement penalty to shooting the turn you drop it, of course, but so would a dropped heavy weapons team.  The sheer number of twin heavy bolter turrets you can simply drop in your enemy&#039;s way is fantastic. These things pack a lot of T5 wounds, providing excellent anchors and speed bumps for whatever your enemy throws at you. Naturally, bait your opponent, then clean house with your dedicated firepower. They are small and &#039;&#039;love&#039;&#039; cover.&lt;br /&gt;
&lt;br /&gt;
=====Flyers=====&lt;br /&gt;
Your flyers are all very tanky, due to Airborne and Hard to Hit, so they are ideal anchors (aside from their cost) - stick them on the table during deployment to soak up and avoid enemy fire, and get ready to surprise your enemy with presents containing violence.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Avenger Strike Fighter:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lightning Strike Fighter:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Thunderbolt Heavy Fighter:&#039;&#039;&#039; Slight callout here, as it&#039;s your only 15 wound plane and has a 6+ regen, so it&#039;s definitely your tankiest plane.&lt;br /&gt;
*&#039;&#039;&#039;Valkyrie:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Valkyrie Sky Talon:&#039;&#039;&#039; Fewer options than a basic Valkyrie and you can&#039;t take them in squads, but they can transport either a Tauros or 2 Drop Sentinels. Previously you could spam these guys alone, however with their new points increase valks are generally better value.  It should be noted that you &#039;&#039;can&#039;&#039; use these to shove Heavy Flamer sentinels down your opponent&#039;s throat..... but since your sentinels already have both Scout and Aerial Drop, it seems dubious that it would be worth the points.  Also works on Heavy Flamer Tauroses, of course, but..... &#039;&#039;why&#039;&#039;?&lt;br /&gt;
**If you&#039;re planning on taking Multi-Laser and Rocket Pod Valkyries, take Heavy Bolter and Rocket Pod Sky Talons instead. For 2 points less they will kick out an average of 10 Heavy Bolter shots, and a Heavy Bolter is better than a Multi-Laser point-for-point.&lt;br /&gt;
*&#039;&#039;&#039;Vendetta:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vulture:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Tactics====&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Tactics=&lt;br /&gt;
*&#039;&#039;&#039;The CP Battery:&#039;&#039;&#039; Take a battalion of 3 Infantry Squads and 2 Commanders, all bare bones. Give one Commander Grand Strategist and the other Kurov&#039;s Aquilla. Congratulations, for 180 points, you get 5 CP and 1/3 of any you or your opponent spends will be refunded. Now FAQ&#039;d so you can&#039;t farm it as much anymore. &lt;br /&gt;
*&#039;&#039;&#039;The Cheapest Brigade:&#039;&#039;&#039; The absolute cheapest Brigade you can run (that still has sensible coverage for every role) looks something like this: 3 Company Commanders, 6 Infantry Squads (lascannon, plasma gun), 3 Rough Riders (each with 2 plasma/meltaguns), 3 Squads of Mortars, a Commissar, a Ministorum Priest, and an Astropath. Your HWTs sit in the back with your two rear Company Commanders while the lead Commander takes the Priest, the Commissar, and Astropath, and takes a 60-man carpet to work. Rough Riders punch the flanks, and your Heavy Weapons punch the big stuff. Works best Cadian, thanks to Superior Tactical training and improved Heavy Weapon teams. This gets you &#039;&#039;fifteen&#039;&#039; total CP to use for lots of lovely Guard Stratagems, and it&#039;s &#039;&#039;[[Awesome|less than 900 points]].&#039;&#039; If you don&#039;t have a supply of Rough Riders you can swap them for Hellhounds/Devil Dogs, but this will cost an additional 30-40 points per FA slot, or use Scout Sentinels, which are even cheaper than Rough Riders.&lt;br /&gt;
**There is extra wisdom to this now that Commissars only offer a re-roll with their Summary Execution. You CAN run conscripts with your Warlord in the center (Draconian Disciplinarian and a Commissar allows you to do so) but it&#039;s not particularly effective, due to poor Order efficiency, poor resistance to morale, poor accuracy...&lt;br /&gt;
**On this build you primarily buy a Commissar for his leadership buff; Summary Execution is going to play like a tax. If you have the points, an Officio Prefectus tank does the same job, without the bogus reroll; if you&#039;re worried about losing your motivation vehicle to enemy anti-tank fire (a valid concern), seek allies; an Inquisitor in a Vanguard detachment with 3 squads of acolytes (which incidentally have the statline of guardsmen...and many of the same special weapons...) does the same job, and gives you additional access to psyker abilities and Deny rolls. Actually, (s)he does it &#039;&#039;better;&#039;&#039; at Ld10, your Infantry Squads will need to suffer 50% casualties before they even entertain the &#039;&#039;thought&#039;&#039; of running! To maintain Brigade requirements, swap your Commissar for some Ratlings.&lt;br /&gt;
**Elysian Special Weapons Squads/Command Squads can bring more plasma/melta than is even remotely necessary to the battlefield. They are cheap. Plus, they can deep strike safely within rapid fire range. For less than 200 points, a Vanguard detachment of special weapon squads will earn their keep every time, overwhelming an under-guarded part of the battlefield or stopping an enemy advance in its tracks.&lt;br /&gt;
**The even cheaper brigade: 3 Company Commanders, 6 Infantry Squads with mortars, 3 Astropaths, 3 Scout Sentinels with autocannons, 3 Heavy Weapon Squads with mortars. Clocking in at 695 points, it provides a lot of anti-infantry firepower, psychic denial, scoring bodies, and 12 Command Points for your inevitable allies.&lt;br /&gt;
**The Ultimate Cheapest Brigade:  3 Company Commanders, 6 barebones Scion squads, 3 Commissars, 3 Armoured Sentinels with Multi-lasers, 3 Heavy Weapon Squads with Heavy Bolters.  This ridiculous detachment of The Emperor&#039;s Finest comes in at 579pts.  You even have room to bring a Baneblade in a Super Heavy Auxiliary Detachment and still remain under 1000pts!&lt;br /&gt;
*&#039;&#039;&#039;Valkyries &amp;amp; Vendettas:&#039;&#039;&#039; Or &#039;How I learned to stop worrying and love 8th Edition&#039;. Due to the wide range of infantry, your Valkyries can carry a lot of stuff and get it into &#039;fuck you&#039; range with exceptional speed. Here&#039;s a few suggestions as to what to put inside:&lt;br /&gt;
**&#039;&#039;2x Special Weapons Squad&#039;&#039; - two demolition charges and two flamers can give a nice one-shot pile of pain, though with the removal of moving after the Grav Chute Deployment you may be better served by plasma or melta&lt;br /&gt;
**&#039;&#039;3x Command Squad&#039;&#039; - Can take Heavy Flamers, and no lasgun tax. Offers some &#039;&#039;serious&#039;&#039; density of firepower, but at the cost of survivability; every casualty counts if everyone&#039;s carrying a Meltagun. You &#039;&#039;can&#039;&#039; get them all into melta range, but when the enemy returns fire, you have no nameless riflemen to keep the heat off your precious special weapon bearers. Scions can improve the survivability a &#039;&#039;bit&#039;&#039; but you&#039;re still T3 with one wound apiece. So &#039;&#039;that&#039;s&#039;&#039; what it feels like to play Grey Knights. Alternatively, fill your V-Force flyers with 12 plasma guns apiece for a mere 156 pts, and Grav-chute immediately into Rapid Fire range. Problem, Battlesuits?&lt;br /&gt;
***Plasma guns are more points efficient than meltas against almost all non-vehicle targets, including within melta range, provided you apply a rerolling buff to make overcharging &amp;quot;safe&amp;quot;.  2 Command Squads and an Officer for orders leaves you room for something else your enemy really doesn&#039;t want next to them, like Nork (see below).  Meltas win out against Rhinos or tougher.&lt;br /&gt;
**&#039;&#039;Ogryns/Bullgryns&#039;&#039; - Turn 1 charge! While you still have to make a 9&amp;quot; charge to make it in after FAQ 2019, both of these can pack a serious punch, and the Valk effectively gives them a deepstrike, and on turn 1 no less. Note that Vendettas cannot transport Ogryns/Bullgryns. &lt;br /&gt;
***Elysian Command Squads come in 4-man squads, like the amount of Bullgryns you can fit on Valk, but you can fit three squads in one, for 12 guys.  Each can carry a lascutter, which hits &#039;&#039;harder&#039;&#039; than an Ogryn does (+2S -2AP usually the same D).  They&#039;re only WS 4+, not 3+ like an Ogryn, and not even remotely as durable on the return, but if you want a cheap melee glass cannon, these guys can deliver.&lt;br /&gt;
**&#039;&#039;Veteran Squad&#039;&#039; - Like the Command Squad, above, but you have some lasguns to eat return fire, increasing your chance of firing those Special Weapons more than once. On the other hand, you&#039;re using a valuable airborne assault carrier to get these guys into combat in the first place, so why not maximize that alpha strike? Up to you.&lt;br /&gt;
**&#039;&#039;Infantry Squad&#039;&#039; - Nah. You&#039;ve got better options and you know it.&lt;br /&gt;
*** Alternatively Elysian Infantry Squads can all throw frag/krak grenades with &amp;quot;Move and Fire&amp;quot;, so consider that for dealing with units that suck at cqc (Tau/vehicles without fly) and then charge them for maximum effectiveness.&lt;br /&gt;
**&#039;&#039;Tempestus Scions&#039;&#039; -Not as great as they used to be, but still pretty good. No more rapid fire turn 1, nor flamers or half-range meltas. Despite this, they can still serve as a replacement to standard command squads, as you can combine their specialist detachment warlord trait with alot of plasma for safe overcharging, hitting on 2s, rerolling 1s with an order. Not to mention increased durability and a charge-deterrent stratagem. However, if you aren&#039;t using the Scions specialist detachment you&#039;d likely be better off deepstriking them and saving the space on the Valkyrie&lt;br /&gt;
**&#039;&#039;Crusaders&#039;&#039; - Ten of these plus a psyker and a priest can deposit a truly impressive amount of unpleasantness in charge range. The Psyker can buff the Crusaders&#039; saves and the Priest can buff their attacks. As long as you don&#039;t get shot down on the way in (or die from the drop), you can drop 30 AP-3 attacks with a 2++ save on whatever you want!&lt;br /&gt;
*&#039;&#039;&#039;Artillery Park&#039;&#039;&#039;: The Mighty MoO is a cheap autoinclude, and is worth building an army around. Thanks to templates no longer being a thing, 3 Manticores and 3 Wyverns can safely fit within the roughly 7&amp;quot; bubble emitted by Yarrick or Harker, and dole out the xd6 shots all the day long. The above rocks in at slightly under 800 pts before upgrades, so it&#039;s not like you won&#039;t have enough for some bubble wrap. &lt;br /&gt;
** If you are going to bring a Spearhead detachment for your artillery, it might as well be a {{W40Kkeyword|Catachan}} one. You can fit a Tank Commander, Harker and your artillery tanks into the formation and all the big guns reroll 1s to hit with Harker and reroll a die on the number of shots when they shoot for extra creamy goodness.&lt;br /&gt;
**An argument can be made that {{W40Kkeyword|Cadian}} is the best choice for tons of artillery. First, artillery get re-roll 1s thanks to &#039;&#039;&#039;Born Soldiers&#039;&#039;&#039; and on top of that the stratagem &#039;&#039;&#039;Overlapping Fields of Fire&#039;&#039;&#039; grants +1 to hit, as long as a fellow {{W40Kkeyword|Cadian}} model successfully wounded the target of your choice. &lt;br /&gt;
*&#039;&#039;&#039;Gunship fortifications&#039;&#039;&#039;: The new rules for the Skyshield Landing Pad is that it can repair fliers on top of it to the tune of d3 wounds per turn. Stuff a Techpriest and an Officer of the Fleet next to a Vulture and dare your opponent to come within firing range of a Hovering flyer rerolling 1s and regenerating 2d3 wounds per round while chucking out 40 shots per round. &lt;br /&gt;
*&#039;&#039;&#039;Mech Guard in 8th:&#039;&#039;&#039; Mechanized Guard took something of a hit in 8th edition with the way Heavy weapons interact with vehicles and the generally poor Ballistic skill of said vehicles. It&#039;s hard to play aggressively with a tank army without seeing a drop in your vehicle&#039;s effectiveness. Pretty much all of your vehicles are now more expensive but less accurate on the move, limiting how many you can take and how often you can hit. With the meta favoring blob guard buffed by characters, it might be a while before mech guard becomes viable again. That said, it&#039;s important to maximize your selection, such as having units in transports that synergize well. Tempestus Scions should never ride in a Chimera if you own a Taurox Prime. Likewise, Infantry Squads perform better in a Chimera where they can recieve the benefit of a character or two riding along. Veteran Squads, once the staple of any mech list, got an awful demotion to the Elites slot, but can become a hard-hitting counter-punch unit if equipped with shotguns and flamers or meltaguns, riding in either a Chimera or more preferably a Taurox for its higher move. The unit can disembark, move, advance, and still shoot with a 4+ to hit. If they choose a Chimera they should seriously go with the double Heavy Flamer variety since your reduced Ballistic Skill doesn&#039;t matter and you&#039;re going to be up close anyways. Armored and Scout Sentinels can keep pace in the earlier turns, but are basically redeployable turrets. Avoid the old Devil-Dog like the plague. As far as Leman Russ variety, put fixed shot weapons like the Externinator Autocannons and Punisher Gatling guns on the standard Russ, and random-shot number weapons on your Commander to maximize your hit chance with the shots you get. Sponsons are generally leave, as anything except Heavy bolters are either too random, too expensive, or has too few shots to make up for the loss of Ballistic Skill when moving. The exception to this is your Tank Commander or Pask, as they can more reliably hit on the move. &lt;br /&gt;
**One of the advantages to a mech Guard list is that it will be one of the few times your dudes can get the first turn without seizing the initiative.&lt;br /&gt;
**Remember, that unlike every other faction in the game, your transports only care about the {{W40kKeyword|ASTRA MILITARUM}} Keyword, not your {{W40Kkeyword|&amp;lt;Regiment&amp;gt;}}. This means you can pick and choose the best {{W40Kkeyword|&amp;lt;Regiments&amp;gt;}} for your troops and transports respectively. {{W40Kkeyword|Krieg}} Combat Engineers riding in double flamer {{W40Kkeyword|Catachan}} Chimeras? Yes please! Also, consider the Vigilus formations to make the most of your vehicle mounts. Emperors Blade Assault Company stratagem lets a nearby chimera to overwatch to help drive off those pesky enemy assaults. Emperors Fist tank company warlord trait lets all nearby units reroll overwatch. Pretty good for chimera gunboats with 6 heavy bolter shots, 6 lasguns and 3 heavy stubbers. &lt;br /&gt;
*&#039;&#039;&#039;A note on list building:&#039;&#039;&#039; You can, and realistically SHOULD be running a Brigade-sized (3 HQ, 3 Elites, 6 Troop, 3 Fast Attack, and 3 Heavy Support) detachment in your Guard army, with every single required force org slot having a unit that can be taken for under 45 points. Company Commanders are only 30, Platoon Commanders 20, Infantry Squads 40, Scout Sentinels with Multi-lasers 45, and Heavy Weapons mortar teams at 24. For just under 600 points you&#039;re getting 75 meat bags and 3 ration cans, but more importantly you&#039;re getting +12 Command points before you&#039;re even half way done with a 2000 point list. Start with this basic set up, and then season to your personal preference. Just keep in mind that with 18 drops (before dedicated transports), this sort of army will very rarely get first turn.&lt;br /&gt;
**&#039;&#039;&#039;Alternate take:&#039;&#039;&#039; Sure, you can get a Brigade in under 1000 points, but you&#039;re not going to have anything on the field worth spending CP on, most likely. You&#039;re much better off taking two Battalions to get boots on the ground, then something like a Spearhead detachment where you can fit in actual heavy artillery or tanks (or even a Supreme Command detachment with LoW). If you&#039;re up against an army that you know is going to have a hard time shooting you off the table due to low model/shot count, such as Custodes, then in objective games, don&#039;t even bother with trying to get CP. Just take a bunch of Battalions full of Conscripts and Infantry Squads. At 1000 points, you can have 200 Conscript and Guardsmen on the ground with Company Commanders, Platoon Commanders, a Lord Commissar, and Commissar prior to upgrades. 200 bodies to shoot through would be more than the shots that some armies will get in an entire game. (Just keep in mind you won&#039;t be doing much more than tarpitting or holding objectives with this list.)&lt;br /&gt;
*&#039;&#039;&#039;Armor:&#039;&#039;&#039; Alright treadheads, this book does NOT leave us in the dust. Guderian would be proud of how our Russes look this edition. Previously our tanks were all mediocre, but now, even the Vanquisher is less of a stinker (though it is the worst still). GW saw fit to give us regimental rules for our vehicles as well, meaning that we got what Marines did not. Mordian tanks fire overwatch on 5s, going up to 4s if you use the Defensive Gunners Stratagem. Armageddon tanks are tougher and hit harder for longer. Catachan tanks reroll random dice for shots, Cadian tanks get to reroll 1&#039;s to hit when they sit still and have a tank order. Tallarn tanks can move and shoot at full BS FOR ALL WEAPONS. Vosroyans add 6&amp;quot; to all heavy weapons (you know, the type of weapon your tank is literally covered with). Valhallan tanks don&#039;t degrade as badly, and can shoot with full BS on half as many wounds as other regiments&#039; tanks (enjoy shooting at full BS even when your Leman Russ tank has 4 wounds left!). I feel like I&#039;m forgetting &#039;&#039;something...&#039;&#039;Oh yeah, if we move between 0-half the Russes current move stat, we fire our turret weapon TWICE! So you ask, &amp;quot;Okay, can we build an army of Russes?&amp;quot; Absolutely, 8th has given us the mighty Spearhead detachment. for 2000 points, you can bring around 6 kitted out tanks of various flavors, two Commanders and a BANEBLAAAAAADE. Give it a shot and enjoy your army of over 120 T8 3+ wounds. Oh, and that Spearhead Detachment you&#039;re taking? Every Leman Russ tank in it gets OBJECTIVE SECURED. Watch your opponent rage as you move your single Leman Russ tank up to an objective and capture it from right under his nose even though he has 3 HQ Characters sitting on it.&lt;br /&gt;
*&#039;&#039;&#039;The Wall of Dice:&#039;&#039;&#039; A full 30 man squad of conscripts within 12&amp;quot; buffed with FRFSRF, shoots a total of 120 lasgun shots. For an average of 40 hit shots, not the best but with Cadia we can improve this to 48 shots and with the Cadian stratagem we can also buff the BS to +1 and the to wound roll to +1(even better against Chaos!). This leaves us with around 60 hits, and mathhammer tells us that it&#039;ll kill on average 15 GEQs which is mostly overkill, and it&#039;ll kill 7-8 MEQs, 3-4 TEQs,and about 5 wounds on a T8 tank. Now is this good? Yeah probably not, while an absurd number of dice and rerolls this was calculated using the Cadian stratagem and would already need something in that unit to be damaged this turn. Plus this is ~160 points to kill a squad of MEQs(with leadership 4 you&#039;ll need to take a psyker to actually get them to stick around not to mention you need a 4+ to even get this many shots).&lt;br /&gt;
&lt;br /&gt;
====Matchups and Counter-play====&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 your and your enemy&#039;s list is NOT a soup list, which is the slang term for taking multiple factions that share the {{W40kKeyword|Imperial}}, {{W40kKeyword|Chaos}}, or {{W40kKeyword|Aeldari}} keywords or the like in the same army.&lt;br /&gt;
=====The Imperium=====&lt;br /&gt;
*&#039;&#039;&#039;Space Marines:&#039;&#039;&#039; They now have a new and improved Codex, and with it come updated Chapter Tactics and the addition of Combat Doctrines. For starters, the Devastator Doctrine gives all Heavy Weapons an additional point of AP Turn 1 onward until the Tactical Doctrine is activated, and the TD likewise applies a further -1AP to all Rapid Fire and Assault weapons. Then, after at least 1 turn of the Tactical Doctrine, they can switch to the Assault Doctrine which does the same for all melee weapons (yes, even the basic CC weapon all models carry, -1AP punches baby). The Devastator Doctrine hard-counters the Prepared Positions stratagem, unfortunately. You may still want to consider it just to give your Russes a 6+ save against the AP-4 Lascannons coming their way. Stratagems to watch out for include Transhuman Physiology, which stops any non-vehicle or servitor unit from being wounded on unmodified rolls of 1, 2, and 3. That&#039;s gonna sting your Battle Cannons and any S8+ weapon if RNG screws you by rolling a bunch of 2s and 3s to wound. Thunderfire Cannons can now shoot twice thanks to the Suppressing Fire strat, and any chosen Dreadnought has its damage now reduced by 1 (to a min of 1) thanks to the Duty Eternal strat. Oh, did I mention the new Shock Assault rule makes all flavors of Marines scary in Close Combat again? Watch as a simple 5-man Intercessor squad shits out 16 AP-1 attacks (17 if the Sarge has a chainsword) under the AD, don&#039;t let them get close! In terms of updated chapter tactics, vehicles now benefit from all Chapter Tactics, since Guard can&#039;t have all the fun with their vehicles anymore. Lots of potential hard-counters to the Guard&#039;s firepower and dirt cheap unit shenanigans now. Specifics are listed below.&lt;br /&gt;
**Ultramarines vehicles can now fall back and shoot, so a Land Raider Redeemer or even basic Rhino that was forgotten about can ram and tarpit your vehicles, lock them down from shooting, and then greedily ignore that said counter to vehicles if you thought it was cute to charge that Hellhound or mauled guard squad at a vehicle with big guns. Their Doctrine modifier is that all models in the army count as having stood still during the Tactical Doctrine unless they fell back or advanced. Relentless Heavy Weapons and going full-auto with their Rapid Fire Bolters from 24&amp;quot; is not a fun prospect at all. Their biggest ace is Guilliman who will take you for a rough ride with his rerolls-r-us schtick, even though he&#039;s been slightly nerfed he&#039;s dropped in points.&lt;br /&gt;
**Raven Guard now always benefit from cover, and only gain -1 to hit if they are also physically in terrain now (vehicles cannot benefit from this part, at least). In addition, Raven Guard units gain +1 to hit and +1 to wound when targeting characters during the Tactical Doctrine, yes that includes Tank Commanders. Beware RG Scout Snipers and Eliminators, and grab an Ogryn bodyguard just to be sure since Eliminators can wall-bang characters. Raven Guard can infiltrate and deep-strike at will, so there really is no other way than to screen them out like hell and try to hide your characters out of LoS whenever possible. All of a sudden, that Artillery Specialist Detachment with the cover-ignoring relic looks insanely juicy against Raven Guard. You have the CP to burn for the specialist detachment and extra relic after all.&lt;br /&gt;
**Iron Hands vehicles now have Valhallan-style resilience, and they can overwatch on 5s and 6s in addition to their famed 6+ shrug. Their supplement&#039;s combat doctrine gives them relentless and re-rolling 1s to hit on all heavy weapons in the Devastator Doctrine that they begin the game in. They can have one unit overwatch on 4+ in case you want to charge a hellhound into it to lock them down, and any Stalker Boltgun Intercessors are going to have a field day with your officers. Something to watch out for is their special relic The Ironstone, which reduces the damage of all attacks against a single vehicle of their choice by 1 to a minimum of one, and that stacks with the Duty Eternal stratagem from the main Codex. Watch as a Relic Leviathan tanks &#039;&#039;EVERY. SINGLE. HEAVY. WEAPON. IN YOUR ARMY.&#039;&#039; Iron Hands are currently sweeping the meta, even after the FAQ&#039;s nerfed the double repair strat, overwatch strat, and Feirros. The Guard at least know what that feels like.&lt;br /&gt;
**Crimson Fists and Imperial Fists are extra-competent with their Bolters, CF gaining +1 to hit if their unit contains 5 or more models (unless they&#039;re characters who count as 1 model) &#039;&#039;and&#039;&#039; they&#039;re targeting units with double the model count than the attacking unit (friendly vehicles always count as being 5 models for the purpose of the CF tactic). Imperial Fists keep their ignores cover ability while dropping their bonus against vehicles and fortifications, and both Chapters gain [[Tesla|2 hits with bolt weapons instead of 1 when they roll unmodified 6s to hit]]. Considering even an MSU guard squad is 10 models minimum, that&#039;s going to be dangerous for your hordes. Crimson Fists like being outnumbered, and due to the Devastator Doctrine combining with Imperial Fists&#039; ignoring cover ability, any tank you have turn 1 is most likely dead unless you shove it out of line of sight and/or the opponent rolls poorly. &lt;br /&gt;
***Imperial Fists add 1 to the damage characteristic of any Heavy Weapon when targeting {{W40kKeyword|VEHICLE}} or {{W40kKeyword|BUILDING}} models during the Devastator Doctrine. Correction, NOW even if your opponent rolls like shit your tanks are DEAD unless they&#039;re shoved out of line of sight.&lt;br /&gt;
**Salamanders can re-roll 1 hit roll and 1 wound roll per unit, which makes their pick of weapon surprisingly nasty. In addition, they treat AP-1 as AP0 like your Steel Legion vehicles, so that&#039;s gonna sting your autocannons and Heavy Flamers (who&#039;d have thunk). During the Tactical Doctrine, all Flamer and Melta weapons gain +1 to their wound rolls. They also have a stratagem that lets a single unit&#039;s flamer weapons do the maximum number of shots possible (full 6 instead of d6 for a Heavy Flamer, for example). Put two and two together, and that spells doom for your guard hordes. Also +1 to wound means those meltaguns and multimeltas wound your Leman Russes and Baneblades on 3+, not to mention anything below T8 gets wounded on a 2+.&lt;br /&gt;
**White Scars can charge after Advancing or Falling Back, in addition to ignoring hit penalties for moving with heavy weapons or advancing with assault weapons. Their Combat Doctrine gives a charging or heroically intervening unit +1 damage to all melee attacks during the Assault Doctrine. You can expect that happening on Turn 3, but charging after advancing gives the White Scars almost Genestealer-level speed. Plus, with 2cps they can use the Strike for the Heart stratagem to let them consolidate d3+3&amp;quot; (d6+6&amp;quot; if they can move 10+&amp;quot;), letting them drag clustered units into combat and lock them down. If you&#039;re not careful with screening, you might end up with your vehicles dragged into combat. Another annoying stratagem called &amp;quot;Butchered Quarry&amp;quot; lets them fight against a unit that falls back AND chase them 3&amp;quot; if the unit isn&#039;t wiped, you know just in case you thought you could fall back and use &amp;quot;Get Back in the Fight&amp;quot; to screw them over.&lt;br /&gt;
**Black Templars gained a 5+ shrug against Mortal Wounds in addition to re-rolling one or both dice when determining charge distances. Their Combat Doctrine, Knights of [[Sigismund]], gives all of their charging and heroically intervening units auto-wounds on natural rolls of 6 to hit with melee attacks resolved against non-vehicle units during the Combat doctrine. That&#039;s...quite lackluster in a Guard matchup since against their Chapter Tactic, you don&#039;t tend to spam mortal wounds you spam lasgun shots and Leman Russes. Their Assault Doctrine will likely only kick in by turn 3 (unless some stratagem/special rule allows some units to fast-track), and your infantry fold over against Shock Assault marines anyway, not to mention the fact that it can&#039;t ever affect your vehicles which is where the auto-wounds would be most beneficial to the marines. However, a 20-man Crusader squad charging out of a Land Raider Crusader has the ability to ignore overwatch with the Shock and Awe stratagem. Also, they can spend another CP to stop a unit from falling back on a 2+ which is also very concerning. Don&#039;t forget to screen your key units. &lt;br /&gt;
**Overall, Marines count a lot on synergy, even more so than you. 85 points and 2 CP for a Vindicare can help you pop those troublesome characters. Primaris Marines will still struggle against Bullgryns with slabshields, though, even with all of their fancy broken shit. Plus, you can always just flood the board with more bodies than they can realistically shoot.&lt;br /&gt;
*&#039;&#039;&#039;Blood Angels:&#039;&#039;&#039; An army designed to hard-counter Imperial Guard with their Blitzkrieg playstyle. Their Chapter Tactic gives them +1 to wound whenever they charge, get charged, or Heroically Intervened (so basically always in the first round of combat), meaning they wound your infantry on a 2+, and without any special melee weapons your tanks on 4+ (Leman Russes and Baneblades on 5+). Don&#039;t let them get that charge off whenever possible, and just in case throw a screen closely and directly in front of your tanks to ensure that they cannot charge your big guns. Investing in a Priest and some Bullgryns with their mauls and 4++ shields is recommended for a good counter-charge unit. One thing to keep in mind is that Blood Angels only get +1 to wound in the turn when they charged. Even a squad of Death Company with chainswords may fail to wipe that 30-man Conscript squad, at which point they&#039;re just choppy 1-wound models. You may also choose to take the Emperor&#039;s Wrath Artillery detachment in order to blunt the movement speed of flying Smash Captains, Jump Pack Death Company, and Sanguinary Guard, too. As of Psychic Awakening: Blood Of Baal, they officially get access to Combat Doctrines, and their Chapter Doctrine gives them an additional attack if they charge or heroically intervene during the combat doctrine. Remember when we told you you&#039;re safer against Blood Angels intercessors than Ultramarine intercessors? Not anymore. A 5-man Intercessor squad with a chainsword sarge puts out 22 AP-1 attacks that wound your infantry on a 2+. Did I also mention they can now have Death Company intercessors that gain all the benefits of being Death Company? &lt;br /&gt;
*&#039;&#039;&#039;Dark Angels:&#039;&#039;&#039; The shooty emo Catholic Marines. Their Chapter Tactic makes them almost immune to morale, and grants them re-rolls of 1s to hit when they stand still. They essentially perform the role of static gunline, a role which you can do, only cheaper. They possess a stratagem that ups the damage of Plasma weapons by 1 (making for a potential 3 damage on plasma guns on supercharge), making Hellblasters, Plasma Inceptors, the Land Speeder Vengeance, and a Plasma Cannon devastator squad insanely deadly to your tanks. Another unit of note is the Land Speeder Darkshroud that gives a -1 to hit bubble of 6&amp;quot; to all Dark Angel units. This is often paired with Azrael, the Chapter Master who also gives a 6&amp;quot; bubble of re-roll all misses and a 4++ to non-vehicles. There are Doctrine-specific stratagems that can neutralize the Dark Shroud&#039;s bubble, though. If you&#039;re Cadian, gun for a wound and invoke Overlapping Fields of Fire, and have at it. If you&#039;re Vostroyan, use Firstborn Pride on that Heavy Weapon Squad of Lascannons to try and kill it in one go. Once the Darkshroud is down (if it explodes, it&#039;s a bonus), go to town on the other units and pile on the saves.&lt;br /&gt;
*&#039;&#039;&#039;Space Wolves:&#039;&#039;&#039; Death to furries. Now that that&#039;s out of the way, these guys have a similar tactic to the Blood Angels, but they get +1 to hit instead of +1 to wound. It&#039;s not as bad on paper, but my lord do Blood Claws, Thunderwolf Cavalry, and the motherfucking Wulfen love it. The rule of thumb for the Space Wolves is if it can take a storm shield, it will take a storm shield. Their Venerable Dreadnoughts can take a weaker Storm Shield that gives them a 4++, making them tougher nuts to crack than the usual dreadnought at the expense of their ranged options. Sacrifice your screen of Conscripts and let the tanks and artillery do the talking. Notice a slight pattern here?&lt;br /&gt;
*&#039;&#039;&#039;Deathwatch:&#039;&#039;&#039; They&#039;re just better Marines with the old Special Issue Ammo. They have the same rule of thumb as Space Wolves, whoop-de-doo. Frag cannons are a bitch, like they were when Deathwatch first dropped. They benefit the most from Primaris units who can choose to ignore your armor saves completely with Kraken or Vengeance rounds, and hidden Hellblasters in a Deathwatch Intercessor squad.&lt;br /&gt;
*&#039;&#039;&#039;Grey Knights:&#039;&#039;&#039; They&#039;re no longer the terror they were in 5th Edition, but they&#039;re still a fantastic beatstick army. You&#039;ll outnumber them fairly easily, and they&#039;re just as vulnerable to Plasma as they always were. As of Psychic Awakening and numerous Chapter Approved point drops, these guys deserve a second opinion. With their &amp;quot;Tides of Battle&amp;quot;, the analogue to Combat Doctrines, they have some much needed versatility. They will most likely start the game in the Tide of Concealment which grants them the Raven Guard Chapter tactic (see above). They can also change the tide with a psychic power, meaning they can bump up their gimped smites to a slightly more respectable flat 2 mortal wounds, up the strength and damage of certain weapons, or re-roll 1s to wound in close combat in case they wanted to more than guarantee that wipe.&lt;br /&gt;
*&#039;&#039;&#039;Adeptus Custodes:&#039;&#039;&#039; At first glance these big boys seem very intimidating with a universal 2+/4++ or 3++ and T5/T6. Remember the saying, &amp;quot;Death by a 1000 cuts&amp;quot;? Take that and apply it to them. A single unupgraded Custodian Guard model costs as much as an infantry squad with some toys in points. You&#039;ll very easily outnumber them, and due to their lack of 24&amp;quot;+ range weapons without dipping into Forgeworld units, they cannot play the keepaway game. Take advantage of your numbers and force as many saves in any way possible. Also, &#039;&#039;beware the flag!&#039;&#039; The Vexilia Magnifica provides a &#039;&#039;very&#039;&#039; strong defensive buff (rendering a &#039;&#039;third&#039;&#039; of your hits ineffective) and effectively cannot be sniped due to the sheer toughness of its bearer. You have no choice but to overwhelm it with sheer firepower. You &#039;&#039;can&#039;&#039; do this - you&#039;re Guard - but keep in mind the effect when prioritizing your shooting or that red flag will frustrate you immensely. Otherwise, there isn&#039;t a lot here that can really surprise you once the game is going. But good lord, watch out for those Shield Captains on Dawneagle Jetbikes!&lt;br /&gt;
**Keep this in mind: Custodes will struggle to have anything resembling a CP pool in a low-point games. You can bring a bare-bones Battalion and a fricking &#039;&#039;Baneblade&#039;&#039; at under 700 points. Massed Leman Russ battle cannons or even a single Baneblade will wipe just about any Custodes unit off the battlefield, as even a 3++ invul doesn&#039;t mean anything when you&#039;re taking 3D6 shots wounding on a 3+. Demolishers also wound these guys on a 2+ and will force them to use their invul save, and unlike just about every other army on this list, they won&#039;t have nearly enough ranged shooting to threaten you before you get into that range.&lt;br /&gt;
*&#039;&#039;&#039;Astra Militarum:&#039;&#039;&#039; Oh boy, a mirror-match. You know what&#039;s good and what&#039;s bad from the rest of this article, but we&#039;ll point out the lynchpin anyway - &#039;&#039;Officers!&#039;&#039; Snipe out those low-wound characters to neuter the enemy chain of command and his infantry will suddenly be a LOT less impressive. The same is true of &#039;&#039;you,&#039;&#039; of course, so protect your own. Enemy tanks will be tonka-tough for dirt cheap, because so are yours - prioritize the ones that threaten you most. Most importantly, &#039;&#039;get fast!&#039;&#039; Taking the first turn versus guard is extremely valuable with the amount of shooting you have. Hit hard, hit first, hit often!&lt;br /&gt;
**&#039;&#039;&#039;Militarum Tempestus:&#039;&#039;&#039; Technically this is still Guard, but the play style is radically different, so it warrants a note. You may occasionally see a purist running an army like this. In a sentence, your response should be to play &#039;&#039;tighter than the lug nuts on a rusted tire.&#039;&#039; You&#039;re going to eat the deep strike from &#039;&#039;Hell,&#039;&#039; and only after this will a Scion army be really vulnerable to counterattack. Deploy carefully and watch your movement - you do NOT want a deep strike in your backline. Their base weapon ignores your armor, and they have better armor than you - but you outrange them. Use your numbers to your advantage (oh, really?) and don&#039;t overextend - Scions are very adept at punishing careless plays.&lt;br /&gt;
*&#039;&#039;&#039;Sisters of Battle:&#039;&#039;&#039; As they have been since the edition dropped, Sisters are currently most frequently played mechanized with their fantastic transport game. Immolators and Repressors filled with meltas, storm bolters and Death Cultists are the flavor of the day and you don&#039;t need to be reminded to not let them get close enough to use them. A footslogging sister is a dead sister. With the release of their Codex, however, they have acquired significantly more flexibility and thusly have shot up on the threat scale. Repentia, while still fragile, will reduce just about any unit you can field to a pile of body parts and scrap metal if they get the drop on you and every unit that was dangerous before is now even more so. All of this combines with the Sister&#039;s deadly new toy: Miracle Dice. Having a pool of numbers to pick from instead of relying on RNGesus means that at any point a critical dice roll is required, they can pull it off. Really needed that Melta shot to wreck that Repressor? They can just take a 6 for the Invuln save. Desperately hoping Morale will finish off that Seraphim squad? Nope, just going make that roll a 1 and pass. Fortunately, you are one of the best armies to press this system&#039;s weakness: mass of fire. Do what Guard does best and throw more dice and bodies at the problem than your enemy has resources to deal with it. Make it a game of seeing who bleeds dry faster, because most of time it won&#039;t be you.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Knights:&#039;&#039;&#039; A mechanized army, taken to it&#039;s logical extreme. These big boys can put out a lot of firepower that can fairly easily scythe through hordes of models (Gatling Cannons and the gigantic flamer the Dominus knight can carry), and have terrific close combat potential. Against infantry spam they&#039;ll do well to stay out of 24&amp;quot; range to avoid a &amp;quot;death by a thousand cuts&amp;quot; from massed lasgun fire. Against a tank-heavy army they&#039;ll try and get up close and assault the tanks to either outright destroy them or force them to keep falling back and stop them from shooting. If they&#039;re not from Knight House Hawkshroud or a Questor Mechanicus knight, you can hope to damage these boys so that they are left limping. If they&#039;re either of the other two, you HAVE to commit to destroying a knight once the wounds start piling up lest they easily circumvent the penalties of degrading statlines. Units of choice should be the Shadowsword superheavy tank, or as many infantry squads filled with lascannons as possible so that the Knight player cannot destroy all of them in 1 turn. The addition of Armigers makes things even more challenging - the Armiger Warglaive is a Devil Dog that&#039;s competent in melee, and the Armiger Helverin is what your Leman Russ Exterminator dreams of being before scarfing another tub of Rocky Road and crying. Treat them seriously, but remember that they&#039;re only Lords of War in name.&lt;br /&gt;
*&#039;&#039;&#039;Adeptus Mechanicus:&#039;&#039;&#039; &#039;&#039;KEEP YOUR HEAD DOWN!!&#039;&#039; The Transuranic Arquebus is an Officer&#039;s nightmare, capable of slaying any Officer short of a Company Commander &#039;&#039;instantly.&#039;&#039; Hug cover, stay out of sight, and failing that, get an Ogryn to take the hit for you - you are not going to outrange it. Other units to beware include the Kastelans with triple phosphor blasters - one of the few units that can realistically outshoot guard infantry. The Onager has some sweet guns, but it&#039;s not as cost-effective as yours; play smart and you can deal with it. Admech has only one character, but Cawl is an absolute powerhouse - in melee he will eat your dudes like popcorn and at ranged he&#039;s a terrific source of buffs, and most annoying of all he&#039;s an untargetable Character. Be wary of any army with him in it, and be aware of his place on the board at all times. Besides that you will feel like you&#039;re fighting Scions - lots of T3 Sv4+ dudes with good shooting and good guns.&lt;br /&gt;
*&#039;&#039;&#039;Officio Assassinorum:&#039;&#039;&#039; Technically their own army thanks to their White Dwarf index, but they are often seen as an ally to other Imperial armies. The Vindicare is 100% the most terrifying assassin the Guard can face. He can target sub-10 wound characters, wounds Infantry models on 2+, ignores both cover and invulnerable saves, and his weapons are AP-3. But that&#039;s not the rough part. If he rolls 6s to wound, his rifle does d6 damage instead of its usual d3. If a guard character has somehow survived the initial shot, his Headshots rule allows him to keep dishing out mortal wounds until the target is dead. You will not outrange him, so hide behind LoS-blocking terrain and/or get an Ogryn bodyguard to tank the hit and buy your officer a turn. A visible officer to him is a dead officer. Oh, did I mention he can spend cps to shoot and kill another visible character or deal a straight d3 mortal wounds to a Tank Commander? Other than that, Eversors will also give your units trouble since he can potentially kill 16 models in combat, plus 4 shots from his sentinel pistol. It&#039;s just enough to wipe a 20-man blob, and force a harsh morale check on conscripts. The Callidus with her Neural Shredder and Invuln-ignoring sword isn&#039;t at her best against cheap guard fodder, nor is her cp fuckery since guard have cp out the ass. The culexus, however, is an anti-psyker specialist who is nevertheless versatile in that he forces all attacks against him to hit on 6s, regardless of ballistic skill, weapon skill, or modifiers. That&#039;s why you have Hellhounds and flamers!&lt;br /&gt;
*&#039;&#039;&#039;The Inquisition:&#039;&#039;&#039; Recently brought up to speed by their White Dwarf Index, you &#039;&#039;really&#039;&#039; shouldn&#039;t discount the threat the Rosette offers. Though you&#039;ll likely never face them in any high point games (unless your opponent is a madman with 3 Land Raider Promethei), their presence in other armies can make life very annoying for you. Primarily, their Psychic powers are exceptionally nasty and good at picking your Officers out of a crowd. Worse, they can use one of those powers, Psychic Pursuit, to turn one of their aforementioned Land Raiders into a fucking sniper. Most of your {{W40kKeyword|CHARACTERS}} can&#039;t take Heavy Bolter fire or Mortal Wounds very well, so beat them at their own game and bring your own snipers to deal with them quickly before they deal with you.&lt;br /&gt;
&lt;br /&gt;
=====Chaos=====&lt;br /&gt;
One hilarious strategy against Chaos in general is to run the Relic of Lost Cadia, and once per game drop the hammer on these bastards for what they did to Cadia.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Daemons:&#039;&#039;&#039; Khorne and Nurgle daemons will give you the most trouble. Khorne packs a punch in melee, and Nurgle&#039;s Disgustingly resilient rule will mean that you&#039;ll have to pull double time in order to tear chunks out of the daemons. Slaanesh daemons are much easier to kill, but you&#039;ll only have perhaps a single turn before they&#039;re in your midst doing unspeakable things to your infantry. Be prepared to make sacrifices to keep them off your guns. Tzeentch is the only daemon faction that is more ranged then melee, and against you it&#039;s to their tremendous disadvantage. They got hit hard by the nerfs to Smite spam, so throw more targets at them than they have powers to cast and drown them in lasfire.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Space Marines:&#039;&#039;&#039; Abaddon&#039;s still bad news, armless jokes aside. With the addition of Legion Traits, several builds can do a number on the guard&#039;s forces. The Alpha Legion has the same -1 to hit against ranged attacks outside of 12&amp;quot; that Raven Guard have, Night Lords make horrible leadership bombs that can scare off half your units even if they lose only one model in a turn, and Iron Warriors ignore cover with their weapons. Deal with them as you would their Loyalist equivalents. Get inside 12&amp;quot; of Alpha Legion units, and use Hell Hounds or Valkyries filled with flamers to do so. Against Night Lords? Remember to take a Regimental Standard, a Lord Commissar for Ld10 before the Ld bomb happens, and a Psyker with the Mental Fortitude Power for fearless on a unit of your choice. That, or just take the Valhallan relic pistol and get your old Commissar back.&lt;br /&gt;
**As of Faith and Fury, Night Lords can spend a Command Point to prevent a tarpitted unit from falling back. I hope you&#039;re Valhallan to shoot into close combat.&lt;br /&gt;
*&#039;&#039;&#039;Death Guard:&#039;&#039;&#039; Now given their own Codex, these guys are slow and very tough. Plague Marines are a bitch and a half to kill unless you brought a Leman Russ Demolisher to wound them on 2+ with S10, and force them to roll multiple Disgustingly Resilient saves with its d3 damage. Mortarion is horrible to deal with, since he dishes out d3 mortal wounds to all units within 7&amp;quot;, and given the amount of units guard can field he&#039;ll very likely tear strips out of your bunched up units. That&#039;s before you get into his Scythe that can either do 18 S8 attacks to your infantry, or 6 S16 attacks against your tanks. In addition, he&#039;ll very likely receive the lion&#039;s share of the defensive buffs so he&#039;ll have -1 to hit against him, and perhaps even a re-roll of 1s on his Disgustingly Resilient saves on top of his 3+/4++ saves.&lt;br /&gt;
*&#039;&#039;&#039;Renegades and Heretics:&#039;&#039;&#039; Generally speaking, this will play out much like a Guard mirror match, though a lot of the balls will be in your court. Regimental Doctrines are in general superior to Chaos Covenants, due to affecting your vehicles if nothing else. R&amp;amp;H have no stratagems or warlord traits beyond the basic ones and are completely missing relics. However, don&#039;t think for a second the poor madman on the other end of the table is just handing you a free win, the filthy traitors can still pull plenty of tricks out of their hat. Namely, unlike you, they can properly pull off conscript hordes in this edition. By combining enormous and LEADERSHIP IMMUNE hordes with the Slaaneshi Covenant, you can quickly find yourself drowning in screaming mutants. If you&#039;ve got Ratlings or Elysian Sniper teams, this is where they will save your ass by pick off those linchpin Enforcers.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Knights:&#039;&#039;&#039; Hang on, this is gonna be a rough one. They&#039;re like the Imperial Knights, but you can play upon the degrading statlines of these buggers much more effectively by taking out bits and chunks of each tank and reduce their WS and BS. However, Chaos Knights are much more aggressive and tanky in their playstyle than Imperium-loyal Knights. Chaos Iconoclast Knights can pay 1cp before the game begins to take a Vow of Carnage which grants them an extra melee attack for every 10 models they destroy. If you&#039;re playing a guard horde, that spells bad news. Like, really bad news. On top of that, they can spend 2cps to give a different Knight of their choice the Vow of Dominance which gives them immunity to being wounded on unmodified rolls of 1, 2, and 3. That&#039;s a huge blow to your near-mandatory lascannons, and choice weapons such as the Demolisher cannon or the Shadowsword&#039;s weapons.  Outside of that, they share some stratagems such as Full Tilt, the infamous Rotate Ion Shields, Chainsweep, and Devastating Reach.&lt;br /&gt;
*&#039;&#039;&#039;Thousand Sons:&#039;&#039;&#039; Ironically Magnus the Red is no longer a completely OP psyker, he&#039;s now a close combat blender HQ. Tzaangor Enlightened are fairly annoying for your tanks since they automatically wound on 6s to hit (5+ if they&#039;re next to an Enlightened Shaman), bypassing the benefits of T8 on your russes. The good news is those cunts have the {{W40kKeyword|Fly}} keyword and your Hydras will laugh, and laugh, and laugh. The actual Rubric Marines and Scarab Occult terminators have 5+ Invulns abound and get +1 to all saving throws against damage 1 weapons, meaning they&#039;ll have Cataphractii-level resilience against your basic troops. But, you took Autocannons and supercharged your plasma guns like a good boy, right? Outside of that, the Cultists and Tzaangors often show up in big blobs and get either put in deepstrike reserve through Webway infiltration or warptimed in order to get close to a screen to clear it.&lt;br /&gt;
&lt;br /&gt;
=====Xenos=====&lt;br /&gt;
*&#039;&#039;&#039;Craftworld Eldar:&#039;&#039;&#039; The pointy-eared bastards used to be a thorn in our side with Wraithlords and Wraithknights that we could not damage, Wave Serpent Spam, and Scatter laser Jetbikes that could instantly wipe a maxed out horde of combined squads or conscripts in editions past. Now, they&#039;re a thorn in our side because we can&#039;t even hit the bastards with the stacking of negative to-hit modifiers. At the Guard&#039;s near- universal BS4+, all they have to do is stack 3 modifiers (a point fairly easily reached on several Eldar units) and [[Rage|your shooting attacks will automatically miss]]. Take a Hell Hound or three, and a Valkyrie shoved full of either flamer special weapon squads, an equally kitted out squad of Tempestus Scions or Krieg HWTs with Heavy Flamers to circumvent the modifiers (Alaitoc&#039;s modifier only works over 12&amp;quot;) and nuke the squishy T3 bastards. Here are some Aspect Warriors that can also give us trouble; Howling Banshees, when spammed, are also ideal at taking out our units since they can reliably wound us on 4+, and CANCEL OUT OVERWATCH. Shining Spears are speedy bastards that mulch our infantry with their 4 Shuriken Catapult shots and their Star Lances. Swooping Hawks can delete entire hordes of guardsmen by deep-striking in and dumping 40 lasblaster shots at them, plus they can deal mortal wounds whenever they arrive from reserve or move over your units. Striking Scorpions also like to attack from reserve and are a bit hardier than the average Eldar unit with their 3+ saves, and they specialize in taking out cover-camping units by having +1 to hit against enemies in cover. The technically weakest Aspect Warrior you&#039;ll face are the Dire Avengers with their 18&amp;quot; range Assault 2 Shuriken weapons. They&#039;re technically the weakest since they&#039;re all about ranged fire power but the DA only have a pitifully short 18&amp;quot; range. However, they have quality and quantity of shots on their side, plus their surprising speed with Battle Focus. It should also go without saying that Fire Dragons up close and Dark Reapers will do a number on your armor. Seriously, a unit of fire dragons with the right buffs (guide and Doom) stand a very good chance of seriously crippling or destroying a Baneblade in a single turn. Characters to beware of include any Autarch with a Banshee Mask that cancels overwatch, and any Eldar Psyker character. Take Sniper Rifles to eliminate their characters and just like you, their squishy units will become a lot less impressive without support.&lt;br /&gt;
*&#039;&#039;&#039;Dark Eldar:&#039;&#039;&#039; Covens no longer fuck us over 100% thanks to the &amp;quot;everything can wound anything&amp;quot; rule now. Notice &amp;quot;100%&amp;quot;, since the bastards now get an invulnerable save making them tough on your lascannons, plasma guns, and anti-vehicle/monster weapons. Kabalites in Boats and Wyches with their insane close combat attacks are top notch against us. Flamers are, and always will be, your friend against these slippery fuckers, and be sure to bring some Hydras along to punish the fact that all their vehicles {{WH40kKeyword|FLY}}. Depending on the Kabal obsession, the infamous Agents of Vect stratagem has an 83% chance of denying a stratagem of the opponent&#039;s choice, costing you a key re-roll or a regimental-specific stratagem such as overlapping fields of fire. There&#039;s no way you can stop this, other than hoping the opponent lacks the 4cp necessary to pull it off or rolls a 1 (unless s/he elects to re-roll it and then blow 5cp like a dunce and have a 1/36 chance of getting another 1 anyway). Be warned, like the Imperium&#039;s Scions Dark Eldar are &#039;&#039;very&#039;&#039; adept at punishing careless plays since Dark Eldar like Nids were trash for so long that any long-term players tend to be tactical geniuses.&lt;br /&gt;
*&#039;&#039;&#039;Harlequins:&#039;&#039;&#039; Well, these guys are just bad news. With flip belts that can launch these bastards over screening units and terrain in the movement phase, Genestealer-level close combat attacks, -1 to hit modifiers, 4+ Invulnerable saves, and access to a multitude of leadership debuffs, you&#039;re in for a tough fight. Again, bring flamers, auto-hitting weapons and lots of screening units spread out so they have no space to finish their moves over them. Since these guys like to drive around in Venoms, an absolutely filthy tactic would be to surround the vehicles with Infantry Squads or Conscripts in a 1.5-2&amp;quot; range (can&#039;t go within 1&amp;quot; in the movement phase), and shoot your flamers and other weapons into them. If you destroy the transport, the clowns inside have no room to disembark within 3&amp;quot; of the craft and stay more than an inch away from your models and instantly die, even if that squad has a stupid Faolchu&#039;s Talon relic. A unit to watch out for is the Death Jester. He can snipe characters with his Shrieker Cannon, so either block LoS whenever you can or get an Ogryn Bodyguard/Nork Deddog to tank the hits for you.&lt;br /&gt;
*&#039;&#039;&#039;Ynnari:&#039;&#039;&#039; This eldar army will behave very largely the same as any one of the other elf armies mentioned previously, only with a particular predilection towards melee-focused lists. The good news is that their out-of-phase actions are a thing of the past, so you won&#039;t need to worry about double tapping Fire Dragons or Dark Reapers anymore. The bad news is that the melee potential of units like Wraithblades or Troupes is effectively maximized if they soulburst, meaning they will &#039;&#039;absolutely&#039;&#039; slaughter units whole-sale if they make it into combat. Bringing a decent degree of heavy armor is advised since outside the larger Wraith units, most of their piddly S3/4 melee attacks will just ping off without dealing much damage. Flamers are also a strong charge deterrent, but beware of units like Howling Banshees or Autarchs who can disable your overwatch. Focus on whittling them down at range wherever possible as well; outside allied detachments, Ynnari detachments don&#039;t have much incentive to natively invest heavily in dedicated gunline units due to the inherent lack of support available to them anymore. Just like when dealing with Craftworlders, key targets include any psykers or the Ynnari characters, as they provide a significant amount of support to their units (like healing/rezzing wounded/dead models, providing re-roll support, etc).&lt;br /&gt;
*&#039;&#039;&#039;Necrons:&#039;&#039;&#039; In a sentence, play for KEEPS. Reanimation Protocols doesn&#039;t trigger if the unit in question has been wiped out to the last man, so keep shooting until every last tin man is a pile of scrap. Don&#039;t fight in half-measures, or you&#039;re going to lose a lot of effectiveness. Versus vehicles, your meltas and lascannons are going to lose a lot of effectiveness when Quantum Shielding triggers - bypass it with Battle Cannons and Earthshakers, which roll D3 for damage instead. Defensively, Necrons have strong anti-tank but it has weak range (with a few exceptions), and besides their fliers they&#039;re relatively slow. Bring long ranged heavy guns and protect them so they can knock out the bigger problems on the board. Lastly, Powers of the C&#039;tan &#039;&#039;HURT&#039;&#039; - and they&#039;re not psychic powers, so they can&#039;t be denied! Bring down any dead gods that happen to be around before they can be a serious threat to you. Walk through the shadow of the valley of death, but fear no evil, because you brought artillery.&lt;br /&gt;
*&#039;&#039;&#039;Orks:&#039;&#039;&#039; First, shake hands with your opponent and thank him for keeping this hobby fun. Then, crack open a beer. Finally, STAY OUT OF MELEE! Even your dedicated melee troops are going to struggle against the green tide - Mob Rule makes Ork mobs effectively immune to morale, and while they don&#039;t have good quality units, they do have a LOT of them. You may actually lose out on model count and board control, depending on what he brought. Orks depend on movement tricks in order to get close and bypass their shit movement of 5&amp;quot;. Ther &amp;quot;Ere We Go USR allows them to re-roll either one or both dice for a charge roll allowing them to pull of charges from a surprisingly long distance. A stratagem to look out for is Unstoppable Green Tide, which lets an Ork player restore and outflank an Ork Boyz squad to its starting strength if it loses half or more of its starting number once a game. And unlike the Valhallan stratagem [[Rage|they get to do it without needing reinforcement points]]. Don&#039;t fight in half measures, fight in just-under-half measures or go for the wipe. Pick your objectives and play hard for them - don&#039;t spread yourself too thin. And then crack open another beer with the boyz. &lt;br /&gt;
*&#039;&#039;&#039;Tau:&#039;&#039;&#039; Like Craftworld Eldar, these guys used to be a thorn in our side with markerlight spam that took away cover, Pulse Rifles that shredded our infantry from 30&amp;quot; away, and Riptide spam that made a mockery of our tanks. They too got hit with the nerf bat in the edition shake-up, but they still can put out a lot of hurt at range. The Bork&#039;an sept will give you trouble since it adds 6&amp;quot; to the range of all rapid fire and heavy weapons in their army, meaning they can easily play keep-away while dumping shots into you. Their infantry are superior to yours, with 4+ armor and S5 guns that mercifully no longer wound on 2+ and ignore armor, but they can easily put out 3 shots a guy when within 15&amp;quot; (18&amp;quot; with Bork&#039;an rifles) with an Ethereal and Fire Blade next to them. Handle that combo as you would any other aura-based list and either play keepaway and/or nuke them before they get to shoot. Another unit to watch out for are the Shield Drones and their ridiculous Savior Protocols which let them make a 4+ Look Out Sir to all battle suit units. Any T&#039;au player worth their salt will spam them for that reason. This will have to force you to put any high-volume volleys of shots into those flying roombas before you point your Lascannons and other high-damage weaponry at the battle suits. If you can, a Psyker with the Nightshroud power will do you wonders since the T&#039;au tend to have a mediocre ballistic skill value of 4+ without markerlights or Commander units. Also, remember to issue the order &amp;quot;Strike and Shroud&amp;quot; to any Leman Russ you can for that exact same reason. Finally, if you have Artillery you can one-up the T&#039;au since most of their ranged weapons require LoS, so hiding your vehicles becomes EXTREMELY important.&lt;br /&gt;
*&#039;&#039;&#039;Tyranids:&#039;&#039;&#039;Once one of the crappiest armies in the game from 5th-7th edition, the Bugs got a massive boost in 8th Edition. One of the few armies in the game that can out-horde you, along with Orks and an Imperial Guard mirror match. Termagaunts can spam S4 shots like no tomorrow at range, and Hormagaunts while being only T3 have a 6&amp;quot; pile-in and consolidation move. Nidzilla is no longer the almost complete joke it once was, Hive Tyrants and Carnifexes now wreck face for their point costs. Now, let&#039;s get one thing straight, Genestealers are bad news, period. With enough attacks to literally clean that maxed out conscript squad in one fight phase, charging after advancing, and overrunning into your close-by squads, they&#039;re easily one of the few units that hard-counter Guard, even with the cheese we can bring. This just becomes ridiculous when you factor in how Genestealers can reach super-sonic speeds (Hive Fleet Kraken trait with the Opportunistic Advance Stratagem, Hive Commander ability from the swarmlord that lets them move again). They can also hide in reserve thanks to their infiltration nodes (but at least you get 1 turn to spread your stuff out to prevent over-runs due to the new FAQ on reserves). The best way to win against Tyranids? Take a dedicated close combat unit such as Crusaders or Bullgryns and hide them behind your squads until they&#039;ve moved up into position. Another good suggestion: Hellhounds. The inferno cannon has EXACTLY the right statline to maximize effectiveness vs a genestealer (wounds on 3s and just enough AP to force that invuln save) and throws out enough hits to be a serious problem for them. Hit them again when they charge, then hit them &#039;&#039;again&#039;&#039; if they fail to kill you, because Hellhounds laugh at the wound table. And if they &#039;&#039;do&#039;&#039; kill you? Command re-roll your explode dice and take a few bugs with you. If you really feel up for the challenge, Catachans are S4 in melee. Combining Straken, a Priest, and the Emperor&#039;s Conclave specialist detachment will give your average guardsmen serious counter-charge potential. Or, since positioning requires brainpower you could just take the Valhallan doctrine and [[Skaven|shoot the bugs that are tied up with your conscripts in close combat.]] Side note target the things give  Trynaid-1 to hit first if possible. Simple put if will allow other guns be more account once they are removed. &lt;br /&gt;
*&#039;&#039;&#039;Genestealer Cults:&#039;&#039;&#039; Positioning, positioning, positioning. These guys are always unpredictable. For one thing, these guys can bring a Guard detachment (and even without doing that, borrow a few Guard units), so don&#039;t be surprised to see Leman Russes and Chimeras. Even without that, these guys will obliterate any opening you leave in your backline, so screening units are a must. Kelermorphs are utterly fucking broken, especially against Guard characters in particular, needing only two or three unsaved wounds to kill most everyone outright, so you&#039;ll probably want to include an Ogryn Bodyguard or Nork Deddog in your list if you expect to see one. If you can position your characters to be more than 12&amp;quot; away from any potential deep strike zones while still giving your front line units their needed buffs, you&#039;ll be able to keep your officers safe-ish. You usually don&#039;t want to be in melee with these guys, but if you bring Bullgryns, you can make your opponent generally regret taking an ambush-themed army once you get those countercharges in. Expect to see more Achilles Ridgerunners now that they&#039;ve been rebalanced, too. But if you really want to screw with your GSC-playing opponent, bring Scions in Valkyries as a Tempestus Drop Force and fly around the board with them, where you&#039;ll be relatively safe from just about everything your opponent is going to deep strike and generally immune to charges. Then, once they come in at the end of the third turn, disembark and shoot them down - they&#039;re only T3 like you are, for the most part.&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;br /&gt;
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[[Category:Imperial Guard]][[Category:Warhammer 40000 Tactics(8E)]]&lt;/div&gt;</summary>
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		<id>http://2d4chan.org/mediawiki/index.php?title=Paragon_Path&amp;diff=1011549</id>
		<title>Paragon Path</title>
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		<updated>2026-05-20T14:40:40Z</updated>

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&#039;&#039;&#039;Paragon Paths&#039;&#039;&#039; were a game mechanic introduced into [[Dungeons &amp;amp; Dragons 4th edition|the fourth edition]] of [[Dungeons &amp;amp; Dragons]], replacing the concept of [[Prestige classes]] used in the previous edition. Whereas PrCs were optional sub-classes that you could take to make your character more powerful, Paragon Paths are effectively mandatory. You take a Paragon path at level 11, and it bolsters you from there to level 20 -- its next tier equivalent is the [[Epic Destiny]].&lt;br /&gt;
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Paragon Paths follow pretty standard motifs; they give two abilities at level 11, one passive and one triggered by spending an action point, and gain a third passive ability at level 16. They also gain an Encounter power at level 11, a Utility power at level 12, and a Daily power at level 20. There are exceptions, of course, but it&#039;s fairly standardized, easy-to-follow stuff.&lt;br /&gt;
&lt;br /&gt;
Paragon Paths are generally sorted by class, but there are also a bevvy of racial paragon paths, and a few that are more open in membership.&lt;br /&gt;
&lt;br /&gt;
=Arcane Paragon Paths=&lt;br /&gt;
==Artificer==&lt;br /&gt;
===Battle Engineer===&lt;br /&gt;
Most artificers are content sitting away from the action and just giving boosts and potions. Some find that shit weaksauce. Battlesmiths are those that do. For starters, &#039;&#039;Aggressive Action&#039;&#039; gives slight boosts to the accuracy and damage of weapon attacks whenever an AP is spent on a new action. &#039;&#039;Brutal Enhancement&#039;&#039; grants any weapon improved by the engineer&#039;s powers the Brutal property, though this cannot stack. &#039;&#039;Accurate Enhancement&#039;&#039; is another rider to all boosts, as boosts to allied weapons is raised by 2. Greater Magic Weapon makes for a pretty basic but effective attack, boosting the hit and damage rolls of all allies by either Con or Wis, Fleeting Dweomer grants one ally&#039;s weapon or implement some bonus typed damage equal to Int and also inflicts ongoing damage when that weapon crits. Persistent Spheres is an excellent lockdown tool. See, it starts off as just damage, then the enemy gets an AOE locked in around it which they will only hurt them if they move less than two squares, and then any nearby enemies who end up in that zone get an unfortunate little zap. Even missing is a pretty hefty effect, as the enemy still has that curse on it, though the damage from not moving is halved.&lt;br /&gt;
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If you have an artificer that&#039;s dedicated to staying at the front and boosting allies, then there&#039;s not much that can go wrong with this path. Keep boosting allies and making things hurt.&lt;br /&gt;
&lt;br /&gt;
===Clockwork Engineer===&lt;br /&gt;
Yep, that&#039;s right. You got clockwork powers. Sadly, you yourself aren&#039;t clockwork, go use Self-Forged for something of that type. &#039;&#039;Clockwork Coordinated Action&#039;&#039; makes for a hefty start as it allows an AP to grant two bonus minor actions to command summons with. &#039;&#039;Durable Artifice&#039;&#039; gives a summons +2 to all defenses, and then &#039;&#039;Superior Minions&#039;&#039; boosts their speed by +2 and attacks by +1. Despite sounding like a kickass summon power, Clockwork Soldiers just brings up a turn-long blast that slows all targets and turns the area into difficult terrain that attacks anyone within it. Aid Artifice is basically a boosted heal to any summon.  Clockwork Companion is the only real summon, but it doesn&#039;t disappoint; it&#039;s fast as hell and has a vastly improved AC and Reflex, plus it grants THP to nearby allies and can mark allies or do bonus damage to those it marked.&lt;br /&gt;
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Truth be told, this is one path that focuses on getting the right tools ready and making the best of your summons.&lt;br /&gt;
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===Spell Commander===&lt;br /&gt;
Spell Commanders sound like they&#039;d compete with Battle Engineers, what with being up-front with boosting allies, but the execution is what matters. The Spell Commander&#039;s gig is giving allies another shot at attacking. These guys are also not dedicated to melee. For starters, &#039;&#039;Arcane Weaponmaster&#039;&#039; turns any bow or crossbow into an implement for ranged powers and boosts the range of those powers by 5. &#039;&#039;Spell Commander&#039;s Action&#039;&#039; uses an AP spent on an attack to grant an ally a bonus basic or at-will attack against the commander&#039;s target. &#039;&#039;Unleash Spell Power&#039;&#039; is an incredible benefit, allowing adjacent allies to consider ANY at-will as a basic attack rather than just specific ones. While not immediately notable, this can make for some fun interactions with Opportunity attacks or a charge into an attack. &#039;&#039;Spell Tracer&#039;&#039; is a simple shoot-and-ally-shoots power, but the attack deals Force damage and the ally gains +2 to hit if the attack has the Arcane tag (Which pretty much means if the ally sits next to the commander). &#039;&#039;Alter Spell Power&#039;&#039; turns an adjacent ally&#039;s attack into any sort off typed damage, which kicks ass, and it deals bonus Int damage of that type. &#039;&#039;Living Gate&#039;&#039; is a pure mobility spell, with an initial attack made from an ally&#039;s position to making an entire zone around that ally made for teleporting.&lt;br /&gt;
&lt;br /&gt;
The best benefits of this path are the ways it can set up allies to use their best attacks when possible. Though this also requires a specific setup to make the best of those setups, the rewards can be quite enjoyable.&lt;br /&gt;
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===Familiar Bloodsmith===&lt;br /&gt;
Restricted to any artificer with a familiar feat, and thus is really useful if you focused a lot on them like with feats. &#039;&#039;Bloodsmith Action&#039;&#039; is a neat little trick by allowing an active familiar be used as the starting point of any arcane attack for the cost of an AP. &#039;&#039;Familiar Blood Bond&#039;&#039; boosts any healing surge by Con whenever the familiar is in passive mode. &#039;&#039;Second Familiar&#039;&#039; is pretty simple, it grants a second familiar so long as one of them is always a Heroic-tier one - however, only one familiar can provide any benefit, and a minor action can switch them around. Bloodbound Rebuke  is a starting security policy, making an attack that deals Con and Int damage while also shoving back anyone who attacks a familiar. &#039;&#039;Rescue Familiar&#039;&#039; then acts as an immediate rescue, instantly turning  familiar into passive mode before it gets killed. Bloodbond Swarm is the only active attack this path offers, turning an active familiar into a zone full of tinier copies that deal constant damage and slows anyone inside the zone.&lt;br /&gt;
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===Arcane Armorer===&lt;br /&gt;
Only available to artificers with the shielding elixir. Rather than granting new and stronger ways to hurt people, this path focuses more upon finding ways to boost allied durability. &#039;&#039;Arcane Armorer&#039;s Action&#039;&#039; certainly does so when an AP used on an action also grants an ally Resist 10 to one type for a turn. &#039;&#039;Protective Spell Shield&#039;&#039; makes any ally subject to a healing infusion immune to Combat Advantage for the turn. &#039;&#039;Practiced Armorer&#039;&#039; then just adds Wis to any resist values. Defense Siphon is a rather curious attack by not only dealing necrotic damage, but also stealing from one defense and granting what was lost to one ally for a turn. Protective Recall acts as an escape button, teleporting an ally just as they get hit and granting them Resist 20 all. Armor of Force is the landmark power, granting Resist 5 all to an ally while also making them a vector to a burst attack that knocks back all enemies.&lt;br /&gt;
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This path locks you into a very support-based role, though if you were looking for anything more direct in hurting things, you might be interested elsewhere.&lt;br /&gt;
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===Self-Forged===&lt;br /&gt;
Restricted to any artificer so long as they aren&#039;t [[warforged]]. This path instead turns the artificer into a sorta faux-warforged, though it does have its issues. For starters, the self-forged gains a brand-new &#039;&#039;Battlefist&#039;&#039; (a Mace with +3 proficiency and the ability to hold things too), &#039;&#039;Fortifying Action&#039;&#039; grants THP whenever an AP is used for an action, and &#039;&#039;Supporting Construction&#039;&#039; grants +2 to saves against ongoing damage. As you can guess, all of these are effectively identical to the Warforged&#039;s racial powers. &#039;&#039;More Metal Than Flesh&#039;&#039; then makes them more like the bots by granting the ability to use implanted components like them. Battlefist Smash is a pretty tough attack that also pushes the target Con squares back and grants Combat Advantage to all allies. Self-Repair grants a free double-dose of a surge and Flailing Gauntlet is a ranged punch that knocks the target prone as well as granting that fist reach.&lt;br /&gt;
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In a way, this path demands that getting right in business, though it doesn&#039;t really offer much besides some ways to survive that. This would be one of those paths you pick because becoming a robot sounds kickass.&lt;br /&gt;
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==Bard==&lt;br /&gt;
===Blessed Psalmist===&lt;br /&gt;
Restricted to bards with any divine multiclass feats, you seek to blend together music, arcane magic, and divine faith to create a truly powerful song.  &#039;&#039;Heaven&#039;s Favor&#039;&#039; grants you the Channel Divinity feature from one divine multiclass while also allowing you to use your bardic implements for divine powers, which is a handy trimming on your wallet. &#039;&#039;Righteous Action&#039;&#039; has an AP-powered attack either recharge Majestic Word if it hits or heal an ally and shift them if it misses. &#039;&#039;Radiant Song&#039;&#039; lets you burn Words of Friendship when you use a Bard Power, granting the Radiant keyword and inflicting radiant damage; hitting adds a little topper of Cha to that radiant damage. Song of Radiant Dawn makes for a simple setup, pushing the target and then making them eat additional radiant damage for every hit they take until your next turn. Psalm of Succor gives an AoE of heals while also granting a sustainable zone of Resist 10 necrotic and +2 to all saves vs ongoing damage. Brilliant Symphony is a mondo-mindfucky spell, dealing either a turn-long dominate or a save-ends stunning while also giving an ally THP. Missing halves the THP and does either save-ends dazing or a forced MBA against one enemy.&lt;br /&gt;
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Since this whole path keys off Cha, it pretty much locks you off to either Paladin or Cleric for multiclass options since Avenger and Invoker are too dependent on Wis (though Prescient Bards might find lesser uses).&lt;br /&gt;
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===Cunning Prevaricator===&lt;br /&gt;
Cunning Prevaricators seek to emulate the distinctive bardic traditions of [[fey]] creatures, combining esoteric lore from the [[Feywild]] with the willingness to lie with shameless abandon. Masters of deception, illusion and trickery, these bards relish playing with the minds of their foes, giving them a dash of the Controller. &#039;&#039;Virtue of Deceit&#039;&#039; allows an ally within 5 squares to gain combat advantage on their next attack when this bard uses their Bardic Virtue. &#039;&#039;Shrouding Action&#039;&#039; allows the bard (and an ally within 5 squares) to become invisible until the end of their next turn after spending an action point. &#039;&#039;Trickster&#039;s Mercy&#039;&#039; means that when the bard employs their innate healing power, Majestic Word, to a bloodied ally, that ally gains a turn of invisibility in addition to healing. For powers, they have Lying Lights (radiant damage and allies can gain temporary invisibility by attacking that target), the encounter Utility of Trickery&#039;s Reward (boost an ally&#039;s defenses and potentially grant them some healing), and Nimbus of Falsehood (psychic damage, you can redirect the target&#039;s missed melee attacks against other targets of your choice).&lt;br /&gt;
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===Daring Blade===&lt;br /&gt;
This path requires that a bard multiclass in a martial class and for it you get some new tools to last in up-front combat. &#039;&#039;Daring Action&#039;&#039; lets you mark all the enemies while also granting you 10 THP. &#039;&#039;Daring Improvisation&#039;&#039; is the ever-welcome feature, letting you use Cha to hit with any martial powers. &#039;&#039;Blade Feint&#039;&#039; is a twofer: it lets you use Bluff to feint an enemy as a Minor and it makes an enemy you hit grant Combat Advantage to you until you miss. Weapon Display is a very neat power, either making the target grant Combat Advantage to everyone or just marking the enemy and getting another use if you miss, but either way you still have Combat Advantage. Defensive Posture is your big boost, ading +2 to your AC and Ref, getting a shift,and giving allies +2 to hit. Offensive Spin Slash is a bit less stellar, but no less terrifying with Reliable and Rattling while also sliding the target and then letting one nearby ally mark the enemy.&lt;br /&gt;
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Obviously, Valor Bards are the best fit for this class, as they&#039;re the ones with the best durability to fit in up-front combat.&lt;br /&gt;
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===Euphonic Bow===&lt;br /&gt;
These bards seek to combine their musical talent with a flair for archery, turning the string of their bow into a musical instrument and sending arrows charged with melodious magic hurtling through the air, singing a literal song of death through the attacks of themselves and their allies. &#039;&#039;Bow Implement&#039;&#039; lets a Euphonic Bow use a bow as an implement for their bard powers. &#039;&#039;Harmonic Action&#039;&#039; allows an ally within 10 squars to gain a basic attack for free when you spend an action point. &#039;&#039;Volley Fire&#039;&#039; lets you make a free basic attack with a bow if you score a critical hit with your bard powers.... speaking of which: Arrow of Cacophony does Thunder damage, dazes and deafens the target. Song of Sonic Striking is a Stance that lets your bow shots ignore cover and concealment. Finally, the Anthem of Antagonism is a Thunder damage attack that causes the victim to be surrounded by an aura of flesh-ripping music, which harms its nearby allies and makes your own shots more likely to hit.&lt;br /&gt;
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===Grave Caller===&lt;br /&gt;
Despite what you might think, these aren&#039;t bardic [[necromancer]]s... they&#039;re bardic &#039;&#039;[[assassin]]s&#039;&#039;, seeking to purify the world by removing &amp;quot;undesirables&amp;quot;. The central feature of these Strike-subbers is their Dirge of Inescapable Doom, which lets them place a &amp;quot;deathmark&amp;quot; on a single victim within 10 squares. Until the rest of the encounter, that victim takes damage even from missed attacks by the Grave Caller, and becomes a viable target for the path&#039;s three powers; Visions of Doom (psychic damage, an ally gains a temporary bonus to attacking the target), Cloak of Sound (become invisible to the deathmarked target) and Inevitability of the Grave (strong damage + ongoing damage, even on a miss). Its &#039;&#039;Gravecall Action&#039;&#039; lets the Grave Caller gain a +4 to damage rolls by spending an action point, and its Path to the Grave lets it roll 2 D20s when using Encounter or Daily attacks against a deathmarked victim and keep the higher result. &lt;br /&gt;
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===Karmic Shaper===&lt;br /&gt;
Available only to bards who follow the Virtue of Prescience, Karmic Shapers, as their name implies, immerse themselves in the great stream of destiny, seeking to guide the inevitable flow of action and consequence to aid their allies and punish their enemies.&#039;&#039;Karmic Action&#039;&#039; lets you gain a free D20 reroll if you spend an action point. &#039;&#039;Karmic Virtue&#039;&#039; means an ally under your Virtue of Prescience can spend a healing surge for free if they get hit. &#039;&#039;Karmic Strike&#039;&#039; allows the target of your Virtue of Prescience to make a free basic attack as part of its benefits. For powers, it has Karmic Wound (attack that causes the target to take more damage if they successfully attack somebody before the end of your next turn), Warp Karma (1/day, when an ally misses, roll 2D20; the ally can replace its attack roll with your choice from the two results, and the second result can replace the attacked enemy&#039;s next attack roll), and End of Luck (psychic damage, target treats either all its attack rolls until it makes a save or just its next one as automatic 1s).&lt;br /&gt;
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===Life Singer===&lt;br /&gt;
A tradition born out of the [[Feywild]], the Life Singers are an order of bards who favor pacifism and healing, having learned to harness gentleness and non-hostility through their magic in order to counter the fury of the Scourge Wind, an evil, sentient ice-storm that comes roaring out of the Scourge Mountains once every 20 years. Whilst they will get violent if they must, they prefer to avoid a fight first, and to help somebody else do the fighting second. Their &#039;&#039;Find Another Way&#039;&#039; feature grants allies a +2 bonus to skill and ability checks. &#039;&#039;Peaceful Action&#039;&#039; means that allies within 5 squares gain some free healing when they spend an action point for any reason other than to make an attack. Finally, &#039;&#039;Serene Will&#039;&#039; increases the Life Singer&#039;s ability to hit with attacks that target [[Non Armor Defenses|Will]]. Their powers are Pacifying Voice (1/encounter, inflict dazing &amp;amp; weakness on a target as well as an attack roll penalty until the end of your next turn), Inspired Solutions (grant yourself and all allies within close burst 5 an extra standard action 1/day) and Soothing Song (1/day, target a close burst 3; enemies are rendered unconscious (though not vulnerable to coup de grace) and allies can spend a healing surge).&lt;br /&gt;
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===Resourceful Magician===&lt;br /&gt;
This path doubles down on your arcane fundamentals, requiring a bard to multiclass in any other arcane class. &#039;&#039;Greater Study&#039;&#039; acts as the improvement to any of your multiclass feats (Wizards now get all their cantrips, Sorcerers gain Resist 5 to one element whenever their bloodied and can use wands for their powers, Swordmages gain Swordbond and can use light and heavy blades as wands and vice versa,  Warlock gains Eldritch Blast as an at-will), &#039;&#039;Undaunted Action&#039;&#039; uses an AP to attack one extra target with a power that misses all other targets, and &#039;&#039;Diverse Study&#039;&#039; cuts your feat bloat by allowing you to swap out bard powers with multiclass powers whenever you get new powers. Twinned Spell is your saving throw, allowing you to use a missed attack once more. Spontaneous Action gives everyone a free move. Resourceful Trick is a versatile move, hitting one or two damage (with the power scaling being rather minor), variable typed damage, and a multitude of effects: sliding 2, pushing/pulling 4, dazing, or swapping places.&lt;br /&gt;
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Considering that all the other arcane classes either use Cha or Int as main stats, you&#039;d probably have a good shot with any of them as lead-ins, with cunning bards getting the most from wizards and swordmages.&lt;br /&gt;
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===Student of the Seven===&lt;br /&gt;
A rather broad path, all you need for this is a bard with any multiclass feat, giving you the chance to run practically anything you want. &#039;&#039;Daily Mastery&#039;&#039; allows any multiclass Dailies (requiring Adept Power for a feat) to switch out for equal or lower-leveled dailies per extended rest. &#039;&#039;Versatile Action&#039;&#039; uses an AP to recharge a multiclass Encounter power (Requiring Novice Power for a feat). &#039;&#039;Compensatory Insight&#039;&#039; just adds Int to damage when you use a multiclass power. Anyspell is a very versatile power, targeting any NAD and also granting an ally either +2 defenses or +1 to attack. Versatile Glamor is another broad perk spell: +2 speed, +2 to hit and damage with an Opportunity Attack, a doubled Combat Advantage bonus, concealment, or Resist 10 to any one type. Voice of the Seven is also a power that hits any NAD, but it&#039;s more focused on either dazing or shoving and immobilizing, both with save-ends. Missing just dazes or immobilizes for a turn.&lt;br /&gt;
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===Summer Rhymer===&lt;br /&gt;
Restricted to Cunning bards, this path is filled with the fey power of the summer courts, gifting all sorts of benefits to allies. &#039;&#039;Feypath&#039;&#039; uses an AP to teleport yourself or one ally at any point before or after your new action. &#039;&#039;The Queen&#039;s Grace&#039;&#039; adds Cha to any heals made using your healing powers. &#039;&#039;Judgment of the Summer Court&#039;&#039; adds +2 to hit any enemies that triggers your Virtue of Cunning abilities. Song of the Queen&#039;s Protection grants concealment against the target of this attack to any nearby allies. Song of Spiral Paths raises a sustainable AoE which allows allies to teleport 2 squares as a move. Song of the High Court is a sustainable AoE burst that gives any allies Resist 5 all. &lt;br /&gt;
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===Voice of Thunder===&lt;br /&gt;
Sometimes a bard just wants to shout really really loud. Sometimes, a bard wants to shout so much that they emulate the sound of thunder. This path is the result. The eponymous &#039;&#039;Voice of Thunder&#039;&#039; uses and AP to boost the range of burst attacks by 1 and blast attacks by 2. &#039;&#039;Voice to Wake the Dead&#039;&#039; allows allies to get a +2 to death saves whenever you&#039;re around. &#039;&#039;Booming Words&#039;&#039; just adds +2 to Thunder powers. Rolling Echo makes for a unique double-burst, shoving the enemy once after the first hit before repeating it against any enemies still within range. Doom Echo is your single recharge of one bard Thunder power you need again. Song of Thunder is a very wild attack, knocking anyone in range prone and then letting allies deal 5 thunder damage to all nearby enemies.&lt;br /&gt;
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Taking this path means working to increase your control and attack repertoire, and you should also make sure to keep as many Thunder powers as you can.&lt;br /&gt;
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===War Chanter===&lt;br /&gt;
Available only to Valor bards, this path acts as an up-front support path, though not necessarily a full-out combatant. &#039;&#039;Inspire by Example&#039;&#039; uses an AP to add your Con as a bonus to the hit and damage rolls of any allies within range. In addition, &#039;&#039;Inspire by Word&#039;&#039; gives you THP any time you give an ally THP via Virtue of Valor as well as the power to grant THP to an ally any time you kill an enemy. &#039;&#039;Inspire By Deed&#039;&#039; also allows the usage of two APs during an encounter, though the means to gain a second AP or regain an AP is alarmingly slim. Vicious Smite isn&#039;t much of an attack, but it does allow an ally a 3-square-shift and a free MBA adding Con to their hit and damage rolls. Battle Chant targets an enemy by adding +2 to hit them for all allies. Visions of Victory is another support-power, with a hit giving an adjacent ally an auto-hit with an Encounter power while a miss just gives a free MBA.&lt;br /&gt;
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==Binder==&lt;br /&gt;
===Master Binder===&lt;br /&gt;
The Binder&#039;s exclusive path, granting the next step for your pacts. While the format for each pact is identical, they all have very different developments. All apcts have a &#039;&#039;Binder&#039;s Action&#039;&#039; for their feature that uses an AP, and &#039;&#039;Binder&#039;s Favor&#039;&#039; adds a special rider to one of the pact&#039;s special at-wills while &#039;&#039;Binder&#039;s Boon&#039;&#039; adds one to the other at level 16. Level 12 gives Pact Binder&#039;s Pledge, a daily utility power that either gives you an escape button, an immediate end to one save-ends effect, or the ability to negate damage for a turn.  Offering of Magic is the universal daily power, dealing a good deal of damage and immediately triggering pact boon, while killing the target grants you a free standard action.&lt;br /&gt;
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The Fey Pact &#039;&#039;Binder&#039;s Action&#039;&#039; lets you use an AP to daze the target of an attack, while &#039;&#039;Binder&#039;s Favor&#039;&#039; and &#039;&#039;Binder&#039;s Boon&#039;&#039; give allies partial concealment from the target of Fascinating Shadows and Combat Advantage over the target of Cloud Sight respectively. The exclusive power is Nightmare Vines, a ranged burst that restrains enemies while making them unable to take Opportunity Attacks.&lt;br /&gt;
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The Gloom Pact &#039;&#039;Binder&#039;s Action&#039;&#039; uses an AP to gain Combat Advantage over anyone you attack. &#039;&#039;Binder&#039;s Favor&#039;&#039; and &#039;&#039;Binder&#039;s Boon&#039;&#039; makes Echoing Dirge deal +Dex damage to one more enemy and makes Shadow Warp ignore terrain and other enemies. The encounter power is Tides of Night, a ranged burst that leaves a zone that&#039;s heavily obscured and hurts anyone inside it.&lt;br /&gt;
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The Star Pact &#039;&#039;Binder&#039;s Action&#039;&#039; uses an AP to add +4 to the damage of any cold, psychic, or necrotic damage, while &#039;&#039;Binder&#039;s Favor&#039;&#039;  gives +2 to damage when you hit someone you have Combat Advantage over with Mind Shadows, and &#039;&#039;Binder&#039;s Boon&#039;&#039; renders you insubstantial when you use Hidden Lore. Banish to Darkness is the exclusive power, a ranged attack that dazes and forces the target to attack the nearest enemy next turn.&lt;br /&gt;
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==Bladesinger==&lt;br /&gt;
===Sorcerous Sword===&lt;br /&gt;
The exclusive path for bladesingers, this path gives you little in the terms of actual powers, but it offers extra benefits to your bladesong and spell repertoire. &#039;&#039;Boon Spell&#039;&#039; grants you a 7th level or lower encounter power, but lets you treat it like a daily - which plays well with the new daily prep slot you now have available for any level. &#039;&#039;Choir of Swords&#039;&#039; lets you use an AP whenever you&#039;re in Bladesong so you can make an MBA to anyone within reach as a standard action, while &#039;&#039;Bladesong Ballet&#039;&#039; gives you a full-speed shift whenever you use Bladesong and &#039;&#039;Bladespell Step&#039;&#039; lets you teleport 5 spaces once per encounter. &#039;&#039;Signature Spell&#039;&#039; just offers you a new daily of 19th level or lower. &lt;br /&gt;
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==Elementalist==&lt;br /&gt;
===Elemental Savant===&lt;br /&gt;
This is the exclusive path for elementalists. This path adds a few extra things to your build, but it&#039;s nothing that fixes the underlying deals to the class. &#039;&#039;Elementalist Action&#039;&#039; adds +1/2xlevel damage to your next attack when you spend an AP, &#039;&#039;Savant Focus&#039;&#039; adds +1 to hit with powers granted by your elemental focus, &#039;&#039;Savant Power&#039;&#039; adds a new at-will, &#039;&#039;Confer Protection&#039;&#039; gives your elemental resistance to nearby allies, and &#039;&#039;Elemental Nature&#039;&#039; adds +2 ot saves vs ongoing damage, dazes, and stuns while also granting you an extra use of Elemental Form for the day.&lt;br /&gt;
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&#039;&#039;Elemental Form&#039;&#039; is actually a daily utility power that renders you insubstantial, independent of breathing, and able to fit in tight spaces at the cost of being able to do anything else; on top of this is a certain benefit based on your elemental focus: air elementals have partial concealment and flight speed 6, earth elementals have tremorsense and a burrow speed of 5, fire elementals have an aura that deals 10 damage to anyone inside it, and water elementals have regen 5 when bloodied as well as a swim speed of 6.&lt;br /&gt;
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==Hexblade==&lt;br /&gt;
===Legendary Hexblade===&lt;br /&gt;
This path is the more generalized Paragon Path for hexblades of any pact. Each of them establishes an incredibly different path, with &#039;&#039;Hexblade&#039;s Action&#039;&#039; adding a rider to spending an AP, &#039;&#039;Pact Aspect&#039;&#039; adding some minor benefits, and &#039;&#039;Improved Pact Boon&#039;&#039; adding another feature to the Pact Boon.&lt;br /&gt;
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Elemental hexblades grant THP and gain a turn-long +1 reach upon using an AP with &#039;&#039;Hexblade&#039;s Action&#039;&#039;, &#039;&#039;Elemental Aspect&#039;&#039; gives you +2 to endurance and resistance 10 (15 on Epic) to one type of your choosing each short rest, and &#039;&#039;Improved Elemental Pact Boon&#039;&#039; has the next attack made after using Warding Chaos be one that deals +Con extra damage of one type. Chaotic Mind Curse is a ranged attack that forces the target to attack anyone that provokes Opportunity Attacks, be they friend or foe. Elemental Invocation gives you a 50-50 chance to reduce typed damage you take by 15, but rolling a 1 or 2 makes you take 10 extra damage. Elemental Transformation gives you Resist 5 to all elements (stacking on what you have), +2 to AC and Fortitude, and a special power that&#039;s a close burst 1 dealing 10 damage of a random type with a rider depending on type.&lt;br /&gt;
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&#039;&#039;Hexblade&#039;s Action&#039;&#039; makes Fey hexblades turn invisible and teleport +Dex spaces when they use an AP, &#039;&#039;Fey Aspect&#039;&#039; adds +2 to bluff and +1 to speed, and &#039;&#039;Improved Fey Pact Boon&#039;&#039; makes you invisible when you use Soul Step. Curse of Shattered Armor is a short-ranged attack that gives Combat Advantage over the target. Fey Invocation gives you a 50-50 chance to halve any damage you take, with a 1 or 2 doubling the damage instead. Feywild Transformation gives you a teleport 3 speed, +2 to Will and Reflex, and a special power that attacks close burst 1 and renders you invisible on a hit.&lt;br /&gt;
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Gloom hexblades have &#039;&#039;Hexblade&#039;s Action&#039;&#039; turn them insubstantial when they use an AP, &#039;&#039;Gloom Aspect&#039;&#039; adds +2 to bluff and resist 10 necrotic (increase by +5 if you have prior resistance), and &#039;&#039;Improved Gloom Pact Boon&#039;&#039; gives you Combat Advantage over a target after using Convocation of Shadows. Curse of Age is a short-range attack that slows and weakens the target. Dark Invocation gives you a 50-50 chance to be totally concealed against an attack, with a 1 or 2 making you take +10 additional damage and weakening you. Shadow Transformation loads you with features (fly speed 3, darkvision, aura of darkness, insubstantial, immunity to disease or fear) as well as a special power that weakens anyone you punch with it.&lt;br /&gt;
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Infernal hexblades use &#039;&#039;Hexblade&#039;s Action&#039;&#039; to make the next attack deal a guaranteed 5+con fire damage upon using an AP, &#039;&#039;Infernal Aspect&#039;&#039; gives resist 10 fire (upped to 20 on Epic, add +5 to pre-existing resistance) and +2 to intimidate, and &#039;&#039;Improved Infernal Pact Boon&#039;&#039; makes Soul Feast push nearby enemies 1 space. Curse of the Fiery Soul is a short-range attack that makes anyone within 2 spaces of the target take fire damage. Infernal Invocation lets you either use 2 surges to heal (but bans you from any further healing that fight) or gain +10 to your next save (but make all future saves take a -2 penalty until the fight ends). Infernal Transformation makes you immune to fire and adds +4 fire damage to melee attacks while also having a special melee attack that deals 10 flat damage and shoves the target back 3 spaces.&lt;br /&gt;
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Star hexblades have &#039;&#039;Hexblade&#039;s Action&#039;&#039; daze the next enemy you attack after using an AP, &#039;&#039;Star Aspect&#039;&#039; adds +2 to arcana and resist 10 psychic (Up to 20 in Epic, add +5 to pre-existing resistances), and &#039;&#039;Improved Star Pact Boon&#039;&#039; has you slide a target within 2 spaces by 1 space after using Dire Fate. Curse of Forbidden Knowledge is a short-range attack that makes the target attack the first friend that touches them. Star Invocation makes you insubstantial and weakened until you dismiss it. Starry Transformation makes you into a sun with immunity to radiant damage, a fly speed of 8, and a special melee attack that blinds its target.&lt;br /&gt;
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===Valiant Hexblade===&lt;br /&gt;
For whatever reason, [[Dragon Magazine]] #393 produced a second path available to any Fey Pact hexblade, though the power specialize on the White Well. &#039;&#039;Valiant Hexblade&#039;s Action&#039;&#039; starts you with a double-whammy of +Cha HP and teleporting +Dex spaces when you spend an AP, while &#039;&#039;White Well Visage&#039;&#039; only grants +2 to diplomacy and initiative and &#039;&#039;Moonlit Soul Step&#039;&#039; makes Soul Step render you insubstantial for the turn.&lt;br /&gt;
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Curse of Blinding Radiance blinds the target and makes your next attack deal +5 radiant damage. White Well Invocation is an aura that gives you a 50% chance of teleporting away from harm and becoming insubstantial, but a 10% chance of being dazed from any damage. White Well Transformation gives +2 to Reflex, Will, and speed, but also gives an exclusive power that deals a fixed 10 radiant damage to anyone it punches and gains Combat Advantage over them.&lt;br /&gt;
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==Mage==&lt;br /&gt;
===Enigmatic Mage===&lt;br /&gt;
The exclusive path of mages, this path is focused on which school you chose to be a Master Mage of. In fact, the only consistent features that all classes are two powers: Enigmatic Spellcaster (allowing you to replace an unspent daily power with an equivalent-level power) and Enigmatic Spell Lore (the same, but with encounter powers).&lt;br /&gt;
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Enchanters get &#039;&#039;Enchantment Action, which uses an AP to push enemies within 2 spaces away Cha spaces. Otto&#039;s Twisting Tune lets you slide a target and make them hit another enemy with a guaranteed daze. Otto&#039;s Song of Fidelity is a non-combat utility power that makes everyone make a saving throw with a bonus if they&#039;re of higher level and a penalty if not; passing just lets them know you did it, failing makes them treat you as a friend and won&#039;t lie as well as offer a +5 to bluff checks. Otto&#039;s Inevitable Command lets you dominate (without wasting it if it misses) and only requires a standard action to sustain it, but it instantly breaks the moment it&#039;s hurt, an ally gets hurt, or anyone attacks - this limits its uses in combat, but not outside.&lt;br /&gt;
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Evokers get &#039;&#039;Evocation Action&#039;&#039; to add +Con to an evocation power&#039;s damage when you spend an AP. Kelgore&#039;s Undeniable fire is a ranged attack that...only does fixed damage. Kelgore&#039;s Well of Power lets you spend a surge to add +2d10 damage to one attack. Kelgore&#039;s Rain of Fire places a ranged burst that deals constant fire damage and can be used as a sort of summon that always deals damage.&lt;br /&gt;
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Illusionists get &#039;&#039;Illusion Action&#039;&#039; to add +Wis to AC and Reflex whenever you use an AP. Nolzur&#039;s Shade Spell lets you use any encounter power below level 7 and makes it attack will and gain the illusion keyword. Nolzur&#039;s Phantom Vigor lets one ally spend a surge for an equivalent amount of THP instead of real HP. Nolzur&#039;s Phantom Spell is similar to Shade Spell in that it lets you replicate any daily power (up to level 19) and makes it target will and gain the illusion keyword.&lt;br /&gt;
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Necromancers get &#039;&#039;Necromancy Action&#039;&#039; to grant nearby enemies a vulnerable condition to necrotic damage equal to wis and pushes enemies with necrotic resistance when you spend an AP. Nulathoe&#039;s Concussive Demise is an immediate reaction  that lays a ranged burst centered around someone dying and throws anyone nearby back. Nulathoe&#039;s Death Ward is a burst that gives your team either resist 10 necrotic, +2 to saves against slow or weaken effects, or the inability to be raised as undead. Nulathoe&#039;s Dread Army is a big burst that spends a surge to raise up to 5 skeletal lackeys whom you then have to control with the benefit of not risking another surge if they all die.&lt;br /&gt;
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Nethermancers get &#039;&#039;Nethermancy Action&#039;&#039; to use an AP and gain a zone of obscuring darkness. Evard&#039;s Wrenching Darkness gives you a ranged attack that slides and immobilizes the target while also shoving back anyone close to the target and gaining Combat Advantage over them. Evard&#039;s All-Seeing Worm deals necrotic damage to an ally, but doing so allows you to use any powers as if you were in their space. Evard&#039;s Black Gate summons a small wall that dazes anyone inside the wall and forces them to attack anyone inside; the exclusive power is a burst centered on the wall and shoves anyone within burst 5 closer until they&#039;re inside the wall while also save-ends restraining them.&lt;br /&gt;
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Pyromancers get &#039;&#039;Pyromancy Action&#039;&#039;, which uses an AP to mark a target that, when hit by an at-will or encounter power, is hit for the max damage (critting maxes out any extra crit die). Kelwyn&#039;s Devouring Fire is a large blast that can slide anyone it misses and deals extra damage if it kills anyone. Kelwyn&#039;s Fiery Form turns you into an elemental immune to fire with a bonus to fire attacks based on the number of targets (adding +4 if an ally&#039;s in there) and an aura of constant damage. Kelwyn&#039;s Final Devastation deals tremendous damage, but it also deals some damage on you as well.&lt;br /&gt;
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==Skald==&lt;br /&gt;
===Master Skald===&lt;br /&gt;
The skald&#039;s exclusive path, you select this in order to further your support from the front lines, especially with preference to your Skald&#039;s Aura. &#039;&#039;Cling to Your Words&#039;&#039; lets you use Skald&#039;s Aura&#039;s healing power the instant someone drops to 0 HP, &#039;&#039;Skald&#039;s Action&#039;&#039; has you spend an AP to let someone inside your Skald&#039;s Aura make an attack, and &#039;&#039;Expert Rejuvenation&#039;&#039; adds a flat +4 HP to any healing you provide.&lt;br /&gt;
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Inspiring Success adds +2d10 damage to an MBA/RBA, letting everyone within Skald&#039;s Aura take +5+Cha THP and roll a save - a decent deal on a simple attack. Assured Skill is an out-of-combat deal that lets one ally either add +5 to a skill check or re-roll the check.  Death March lets one ally within Skald&#039;s Aura re-roll an attack each round, which sounds more useful than it really is.&lt;br /&gt;
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==Sorcerer==&lt;br /&gt;
===Arcane Wellspring===&lt;br /&gt;
Taking this path allows for you to specialize in two different sorts of damage for your spells. &#039;&#039;Double Resistance&#039;&#039; lets you gain resistance to two different sorts of energy (selected for Dragon Sorcerers, randomized for Wild Sorcerers. Cosmics, Storms, and Elementalists, you&#039;re SOL) while ignoring any resistances to your two types that are lesser than your own. &#039;&#039;Split Spell Action&#039;&#039; meanwhile lets you target one more target with a non-area power for the cost of an AP, while &#039;&#039;Antagonistic Transposition&#039;&#039; lets you swap the places of two different enemies in a burst or blast&#039;s area in the situational instance where this matters. Twin Bolt&#039;s a basic attack that hits with both types of damage, though you can sacrifice your resistance for the battle so you can hit two targets for extra damage. Sorcerous Wings gives you a temporary fly speed which hits anyone who tries an Opportunity Attack on you. Sorcerous Metamorphosis is your big transformation, turning you insubstantial and phasing while dealing damage whenever you get attacked or when you go through someone...but it&#039;s only for a turn.&lt;br /&gt;
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===Blizzard Mage===&lt;br /&gt;
As the name suggests, these sorcerers focus on ice [[elementalism]], conjuring personalized blizzards to shatter their foes with icy gale-force winds and utter cold. This gives them a certain Controllery slant. &#039;&#039;Icy Action&#039;&#039; empowers any Action Point-fueled attack so that it automatically slows all target. The feature &#039;&#039;Walk Through Winter&#039;&#039; means a Blizzard Mage can shift 1 square when immobilized and their speed is reduced to 3 when slowed, instead of the normal 2. Finally, &#039;&#039;Chill Winds&#039;&#039; let them slide a single creature within 10 squares of them for a distance of 1 square whenever they score a critical hit with a sorcerer spell. For powers, they get Winter&#039;s Clutch to hit one target and immobilize them, whilst all allies within 20 squares can shift 2 squares. Cloak of Freezing Wind gives you an encounter-long ability ato hurt and shove back anyone attacking you. Blizzard drops a close burst 10 of cold damage that knocks its victims prone and grants allies Cold Resistance 10 for the rest of the encounter, as well as granting you a personal blizzard for the same, which chills and pushes all enemies in the area.&lt;br /&gt;
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===Celestial Scholar===&lt;br /&gt;
These master Cosmic Magic sorcerers have taken to studying the powers of the heavens with almost [[wizard]]-like diligence, honing their powers to a greater level and developing both a particularly strong affinity for one celestial object and a greater ability to manipulate which celestial object they are attuned to. &#039;&#039;Celestial Action&#039;&#039; allows you to spend an AP to add to your cold, psychic, and radiant powers (all powers Cosmic Sorcs can key to based on phase), &#039;&#039;Cosmic Concordance&#039;&#039; allows you to change to any phase when you&#039;re forced to (by using a daily or getting bloodied) instead of going to the next step, &#039;&#039;Phase Focus&#039;&#039; lets you improve one of your phases, which also adds +2 to all defenses when using &#039;&#039;Celestial Defense&#039;&#039;. Celestial Sigil is a basic attack that keys itself to a phase with special effects. Celestial Resistance lets you either improve the resistance a phase gives you or swap the resistance to that of another phase. Celestial Seal is another ranged attakc that does dual-typed damage, save-ends immobilizes, and deals another perk based on the phase.&lt;br /&gt;
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===Demonskin Adept===&lt;br /&gt;
This power suggests that you&#039;ve ripped your power from the forces of the Abyss, and for what it offers that may be right - it&#039;s really damn good. &#039;&#039;Demon Fury&#039;&#039; spends an AP to grant everyone +3 to hit (though enemies only get it on attacking you), &#039;&#039;Variable Resistance&#039;&#039; lets you swap around your resistance for a fight, and &#039;&#039;Glimpse of the Abyss&#039;&#039; blinds both you and your target if you crit, which would suck if you have no means to fix it. Demon-Soul Bolts doesn&#039;t look too impresive at first, but that&#039;s before reading that you get to do this up to three times, enabling you to stack up the damage or split your fire. Demonic Wrath requires you to be bloodied so you can add extra damage, which stacks well with a Dragonborn. Swords of the Marilith gives you an AoE of pain that can be lowered to give allies an AC bonus, which is really killer.&lt;br /&gt;
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===Dragon Guardian===&lt;br /&gt;
Arcane Power&#039;s revisit of the Dragon Sorcerer path, these Dragon Magic sorcerers seek to harness the raw vitality and physical potency of the dragons they feel a connection to, granting them far greater durability and offensive capabilities than others of their ilk. &#039;&#039;Dragon Breath Action&#039;&#039; spends an AP to make your blasts crit on a 16+ (holy shit), &#039;&#039;Guardian&#039;s Resistance&#039;&#039; grants you a second type to resist, and &#039;&#039;Indomitable Breath&#039;&#039; lets your blasts ignore resistances. Guardian&#039;s Breath is a blast that marks everyone in it and grants vulnerability while also hurting anyone who doesn&#039;t hit you. Shield of Dragon Might rocks not only because of it&#039;s bonus to all defenses, but because it can give resistance to a third type. Lasting Breath is a big blast that save-ends marks and deals ongoing damage as well as also hitting enemies not facing you.&lt;br /&gt;
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===Dragonsoul Heir===&lt;br /&gt;
The PHB path for Dragon Sorcerers, which strangely went more for being defensive and durable on a Striker class meant for range. &#039;&#039;Draconic Durability&#039;&#039; grants two extra healing surges, which is a bit strange, &#039;&#039;Draconic Resilience Action&#039;&#039; only gives THP for an AP, and &#039;&#039;Dragon Soul Resistance&#039;&#039; improves your elemental resistance. Breath of the Dragon Soul is a basic blast. Dragon&#039;s Revenge lets you strike back against anyone targeting your AC, though not against your NADs. Veil of the Dragon is a pretty fierce attack, not only doing damage, but also giving a sustained ability to hit any attackers and a unique melee power which would be cooler if not for being an Encounter power.&lt;br /&gt;
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===Essence Mage===&lt;br /&gt;
All sorcerers draw their power from an innate wellspring, but the Essence Mage seeks to truly become one with its magic, drawing forth greater power than any normal sorcerer can hope to wield. With how basic these features are, it makes it welcome for any subclass. You get &#039;&#039;Energy Essence&#039;&#039; to add extra damage whenever you deal two types of damage, &#039;&#039;Essential Action&#039;&#039; gives a big flat boost to attacks when you spend an AP, and &#039;&#039;Essential Resistance&#039;&#039; gives a minor bump to your resistances. Essence of Arcane Blood is a basic attack that does two types of damage and gives Combat Advantage towards all targets. Essence Form makes you immaterial and allows you to heal when you hit with an attack. Protective Burst is a burst that grants Resist 5 all and lets you hurt anyone next to you for the rest of the fight.&lt;br /&gt;
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===Lightning Fury===&lt;br /&gt;
The epitome of power for the Storm Magic Sorcerer, these destructive mages focus on mastering their innate affinity for lightning, enhancing their ability to bring foes to their knees with cascades of crackling electrical energy. &#039;&#039;Electric Action&#039;&#039; lets you shock enemies whenever you spend an AP, &#039;&#039;Unstoppable Lightning&#039;&#039; ignores resistance to lightning while treating those immune to to just having resistance, and &#039;&#039;Lightning Field&#039;&#039; makes anyone near you after making an attack take more shocks. Furious Bolts starts as a basic attack, but it can cause a massive chain reaction of damage if you hit everything and then gain a bonus to your next attack based on your tally. Lightning in the Blood just makes your attacks deal even more damage. Bolt of Power is your jumbo attack that deals ongoing damage and then lets you be dazed for a turn (easily undone if you got a way to make free saves) so you can deal ongoing damage to the target&#039;s closest mates. &lt;br /&gt;
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===Luckbender===&lt;br /&gt;
Another Wild Magic path, though this one works by countering the randomness with more rolls rather than working with it. &#039;&#039;Chaos Soul&#039;&#039; lets you re-roll your resistance, &#039;&#039;Luckbender&#039;s Action&#039;&#039; lets you use an AP to gain a 50% to recover your lowest-level Encounter power, and &#039;&#039;Lucky Number&#039;&#039; always lets you crit on a 19+. Fortunate Turn of Events makes a missed shot at you turn into an attack that either pushes or knocks the attacker and anyone they&#039;re near prone.  Even the Odds lets you influence the rolls of one person by adding or subtracting 1d6 from a roll. You get another random chance shows up in Just Not Their Day, giving you a 50% to deal guaranteed extra damage while also sliding and knocking the enemy prone on a hit.&lt;br /&gt;
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===Primordial Channeler===&lt;br /&gt;
These Wild Magic Sorcerers look beyond the mere randomness of [[Wild Magic]] and tease out its connection to the [[Elemental Chaos]], imbuing them with an affinity for a unique form of chaotic [[elementalism]] that may or may not be connected to the ancient [[Archomental|Primordials]]. &#039;&#039;Primordial Manifestation&#039;&#039; gives use to your randomized element and adds a perk to your attacks based on it, &#039;&#039;Primordial Action&#039;&#039; uses an AP to deal damage to nearby enemies, and &#039;&#039;Overwhelming Resistance&#039;&#039; lets you cut down resistances if you hit an enemy. Primordial Rage is a ranged attacks that adds something for whatever type you&#039;re using. Primordial Boon gives you Resist 15 to fire, cold, lightning, and thunder, which is neat. Primordial Wrath if a variable sized blast that dazes and gives you a temporary second element to benefit from.&lt;br /&gt;
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===Wild Mage===&lt;br /&gt;
The PHB path for Wild Sorcerers, with all the rolls that entails. &#039;&#039;Chaos Action&#039;&#039; spends an AP for a random perk from a d6, &#039;&#039;Wild Surge&#039;&#039; gives a d6 if you roll a 1 on an attack if you don&#039;t like Unfettered Power (pushing things back), and &#039;&#039;Critical Surge&#039;&#039; deals extra damage on a crit. Tempest Surge is a ranged burst with a variable radius that can at least omit allies. Torrent of Power is pretty cool, giving you the ability to add another damage die if you roll max with one. Prismatic Surge is essentially a souped-up Chromatic Orb that can inflict one of a bundle of save-ends effects that happen even when you miss.&lt;br /&gt;
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==Swordmage==&lt;br /&gt;
===Anarch of Shyr===&lt;br /&gt;
Exclusive to swordmages with the Aegis of Assault. This particular style hails from a sect of [[genasi]] who merged their swordplay with the power of [[Elemental Chaos]]. You get &#039;&#039;Blade Flurry Action&#039;&#039;, which lets you use an AP to do an action and make an MBA at the same time, &#039;&#039;Empowered Aegis&#039;&#039; to add +2 to your Aegis of Assault reaction, and &#039;&#039;Extended Aegis&#039;&#039; to double the range of your aegis. Lightning Clutch is a double-strike of sorts, hitting once before triggering Aegis of Assault as a free action and possibly letting two targets be marked if you hit someone you didn&#039;t mark. Stance of Chaos is a bit dicey, hitting your AC by -2 but giving 1d12 extra typed damage. Shyran Cataclysm does your big blast that deals multiple flavors of damage, just in case you needed to hit someone with something but forgot what they&#039;re weak to, though missing only makes them eat damage of just one type.&lt;br /&gt;
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===Arcane Hunter===&lt;br /&gt;
Exclusive to swordmages with the Aegis of Ensarement. Using this means you seek to master the Aegis of Ensnarement, honing your ability to set up and exploit weaknesses in enemies to the point of possible overspecialization. For this end, you get &#039;&#039;Knowing Strike&#039;&#039; to negate resistances and insubstantial when you spend an AP, &#039;&#039;Perfect Strike&#039;&#039; to add extra damage equal to the biggest vulnerability in an enemy you crit, and &#039;&#039;Exploitive Eye&#039;&#039; to reduce any resistance you face by 10. Your powers aren&#039;t much different - Exploit Weakness just adds Perfect Strike&#039;s benefit on a single attack, Elemental Stance adds a Vulnerable 5 to one type whenever you hit someone, and Flaw-Seeking Strike deals ongoing damage of a type the enemy is vulnerable to (Or just any type if they lack a weakness).&lt;br /&gt;
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===Coronal Guard===&lt;br /&gt;
Though not explicitly demanding the Aegis of Shielding, this path does have a feature that requires it on top of your other mega-defensive features. &#039;&#039;Improved Silver Shield&#039;&#039; gifts you THP whenever you use the Aegis of Shielding that scales by tier, &#039;&#039;Swordshield Action&#039;&#039; gives you +2 to your defenses when you spend an AP, and &#039;&#039;Improved Swordmage Armor&#039;&#039; adds +1 to your AC whenever you have a hand free, making one-handed Swordmages get +4 AC out of the deal. Countering Thunderclap is a new interrupt you can rely upon without using the aegis, shoving an enemy out of the way and potentially even foiling an attack when the enemy&#039;s out of reach. Dragon Scales is a rather basic +2 to AC. Avaunt Foe gives you the power to slap a foe so hard they teleport to a new location that&#039;s away from you, though this can&#039;t send them off a cliff or into a bottomless pit.&lt;br /&gt;
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===Ghost Blade===&lt;br /&gt;
The closest thing amongst the ranks of the swordmage to a [[Conjurer]], this path specializes in using your unique mix of wizardry and swordplay to literally cut through reality and swipe at things thought unreachable or untouchable. To accomplish this, you have &#039;&#039;Here nor There&#039;&#039; to give you Combat Advantage on your next attack after teleporting, &#039;&#039;Slip the Weave&#039;&#039; to become insubstantal once you spend an AP, and &#039;&#039;Stalker of the In-between&#039;&#039;, a +2 boost to teleport distances and the ability to gain Combat Advantage to enemies while insubstantial or phasing. Ghost Sword is a prety basic attack that negates insubstantial, though this power does have the benefit of being usable as part of the Aegis of Assault instead of an MBA. Phase Evasion counters an attack by gaining +2 to AC and Reflex against the attack and then getting insubstantial and phasing for the rest of the turn. Omnipresent Assault then springs off this insubstantiality by teleporting to ALL enemies and slapping them once before going to the next.&lt;br /&gt;
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This path gives some interesting options through teleportation and insubstantial, but it offers rather minimal in the way of becoming a defender - rather, all these powers make it more of a flighty striker of a rogue&#039;s like.&lt;br /&gt;
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===Malec-Keth Janissary===&lt;br /&gt;
As Janissaries are elite bodyguards, so too does this path specialize in protecting your allies and delivering just retribution. You have &#039;&#039;Chant of War&#039;&#039;, which more than doubles the range of your initial marking for the Aegis of Shielding/Assault, &#039;&#039;Devshirme Training&#039;&#039; to gain training in another class skill or training in two languages, &#039;&#039;Malec-Keth Training&#039;&#039; to ignore resistances when you spend an AP, and &#039;&#039;Primordial Blade&#039;&#039;, which lets you add +1d4 elemental damage whenever you take a long rest. Loyal Unto Death lets you swap places with an ally while giving both of you Combat Advantage over any nearby enemies and you can also smack someone. Ever-Present Escort lets you teleport to an ally whenever someone slaps their AC and boost the ally&#039;s AC by +4. Elemental Scourge is a bit multi-type burst that lets your allies teleport while inside the area.&lt;br /&gt;
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===Sage of Fate&#039;s Bonds===&lt;br /&gt;
Restricted to swordmages with Aegis of Ensnarement. Through extensive studies, you learn how to manipulate the unseen bonds connecting creatures to the world around them. &#039;&#039;Bond of Fury&#039;&#039; is an extra penalty to your aegis-marked foe, dealing damage if they don&#039;t attack you. &#039;&#039;Bond of Transport&#039;&#039; lets you spend an AP to teleport away a nearby enemy or an aegis-marked foe, while &#039;&#039;Bond of Escape&#039;&#039; lets you teleport away an enemy who hits your ally. Foe Binder lets you mark two different enemies (and only two) with the aegis while not overwriting the current target. Protective Bond lets you teleport away a single foe whenever they get hit during the fight. Deadly Ensnarement also interrupts an enemy&#039;s attack on an ally by teleporting the enemy to you so you can fight them.&lt;br /&gt;
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===Sigil Carver===&lt;br /&gt;
Exclusive to swordmages with the Aegis of Shielding. Heirs to an [[eladrin]] tradition called &#039;&#039;bereg-arnadh&#039;&#039;, these swordmages have learned to combine the art of blade calligraphy and the warding sigils mastered by those who practice the Aegis of Shielding to literally write enchanted glyphs with their blades, magical sigils which conjure, focus and enhance their protective spells to new heights of durability and potency. How this is accomplished is through hunkering down on the controlling aspects of this style. Your features are &#039;&#039;Bolstering Sigil&#039;&#039;, which adds +2 to the defenses of nearby allies, &#039;&#039;Energizing Sigil&#039;&#039;, which spends an AP to make an ally roll a save, and &#039;&#039;Punishing Sigil&#039;&#039;, a reaction that permits you to make an Opportunity Attack whenever a marked enemy hits a nearby ally. Aegis Sigil lets you mark a second enemy if you didn&#039;t attack your marked enemy. Sigil of Safety lets you teleport an ally that got hurt while also letting them get a +4 to defenses on that attack. Your big hitter is Sigil of Emnity, not because of its damage (which is crap), but the part where it permanently curses an enemy to take additional damage when an ally hits them with no means of removing it.&lt;br /&gt;
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===Sword of Assault===&lt;br /&gt;
The Aegis of Assault is sometimes regarded as a simple branch of the swordmage&#039;s art. The exclusive Sword of Assault path does nothing to dispel these preconceptions, but instead focuses magic and strength to the point of attacking things. All of your features involve adding flexibility on your attacks, from &#039;&#039;Assaulting Charge&#039;&#039; letting you spend an AP to use any at-will on a charge and &#039;&#039;Battlemage Readiness&#039;&#039; letting you exchange your Aegis of Assault attack for an at-will to &#039;&#039;Double Spell Assault&#039;&#039; letting you attack twice for a single turn. Spell Strike acts as a typical attack with typed damage. Aegis Reserve lets you mark two enemies with Aegis of Assault. Fire and Thunder slams an enemy with fire and thunder damage while also adding save-ends deafened and ongoing fire damage.&lt;br /&gt;
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===Umbiri===&lt;br /&gt;
Because of course, you need to have a darkness-themed class. The issue is that this particular path was built with a style in mind over some mechanical purpose. You have &#039;&#039;Shadow Action&#039;&#039; to conceal everyone near you for a turn, &#039;&#039;Shadow Defense&#039;&#039; to give resistance to necrotic damage (which increases when you use an Aegis power and also adds some necrotic damage on your attack), and &#039;&#039;Shadow Shroud&#039;&#039;, which gives Combat Advantage over an enemy if you&#039;re concealed...which is only possible by spending that AP. Assassin Shadow lets you set up a duplicate after the attack, which can do flanking or take Opportunity Attacks if needed. Concealing Umbra renders an ally invisible. Shadowed Psyche requires Combat Advantage to dominate the target and command it to do something that won&#039;t directly harm it. The issue with this is that this effect lasts for only one turn, which is a laughing stock for a daily attack when most others would have a save-ends effect on this sort of thing.&lt;br /&gt;
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===Wandering Swordmage===&lt;br /&gt;
This path represents the swordmage as a world traveler, blending a style for themselves out of other schools they encounter.  Its first and primary major benefit works with both the aegis of assault and the aegis of shielding, offering a substantial increase to the size of the burst, albeit one tied to a tertiary ability score, as well as a substantial array of abilities that improve mobility via teleportation and punish enemies for attacking with ripostes and parries.&lt;br /&gt;
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===Ward Guardian===&lt;br /&gt;
All swordmages rely upon their magical wards to shield themselves from harm and free themselves of the need for mundane armor, but this path gives you a new means to improve your protection and even impart this protection to allies.  This is emphasized in &#039;&#039;Spellshield&#039;&#039;, which lets you add the Swordmage Warding bonus to a single NAD whenever you get bloodied, while &#039;&#039;Guardian&#039;s Action&#039;&#039; lets you spend an AP to give all allies this benefit for a turn and &#039;&#039;Reactive Spellshield&#039;&#039; adds this to an ally subject to an Opportunity Attack. Ward Force Assault has a decent utility, permitting you to either deal +Con+Warding Bonus in bonus damage or knocking the target prone. Sheltering Ward is a sustainable AoE gives nearby allies the Swordmage Warding, which does limit how you can support your allies. Unseen Entanglement impressively adds +Int and +Con to the attack&#039;s damage while also slapping a save-ends -3 penalty to the NAD you picked for Spellshield.&lt;br /&gt;
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While the concept is rather impressive, the means of spreading this to allies is quite lacking and limited in ways to prevent any attacks from happening.&lt;br /&gt;
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==Warlock==&lt;br /&gt;
===Astral Ascendant===&lt;br /&gt;
Exclusive to Vestige Pact warlocks dependent on Con, the main claim of this path is your ability to deal radiant damage. &#039;&#039;Preparing Action&#039;&#039; uses an AP to give allies THP and a free shift, &#039;&#039;Radiant Curse&#039;&#039; makes Warlock&#039;s Curse deal radiant damage on top of being able to trigger on any ally&#039;s attack, and &#039;&#039;Celestial Resistance&#039;&#039; gives you resist necrotic equal to half your level while also giving it to allies within range.&lt;br /&gt;
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Overwhelming Radiance is a ranged attack that gives anyone Combat Advantage over the target. Angelic Aura gives you a hover speed while letting bloodied allies heal +Int HP. Vestige of the Ascendant Commander is a ranged burst that save-ends dazes enemies while also letting at least one ally in the burst use a surge (hitting lets all allies spend it) which unlocks the Vestige of the Ascendant Commander. This Vestige has a boon giving +2 AC (+4 when bloodied) and an augment for Eyes of the Vestige that lets allies attacking the target deal +5 radiant damage.&lt;br /&gt;
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===Dark Reckoner===&lt;br /&gt;
All warlocks of the Dark Pact have a certain affinity for spite and vengeance, but none are as dedicated to the magical arts of delivering punitive corrections and retribution as the Dark Reckoners. Selecting this path requires a good Cha score and a need for single-target elimination, as none of your powers are area attacks. You start with &#039;&#039;Dark Shadow Action&#039;&#039; using an AP to grant everyone within 5 spaces concealment, &#039;&#039;Shadow and Threat&#039;&#039; lets you turn invisible when you crit with a necrotic power, and &#039;&#039;Death Curse&#039;&#039; adds +1d6 necrotic damage to Warlock&#039;s Curse.&lt;br /&gt;
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Deadly Judgment is a ranged attack that deals necrotic splash damage to those near the target. Shadow Slip lets you become invisible to those you curse for a turn. Cursing Vengeance is another ranged attack inflicts ongoing necrotic damage that&#039;s halved on a miss and triggers any time the target tries to hit you.&lt;br /&gt;
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===Darkwalker===&lt;br /&gt;
The [[Forgotten Realms]] Player&#039;s Guide&#039;s exclusive path for Dark Pact warlocks, this one differentiates itself from the Dark Reckoner by a massive focus on insubstantial beings and how to combat them. This however comes at a cost on your damage focus when not cheesing off insusbstantial. You start with  &#039;&#039;Darkwalker Action&#039;&#039; granting Insubstantial for an AP and &#039;&#039;Deadly Absence&#039;&#039; adds +Int to damage while insubstantial, then &#039;&#039;Ghostken&#039;&#039; negates the damage-halving benefit insubstantial provides others.&lt;br /&gt;
&lt;br /&gt;
Ghostly Bane is a long-ranged attack that turns you insubstantial on a hit. Fading Spiral turns you insubstantial whenever you use Darkspiral Aura. Wraithform Blast is a ranged attack that deals ongoing psychic+necrotic damage on top of gaining insubstantial+phasing until you become bloodied.&lt;br /&gt;
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===Disciple of Razaundra===&lt;br /&gt;
Exclusive to Heroes of Shadow&#039;s Gloom Pact (Something not even available for PHB warlocks, but for binders and hexblades), this path has you learn the lessons of a very pissed-off shadow demon. These lessons lead to warlocks learning ow to control the rage of others. You start with &#039;&#039;Curse of Crimson Darkness&#039;&#039; adding +2 (+4 if bloodied) to any encounter/daily&#039;s bloodied value, while &#039;&#039;Maelstrom of Rage&#039;&#039; uses an AP to add +5+Cha cold+necrotic damage to one target of your next attack, while &#039;&#039;Redirected Anger&#039;&#039; lets you use an at-will as a minor action (free if bloodied) the moment you kill someone once per encounter.&lt;br /&gt;
&lt;br /&gt;
Razaundra&#039;s Lash is a short-ranged attack that can whack and weaken two foes, gaining +5 damage if you&#039;re bloodied. Cascade of Fury lets you gain Combat Advantage over everyone for a turn. Open the Floodgates is a big attack, dazing you while inflicting save-ends stunning and then save-ends dazing while forcing them to attack the nearest targets and giving you a bonus to attack and damage. &lt;br /&gt;
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===Doomsayer===&lt;br /&gt;
The core&#039;s Star Pact exclusive path, the Doomsayer is a creepy SOB with a focus on ill-fortune and evil fate. For features, it grants &#039;&#039;Doomsayer&#039;s Action&#039;&#039;, making all enemies cursed by you take damage when you spend an action point, &#039;&#039;Doomsayer&#039;s Proclamation&#039;&#039;, so enemies within 10 squares roll twice and take the lower result when making saving throws vs. fear effects, and &#039;&#039;Doomsayer&#039;s Oath&#039;&#039;, adding +2 to attack rolls with Fear spells when Bloodied.&lt;br /&gt;
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On the powers scale, it gives you Fates Entwined (psychic damage, and until your next turn ends, target takes damage when you get hurt), Accursed Shroud (once per day you can curse a target and force them to reroll successful attacks), and Long Fall Into Darkness (psychic damage and stun + knock prone on a hit, or daze on a miss).&lt;br /&gt;
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===Dragonbane Pactmaker===&lt;br /&gt;
Here be yet another anti-dragon Paragon Path, same as the others for the PHB1 classes. The only real need for this path is a Cha focus. &#039;&#039;Dragon-Slayer&#039;s Action&#039;&#039; has an AP give you a re-roll to hit a dragon or re-roll a save against a dragon&#039;s effect, &#039;&#039;Dragonbane Boon&#039;&#039; adds +1 to reflex when you kill a cursed foe (+3 if that was a dragon), and &#039;&#039;Dragonbane Curse&#039;&#039; deals 1 damage if a cursed foe misses you (+Cha damage if it&#039;s a dragon).&lt;br /&gt;
&lt;br /&gt;
Breath-Disrupting Blast is a ranged attack that deals -1 to the target&#039;s next close/area attack roll (-4 if the target&#039;s a dragon). Ride the Burning Wind is an immediate reaction that has you targeted by a close attack and then lets you move out of the way, halving any damage taken. Fearsome Gaze is another ranged attack, dealing save-ends dazing (stunning if the target&#039;s a dragon).&lt;br /&gt;
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===Entrancing Mystic===&lt;br /&gt;
Eerily charming and possessed of a sinister magnetism, the Entrancing Mystic is a warlock dedicated to total domination over the power of the minds of others, making it ideal for Fey warlocks with Cha-focus. You start with &#039;&#039;Maddening Action&#039;&#039;, which inflicts 5 ongoing damage on one enemy when you spend an AP, and &#039;&#039;Mystic Rapture&#039;&#039;, which deals penalties to saves while around you (-5 vs charms, -2 vs anything else), while you eventually net &#039;&#039;Mystery Given Form&#039;&#039;, which gives +1 to hit with charm powers and lets you use an encounter charm power if it misses everyone.&lt;br /&gt;
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Hekiah&#039;s Trance is a short-ranged attack that slows and slides the target +Cha spaces at the cost of damage. Shroud of Adeptus capitalizes on a failed attempt to hit you by dazing them. Ultimatum of the Third Order is a hardcore burst with a save-ends that forces everyone to pick between either stunned or 20 ongoing damage each turn, reduced to dazed or 10 ongoing on a miss.&lt;br /&gt;
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===Evermeet Warlock===&lt;br /&gt;
A [[Forgotten Realms]] exclusive, this path allows you to make a side pact with the fey spirits of Evermeet, allowing for some extra controlling tricks. You have &#039;&#039;Feywild Wake&#039;&#039; to turn you invisible near where you were when you teleport and &#039;&#039;Mercurial Action&#039;&#039; to gain a free move and +1 speed when you spend an AP, while you eventually gain &#039;&#039;Mastery of Passage&#039;&#039;, which lets you teleport and take an ally with you provided the distance is less than 10 spaces.&lt;br /&gt;
&lt;br /&gt;
Blinding Beacon is a long-range attack that blinds the target while making them a light source. Feylights is a sustainable aura whose size changes depending on what action is spent to sustain it (standard grows it, while minor shrinks it until it&#039;s a burst 1) and strips insubstantial and concealment from anyone inside it. Moonflower Inspiration is a long-range burst power that can target any NAD and inflicts a save-ends condition (weakened, immobilized, or dazed) while also healing any allies inside for +Int HP and lets them heal again whenever near an enemy affected by this power.&lt;br /&gt;
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===Feytouched===&lt;br /&gt;
The PHB&#039;s Fey Pact exclusive path, the Feytouched apparently represents a warlock driven delightfully mad by exposure to the fey and capable of sharing their madness with others. For features, it grants &#039;&#039;Feytouched Action&#039;&#039; to +4 to attack rolls after spending an action point, &#039;&#039;Slashing Wake&#039;&#039; so you can damage adjacent enemies when you teleport, and &#039;&#039;Patron&#039;s Favor&#039;&#039;, which replaces the Misty Step feature; roll a D6 when you drop a cursed enemy and randomly gain Misty Step, a free saving throw, a long-range teleport, +2 Speed for the next turn, or do d8s with Warlock&#039;s Curse for the next turn.&lt;br /&gt;
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Powers consist of Will of the Feywild (psychic damage, teleport the target, target makes a melee attack against a second target of your choice, target is dazed), Twilight Teleport (once per day, when a cursed creature dies, you can teleport yourself or another creature within a huge distance to the spot it occupied) and Whispers of the Fey (burst of maddening whispers; all enemies either melee attack their nearest ally or take psychic damage if that&#039;s impossible, then get dazed).&lt;br /&gt;
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===God Fragment===&lt;br /&gt;
These Vestige Pact warlocks have claimed the ultimate prize; the ability to draw upon the power of a dead god, harnessing the titanic forces of decay and despair that emanate from such corpses. You gain &#039;&#039;Lifegiving Action&#039;&#039; to get HP equal to your level when you spend an AP and &#039;&#039;Road to Reawakening&#039;&#039; for a +3 on death saves, while eventually getting &#039;&#039;Dormant Power&#039;&#039; to add +2d10 damage on a crit.&lt;br /&gt;
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Deific Decay is a basic ranged necrotic attack. Deific Doom is an aura 2 that deals -2 to saves and attacks for enemies. Vestige of Karmath is a ranged attack that can either deal save-ends dominated (with damage after saving) or dazed. The Vestige&#039;s Pact Boon deals -2 to all defenses on a cursed enemy, and when using Eyes of the Vestige, it makes the enemy deal 1d6 necrotic damage to anyone within 2 spaces of them.&lt;br /&gt;
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===Hellbringer===&lt;br /&gt;
Some Infernal Pact warlocks employ the sinister, subtle magics of their diabolic patrons, weaving webs of deceit and black magic. Then there are the Hellbringers, who embrace Hell&#039;s blunter, destructive side and wash away their foes with cascades of hellfire. This path starts you off with &#039;&#039;Flames of Empowerment&#039;&#039;, which uses an AP to empower a ranged attack and deal +2d6 fire damage to the target and anyone around them, and &#039;&#039;No Pity, No Mercy&#039;&#039;, which gives Combat Advantage over a target you crit as well as Vulnerable 5 Fire, while you eventually gain  &#039;&#039;Prince of Hell&#039;&#039; to negate fire resistance on all of your arcane powers.&lt;br /&gt;
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Pillar of Power is a ranged attack that deals splash damage to anyone next to the target. Gates of Hell summons two portals for anyone to walk through and burns enemies that enter the gates. Unleash the Inferno is a huge burst that knocks everyone prone.&lt;br /&gt;
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===Herald of Vezzuvu===&lt;br /&gt;
While available to Elemental Pact warlocks, this is also open to anyone with the Earthforger, Firecrafter, or Primordial Adept themes. Taking this path is essentially a sign of pyromania with some uses. &#039;&#039;Volcanic Action&#039;&#039; uses an AP to add +1/2 level thunder or fire damage to your next attack, &#039;&#039;Volcanic Resistance&#039;&#039; gives Resist 10 fire (Which even works on mixed-type attacks, though by half, but doesn&#039;t stack with other resistances like a tiefling&#039;s), and &#039;&#039;Volcanic Walk&#039;&#039; just...negates volcanic conditions and lets you walk on lava. &lt;br /&gt;
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Lava Bomb just deals ongoing fire damage that spreads to others. Vezzuvu&#039;s Balm negates fire damage, giving you THP equal to what you would&#039;ve taken and get a +2 to your next attack. Volcanic Wrath is a big blast that always deals ongoing fire damage, pushes those that get hit, and leaves a massive crater that&#039;s difficult terrain that burns anyone on it.&lt;br /&gt;
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As fun as a fire path might be, the Firecrafter theme has a better-dedicated path, the Elementlock still suffers from its mixed stat-dependencies and now has powers that can&#039;t use implements, and Earthforger and Primordial Adept find little to benefit from.&lt;br /&gt;
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===Hexer===&lt;br /&gt;
On the lips of a warlock, a curse can be deadly. But none are as dedicated to the mastery of curses and their debilitating touch as the Hexer. All of these abilities rely on Warlock&#039;s Curse, so you&#039;d want to go here only if you super-specialize in it. This path starts you off with &#039;&#039;Damning Curse&#039;&#039; adding a -2 to attack penalty to the effects Warlock&#039;s Curse when you use an AP and &#039;&#039;Greater Hex&#039;&#039; letting Warlock&#039;s Curse be put on any target and not just the closest, while &#039;&#039;Walking Curse&#039;&#039; slides a target your curse damages by a space.&lt;br /&gt;
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Hexblast is a close blast 5 that places Warlock&#039;s Curse on anyone inside it while also harming. Vengeful Hex respondes to a ranged or area attack targeting you by cursing the attacker. Hex of Abandonment is a ranged attack that lets you damage and curse anyone who moves next to the target.&lt;br /&gt;
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===Life-Stealer===&lt;br /&gt;
The PHB&#039;s Infernal Pact exclusive path, the Doomsayer is a [[necromancer]]-leaning path, as it&#039;s all about capturing and exploiting your enemies&#039; souls. For features, you get Infernal Action (action point-fuelled bonus attacks do ongoing 5 fire damage), Collect Life Spark (when a cursed creature dies, you steal a spark of life, and can expend it as a minor action to gain a bonus determined by the original creature&#039;s type) and Sustain Life Spark (regain hit points as per a healing surge if you end a battle with more collected Life Sparks than healing surges). For powers, you get Soul Scorch (projectile of fire + necrotic damage and you can spend a life spark of the same creature type to boost the damage), Life Spark Summons (once per day, revive a collected life spark as a zombie/ghost like controllable minion), and Soultheft (blast 1-3 creatures for necrotic damage and collect the life spark of any that you kill with this attack).&lt;br /&gt;
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===Long Night Scion===&lt;br /&gt;
Appearing in Dragon #374, the Long Night Scion is a Fey-sworn Warlock who has sworn fealty to the Prince of Frost, or another [[Archfey]] of the Winter Fey, being rewarded with an increased affinity for icy magic. Their position entitles them to attend the [[Court of Stars]], but if they do, then they&#039;d be better be up to date on their mastery of fey etiquette, or things could go poorly - though this is all flavor, rather than anything mechanical.&lt;br /&gt;
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Their 11th level Action Point Feature is &#039;&#039;&#039;Deeper Chill&#039;&#039;&#039;, which lets them spend an action point to make an attack with the Cold keyword; if this attack hits, it either ignores the target&#039;s Cold Resistance (if it has that trait) or does bonus Cold damage equal to the warlock&#039;s Intelligence modifier (if it doesn&#039;t). Their 11th level feature is &#039;&#039;&#039;Frost&#039;s Favor&#039;&#039;&#039;, which grants them Resistance Cold 10 and lets them choose one Arcane encounter power at the end of each extended rest; this chosen power gains the Cold keyword and changes its damage type to (original damage type)/cold (so a Fireball would count as Fire/Cold for purposes of damage resistances &amp;amp; vulnerabilities). Their 16th level feature is &#039;&#039;&#039;Winter Winds&#039;&#039;&#039;; when they leave a square by teleporting, enemies adjacent to that square take Cold damage equal to the warlock&#039;s Intelligence modifier and are Slowed until the end of the warlock&#039;s next turn.&lt;br /&gt;
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Its Encounter power is &#039;&#039;Wrath of the Pale Prince&#039;&#039;, a Ranged 10 standard action attack that targets Will and does 2d8 + Charisma modifier cold damage and afflicts the victim with Vulnerability Cold 5 until the end of the warlock&#039;s next turn. Its Utility power is &#039;&#039;Winter&#039;s Blood&#039;&#039;, which lets the warlock spend a standard action 1/day to regain the use of a warlock encounter power with the Cold keyword. Finally, its Daily power is &#039;&#039;Frozen heart&#039;&#039;, a Ranged 10 standard action attack that targets fortitude; on a hit, it does 3d8 + Charisma Cold damage and the target is both Dazed and Slowed (save ends both), which are replaced with being Stunned after it fails its first saving throw against this effect (save ends that). On a miss, it does half damage and the target is slowed (save ends).&lt;br /&gt;
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===Master of the Starry Night===&lt;br /&gt;
Whilst some Star Pact warlocks may be slaves to horrible entities from the [[Far Realm]], others take a more rational, naturalistic approach. These warlocks call upon the quieter powers of more mundane stars, imbuing them with cosmic magics and an affinity for the powers of fate. Whilst less destructive than their raving kin, they are also masters of their own destinies. This path gives you &#039;&#039;Star-Blessed Wanderer&#039;&#039;, which lets you keep your pact boon if you miss with an attack benefiting from it, and &#039;&#039;Starcrossed Action&#039;&#039; curses an enemy you cursed, with &#039;&#039;Fate of the Body&#039;&#039; allowing you to spend your pact boon on a bonus to speed or defenses.&lt;br /&gt;
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Stellar Debris is a fire+radiant blast that forces enemies to count everyone as concealed for a turn. Minor Gift of Foresight lets you remove Warlock&#039;s Curse on any enemies and gain your pact boon as if you had killed them. Shooting Star is a ranged attack that always lets you deal extra damage whenever you hit them afterwards.&lt;br /&gt;
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===Nightmare Weaver===&lt;br /&gt;
This path requires a Warlock trained in intimidation, as this centers on using the powers of fear and terror. &#039;&#039;Insidious Curse&#039;&#039; lets you curse another enemy right after your last one dies, though if you already cursed the target in question, you slide them 2 spaces and give them a -2 to hit for that turn, &#039;&#039;Nightmarish Action&#039;&#039; uses an AP to slide anyone cursed by you 1 space and gives them a -2 to hit as well, and &#039;&#039;Shaking Displays&#039;&#039; gives every encounter attack (including this path&#039;s) gain the Rattling Keyword.&lt;br /&gt;
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Painful Delusion dazes the target it hits and allows anyone else who hits them to deal an additional 5 psychic damage. Dread Disappearance lets you turn invisible to those you curse when you gain concealment from Shadow Walk. Nightmare Stalker is a summoned copy of the target with an aura that deals -2 to hit on said target if they aren&#039;t subject to fear, and if they miss it can counter-attack and daze them.&lt;br /&gt;
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===Praetor Legate===&lt;br /&gt;
A [[Dark Sun]] exclusive path requiring either a Warlock of the Sorcerer-King Pact or the Templar theme, both of whom work very well for leadership without being leaders. &#039;&#039;Praetor&#039;s Action&#039;&#039; gives an ally an AP whenever they hit an enemy you hit after spending your AP, &#039;&#039;Praetor&#039;s Censure&#039;&#039; gives you Combat Advantage over someone you bloody, and &#039;&#039;Chosen of Andropinis&#039;&#039; lets you slide an enemy who starts their turn next to you. &lt;br /&gt;
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Obsidian Javelin is a flexible strike that pushes the target back and lets the next ally who hurts them gain Resist 10 all. Dustwalk gives you a flying speed for a turn as well as concealment. Dictator&#039;s Judgement is a huge power, save-ends immobilizing an enemy (or just slowing on a miss) and giving the next ally who hits them an unspeakably huge HP recovery as if they got &#039;&#039;&#039;THREE&#039;&#039;&#039; healing surges. That shit&#039;s just absurd.&lt;br /&gt;
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===Sea Tyrant Oracle===&lt;br /&gt;
Those Vestige Pact warlocks who make contact with the enigmatic vestige of the Sea Tyrant are gifted - or perhaps cursed - with prophetic powers, and a vision of an apocalyptic future in which the aquatic Primordial shall wake to flood the very heavens themselves. Your first feature, &#039;&#039;Future Forseen&#039;&#039;, lets you re-roll one roll each encounter, while &#039;&#039;Visionary Action&#039;&#039; lets you gain a free action when you spend an AP on an at-will or encounter attack that misses everyone, and &#039;&#039;Future Evades&#039;&#039; lets you shift an enemy cursed by you for the first time back by 2 spaces.&lt;br /&gt;
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Doomsday Portent is a ranged attack that dazes and weakens the enemy. Prepared by Fate lets you add +20 to your Initiative, practically guaranteeing that you&#039;ll be attacking very early in the turn. Vestige of the Sea Tyrant is a blast that pushes enemies back and knocks them prone; as a Vestige, it makes your Pact Boon slide one cursed creature a number of spaces equal to your Con  Mod and your Eyes of the Vestige slide its target a number of spaces equal to your Int mod.&lt;br /&gt;
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===Storm Scourge===&lt;br /&gt;
Many and varied are the [[Archfey]] that can serve as a warlock&#039;s patron. The Storm Scourge has sworn themselves to the service of Zebechial, Lord of Lightning, a faerie king of storms who imbues them with the power to command lightning in a way no other warlock can match. Your first feature is &#039;&#039;Eldritch Storm&#039;&#039;, which makes Eldritch Blast deal lightning damage, &#039;&#039;Lightning Quick&#039;&#039; lets you spend an AP so you can shift after making an attack that turn, &#039;&#039;Zebechial&#039;s Blessing&#039;&#039; gives resist lightning equal to half your level + Cha mod, and &#039;&#039;Servant of the Lord of Lightning&#039;&#039; makes anyone who takes damage from your lightning attacks spread extra damage equal to Int mod to anyone near the initial target.&lt;br /&gt;
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Judgment of the Storm is a ranged attack that can pick up to two targets. &#039;&#039;Lightning Dance&#039;&#039; lets you electrocute anyone who touches you and then teleports you to another space near them. Wrath of the Clouds is a ranged attack that deals a save-ends curse that makes them take lightning damage every time they are hurt.&lt;br /&gt;
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===Student of Caiphon===&lt;br /&gt;
Appearing in Dragon #366, the Student of Caiphon is a Star Warlock who has dared to form a pact with Caiphon, the treacherous [[Star Spawn]] known as the Guide Star. Their eyes aglow as opalescent purple orbs, the Student of Caiphon hears their master&#039;s whispers all the time, guiding them towards some inscrutable fate and certain doom - for their enemies, and perhaps for themselves.&lt;br /&gt;
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Their 11th level feature, fittingly named &#039;&#039;&#039;Caiphon&#039;s Guidance&#039;&#039;&#039;, lets them critical hit on an 18-20 when attacking with powers with the Fear or Radiant keywords - and guess which keywords are most common in a Star Pact Warlock&#039;s arsenal? At the same level, they gain &#039;&#039;&#039;Star Bright&#039;&#039;&#039;; if they use an action point to make an attack, that attack gains the Radiant keyword and does ongoing 5 Radiant damage (save ends) if it hits. At level 16, they gain &#039;&#039;&#039;Caiphon&#039;s Intercession&#039;&#039;&#039;, an alternative option for their standard Pact Boon: when the Student of Caiphon gains the use of their Pact Boon feature, instead of taking their standard Fate of the Void benefit, they can choose to invoke Caiphon&#039;s Intercession. If they do this, then one ally within 10 squares can choose to immediately make a melee basic attack that also inflicts ongoing 5 Radiant damage (save ends) if it hits - at the cost of suffering 5 damage themselves. If the chosen ally refuses to attack, then the warlock takes 5 damage and receives their normal Fate of the Void benefit.&lt;br /&gt;
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Their Encounter power is &#039;&#039;Trust in the Guide Star&#039;&#039;, a standard action ranged 10 vs. will attack that ignores cover, concealment, total concealment and invisibility, doing 2d10 + Charisma Radiant damage on a hit. Their Utility power is &#039;&#039;Steps on the Purple Stair&#039;&#039;, a minor action Encounter power which grants them a turn of invisibility and flight, but then causes them to take 3 points of ongoing psychic damage (save ends) afterwards. Finally, their Daily power is &#039;&#039;Caiphon&#039;s Hungry Mercy&#039;&#039;; as a minor action, the Student of Caiphon burns a [[Healing Surge]], something which any allies within 10 squares can choose to do as well, to roll a d6; on a 1-5, they regain a spent Encounter power, and on a 6, they regain a spent Daily power.&lt;br /&gt;
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==Wizard==&lt;br /&gt;
===Arcane Wayfarer===&lt;br /&gt;
Heir to the lost arts of the [[Dimensionalist]], the Arcane Wayfer forgoes the normal focus of the [[Conjurer]] to become a planar explorer, specializing in the ability to freely roam the [[multiverse]]. &#039;&#039;Blink Strike&#039;&#039; lets you teleport a target when you crit, &#039;&#039;Wayfarer&#039;s Action&#039;&#039; lets you teleport whenever you spend an AP, and &#039;&#039;Wayfarer&#039;s Step&#039;&#039; gives you teleport 2 as a new walk speed, replacing any need to shift. &lt;br /&gt;
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Hammerfall Step is a big blast that harms enemies but teleports allies caught within. Wayfarer&#039;s Evasion gives you an immediate teleport as an escape button. Terrifying Journey is a small ranged burst that teleports any targets and removes them from play for a bit, which can help with management but does nothing else.&lt;br /&gt;
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===Bonded Summoner===&lt;br /&gt;
The 4th edition equivalent to the [[Conjurer]] of old, this is a wizard specialized in the arts of summoning, mastering esoterica which imbues their summoned creatures with far greater might than normal. To start with, you get &#039;&#039;Summoner&#039;s Action&#039;&#039; to expend an AP so you can issue a minor command on all summons, &#039;&#039;Summoner&#039;s Slip&#039;&#039; permits you to teleport 2 spaces whenever you use a conjuration or summoning power, and &#039;&#039;Summoner&#039;s Might&#039;&#039; eventually gives summons regeneration 10 to ensure that they don&#039;t die.&lt;br /&gt;
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Planar Gateway acts as a trap you set up and then slide away whoever gets close to it. Enduring Summons just heals a summoned creature by your surge value, which works well to save them and gives an incentive for amping up Con. Summon Bonded Protector gives you a big fella with a big reach and a nifty blast attack that can save-end dazes anyone and an Opportunity Attack that knocks a fool prone.&lt;br /&gt;
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===Battle Mage===&lt;br /&gt;
The closest that early 4e wizard had to the old [[Evoker]] specialization, a Battle Mage focuses on blowing shit up. For features, you get &#039;&#039;Arcane Riposte&#039;&#039; so you can hit a foe with an opportunity attack that deals cold, fire, force or lightning damage, and &#039;&#039;Battle Mage Action&#039;&#039; for a huge bonus to attack rolls when you burn an action point at level 11, and &#039;&#039;Battle Edge&#039;&#039; that means the first time you get bloodied, you can use an At-Will power as an immediate reaction at level 16.&lt;br /&gt;
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For powers, you get Forceful Retort (burst of damage that knocks your enemies back and to the ground), Arcane Rejuvenation (immediately heal yourself the first time you get dropped to zero HP) and Closing Spell (blast a sizable area for cold, fire, lightning or thunder damage; vanilla damage is 3D10, but it increases to &#039;&#039;8D10&#039;&#039; if this is the last daily spell you can cast).&lt;br /&gt;
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===Blood Mage===&lt;br /&gt;
By tapping into the power of their own blood, a blood mage becomes a source of pain for their enemies. Your level 11 features are &#039;&#039;Blood Action&#039;&#039;, which causes an action point-fueled attack does ongoing damage, and &#039;&#039;Bolstering Blood&#039;&#039;, which lets you self-inflict up to 2D10 damage whilst using a spell to inflict that much extra psychic damage on the spell&#039;s targets, whilst at level 16 you get &#039;&#039;Burning Blood&#039;&#039; , which lets you inflict psychic damage and ongoing fire damage on any enemies within 10 squares when you use your second wind&lt;br /&gt;
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Blood Pulse is an encounter power that splatters a burst across a distant area, causing damage and making the victims take more damage as they move. Soul Burn is a daily utility power that lets you spend a healing surge to restore a spent encounter power. Destructive Salutation is an extremely powerful ranged burst of psychic and ongoing psychic damage.&lt;br /&gt;
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===Draconic Antithesis===&lt;br /&gt;
For whatever reason, you, a wizard, decided that dragons are the biggest menace to society. Now, normally you might need some trickery to stand a chance, but taking this path gives you the precise means to take them down with some tools that are equally useful against other foes. You start with &#039;&#039;Countering Thesis&#039;&#039;, which grants resist 5 to whatever typed damage you take for a turn, and &#039;&#039;Dragon-Slayer&#039;s Action&#039;&#039; allows you to spend an AP so you can either re-roll an attack aimed at a dragon or end a condition a dragon caused, while you later get &#039;&#039;Sky-Slayer&#039;&#039; for a piddly +1 to hit against flying creatures.&lt;br /&gt;
&lt;br /&gt;
Energy Dispersal is an incredibly effective attack, since it not only slows the target, but it bars them from using any attacks tied to one energy type for the entire turn, which can piss off any attempts at using breath weapons. Earth-Binder gives you a massive aura to deny any flight, though this might also affect any allies with fly speeds. Energy Disruption is even more powerful by interrupting (and possibly negating) a close or area attack, and this still wastes the power if it isn&#039;t at-will. &lt;br /&gt;
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===Hermetic Saboteur===&lt;br /&gt;
This is a rather trickster-like class, not unlike the Arcane Trickster. However, while the Arcane Trickster is a rogue who picks up some magic, the Hermetic Saboteur is all about traps and illusions. If one wants an ideal implement to work with, you&#039;d probably want Orb of Imposition to ensure that your traps last a little longer.. &#039;&#039;Attune Target&#039;&#039; gives you a 1/encounter ability to cast a power from any point within 20 squares (with &#039;&#039;Adjust Attunement&#039;&#039; eventually giving Combat Advantage over any targets), and &#039;&#039;Saboteur&#039;s Action&#039;&#039; gives you Combat Advantage over anyone you hit with a close or area power after spending an AP. &lt;br /&gt;
&lt;br /&gt;
Psychic Detonations sets up three traps that attack anyone that gets close to them and knocks them prone. Sabotage Trap acts as a fix for any accidental triggerings (like if an ally sets off a trap), switching the original target&#039;s place with another target - your allies will especially appreciate the +4 to defenses against your traps if you saved them from one. Saboteur&#039;s Zone gives you a massive sustainable area that can strike and save-ends daze whoever tries to attack you.&lt;br /&gt;
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===Rimetongue Caller===&lt;br /&gt;
This path is only open to wizards who can speak primordial. A strange combination of a frost [[elementalist]] and a [[conjurer]], the Rimetongue Caller seeks to improve its summons by imbuing them with elemental cold, as well as enhancing itself in the same way. You start off with &#039;&#039;Blizzard&#039;s Action&#039;&#039;, which uses an AP to deal 5 (10 at epic) cold damage and slowing to anyone next to you, and &#039;&#039;Winter&#039;s Embrace&#039;&#039;, which grants summons Resist 5 cold (or ups their resistance by 5), while you eventually grab &#039;&#039;Frostbite Summoning&#039;&#039; to grant all your summons an aura of cold damage.&lt;br /&gt;
&lt;br /&gt;
Wall of Winter summons a big wall that hits anyone near it and does even more damage and save-ends slowing to anyone inside the wall. Icy Calling gives your next summons immunity to cold and extra cold damage on their attacks. Summon Rimefrost Brute gives you a big motherfucker to smack things with with the ability to literally freeze shit and knock things on their ass.&lt;br /&gt;
&lt;br /&gt;
===Shadow Shaper===&lt;br /&gt;
Open to any wizards with illusion powers, this particular path grants you the mastery over blending darkness and illusions and find way to turn shadows into very real threats. &#039;&#039;Mind and Body&#039;&#039; makes this the most obvious by making illusion powers that target Will instead target Fortitude while &#039;&#039;Nightmare Made Manifest&#039;&#039; expends an AP to maximize the damage on an illusion at-will and &#039;&#039;Spectral Dominance&#039;&#039; grants you Combat Advantage over anyone subject to your illusions.&lt;br /&gt;
&lt;br /&gt;
Night Terror makes a rather nasty trick, dealing both necrotic and psychic damage and then turning the target into your origin for any close or melee implement powers you have for the rest of the turn. Never-Ending Nightmare lets you prolong the duration of an illusion power for a turn, which has uses whether or not you use Orb of Imposition. Nightscape gives you a huge zone of difficult terrain and partial cover(for your pals) after save-ends dazing every target.&lt;br /&gt;
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===Simbarch of Algarond===&lt;br /&gt;
A [[Forgotten Realms]]-exclusive path, this path teaches you the secrets passed down from the legendary witch queen Simbul, ruler of Algarond. Though you most certainly have the right to join the ruling council, you have decided to go adventuring to perfect your magical craft, a powerful blend of destruction and self-sustenance.  &#039;&#039;Arcane Healing&#039;&#039; cuts down on your AP economy as it enables you to take an action and spend a Healing Surge on one AP, &#039;&#039;Sorcerous Vitality&#039;&#039; grants you 2 additional surges, and &#039;&#039;Determined Mage&#039;&#039; grants you +1d10 HP on any Healing Surge you take while bloodied. &lt;br /&gt;
&lt;br /&gt;
Silver Fire may seem like a basic attack, it also has the potent bonus of adding half your level to any damage you deal to that enemy afterwards. Synostodweomer is a strange and kinda wasteful sort of support, spending a Healing Surge just so an ally can then spend their own. Simbul&#039;s Tempest lands a ranged burst that can then grant you a saving throw for every enemy you hit.&lt;br /&gt;
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===Spellguard Wizard===&lt;br /&gt;
A [[Forgotten Realms]] based path that focuses on being the magic protector of a city that has suffered the infamous spellplague. &#039;&#039;Spellguard Action&#039;&#039; uses an AP to both add Dex to the damage of any close bursts you make and add +2 AC vs melee, &#039;&#039;Spellguard Training&#039;&#039; lets you turn any ranged burst power into a close blast power of the same size (which can offer some decent utility), and &#039;&#039;Spellguard Combat Toughness&#039;&#039; also adds +2 healing surges.&lt;br /&gt;
&lt;br /&gt;
Spellguard Force Lash is an immediate interrupt that slaps any asshole that approaches you on their ass. Mythal Splinter gives a sustainable AoE that denies any healing or teleportation while inside it. Mythal Spark is similar to Mythal Splinter in that it denies any healing or teleport powers while inside the area, only now it&#039;s a ranged burst with impressive size.&lt;br /&gt;
&lt;br /&gt;
===Spellstorm Mage===&lt;br /&gt;
Trying to channel the power of raw magic, a Spellstorm Mage channels their power as if it were a raging storm. You get extra damage to its attacks after using an action point through &#039;&#039;Extra Damage Action&#039;&#039;, you can make a Wisdom check once per day to recover a random encounter or daily spell with &#039;&#039;Storm Spell&#039;&#039;, and the first time you get bloodied, you trigger &#039;&#039;Storm Fury&#039;&#039; and zap all enemies with lightning damage. &lt;br /&gt;
&lt;br /&gt;
Storm Cage is a spell that blasts an area with thunder &amp;amp; lightning before forming a temporary cage that electrocutes anyone who tries to escape. Sudden Storm is a sustainable utility power that lets the wizard conjure up a violent storm to create difficult terrain, and Malestrom of Chaos is a huge burst of force damage and enemy teleportation.&lt;br /&gt;
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===Tome Adept===&lt;br /&gt;
This path is exclusive to Tome wizards. These bookworms learn how to dig deeper and more effectively into books and are especially useful to wizards who spend a lot on rituals. &#039;&#039;Paper Secrets&#039;&#039; in particular stacks well by adding an additional new daily and utility power every time you level up thereafter (especially giving Binding wizards more options for summons), &#039;&#039;Secret Formularies&#039;&#039; halves the cost of copying rituals into your spellbook and gives +2 to ritual tests, &#039;&#039;Tome of Confusion&#039;&#039; uses an AP to daze anyone you hit, and &#039;&#039;Maze of Words&#039;&#039; then similarly dazes on crits. &lt;br /&gt;
&lt;br /&gt;
Knowledge Blast is a rather stacked attack, not only harming but also pushing, dazing, and penalizing the next attack, plus you get to shoot words from a book. Ritual Master gives a +10 to rituals, which can guarantee the better results on them. Librus Phantasma is a reliable attack that can literally trap an enemy in your book, removing a particular nuisance for a bit while the rest get managed.&lt;br /&gt;
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===Unseen Mage===&lt;br /&gt;
The 4th edition equivalent to the [[Illusionist]] of old, this is a wizard specialized in the arts of invisibility, capable of launching deadly ambushes and then vanishing before its foes can retaliate. Your first secrets come in &#039;&#039;Enhanced Invisibility&#039;&#039;, which gives you a chance to stay invisible for one turn after it&#039;s supposed to expire, and &#039;&#039;Unseen Action&#039;&#039;, which uses an AP to turn you invisible for a turn, while you eventually get &#039;&#039;Unseen Advantage&#039;&#039; to deal extra damage whenever you hit someone who can&#039;t see you.&lt;br /&gt;
&lt;br /&gt;
Vanishing Act is a basic hit then disappear move. Gillaume&#039;s Veil gives a sustainable AoE around you that turns yourself and allies invisible until they attack. Vanishing Legion gives a small ranged burst that makes anyone it catches unable to see you or any of your allies until they make a save.&lt;br /&gt;
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===Wizard of the Spiral Tower===&lt;br /&gt;
An attempt to do a [[gish]] class in PHB1, this would later be surpassed by the [[Swordmage]] class. For features, you get to use a Longsword as an implement of your choice with &#039;&#039;Corellon&#039;s Implement&#039;&#039; (which could later be invalidated by the Eladrin Sword Wizardry feat from Arcane Power), &#039;&#039;Spiral Tower Action&#039;&#039; lets you burn an action point to regain a spent encounter power, and &#039;&#039;Radiant Censure&#039;&#039; makes enemies take radiant damage if they try and attack your Will.&lt;br /&gt;
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For spells, you get the One Sword (strike with your sword for double damage, and on a successful secondary attack you daze them and don&#039;t expend the spell), Shape the Dream (nullify an attack vs. Will once per day) and Corellon&#039;s Blade (strike all close-by enemies for triple sword damage and teleport them out of your way for a turn).&lt;br /&gt;
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===War Wizard of Cormyr===&lt;br /&gt;
A [[Forgotten Realms]] exclusive path that&#039;s available to any wizards allied with the nation of Cormyr. This path is similar to the Academy Master path in that it bolsters your utility, but it doesn&#039;t amp your at-wills to silly levels. &#039;&#039;Arcane Fundamentals&#039;&#039; only lets you treat one at-will or encounter power that targets a single enemy as a basic attack, &#039;&#039;War Wizard&#039;s Training&#039;&#039; spends an AP to make all ranged and area attacks not trigger Opportunity Attacks, and &#039;&#039;War Wizard&#039;s Determination&#039;&#039; adds +5 damage whenever you crit.&lt;br /&gt;
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Lightning Ripple gives a big blast that adds +2 to your next Int-based attack roll if you hit. One-Way Barrier erects a sustainable wall that protects you from ranged attacks while also letting you to hurt anyone beyond it. Storm of Victory is a ranged burst that grants your party Combat Advantage over anyone inside.&lt;br /&gt;
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===Weaver of Chance===&lt;br /&gt;
Whilst sorcerers are the most naturally adept at wielding [[Wild Magic]], some wizards also see things to admire in the chaotic flux of magic in its rawest form. The Weavers of Chance are those who embrace magic, worshipping a philosophy of chaos and chance which their powers seem perfectly suited to embody...if only the benefits gave you more. &#039;&#039;Channel Entropy&#039;&#039; gives you a pool that&#039;s filled by you rolling nat 20s and drained by nat 1s and can be used to add to d20 rolls, &#039;&#039;Entropic Action&#039;&#039; gives you a chance to either gain or lose entropy points while also teleporting an enemy, and &#039;&#039;Play the Odds&#039;&#039; gives you a +d6 to your attack roll that either adds to the entropy pool upon a hit (while dealing extra damage) or drains the pool on a miss (and hits you).&lt;br /&gt;
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Entropic Reshuffling is a blast that either slides or pushes your foes. Agency of Chance can give you a chance to either add or subtract from the entropy pool based on your next d20 roll. Random Spell is quite obvious: it grants you one random wizard daily that you then have to use or waste it, though 2 entropy points could allow you to pick the spell you want.&lt;br /&gt;
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==Miscellaneous==&lt;br /&gt;
===Academy Master===&lt;br /&gt;
This is your basic Universal path for any arcane class that&#039;s built to amp up your at-wills to silly heights. &#039;&#039;Arcane Underpinning&#039;&#039; adds +2 to Arcana and whenever you hit with an arcane at-will, you gain +1 to your next attack, &#039;&#039;Educated Action&#039;&#039; lets you spend an AP on a re-roll for an attack, and &#039;&#039;Fundamental Mastery&#039;&#039; adds extra flat damage to all at-wills. &lt;br /&gt;
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Learned Boost adds another 2 dice to any at-will&#039;s damage. Refined Recall lets you save any wasted encounter power. Master&#039;s Surge gives you one free swing with an encounter power, adding +2 die to the damage and converting any effects to save-ends, which can prove to be devastating with the right powers.&lt;br /&gt;
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===Battleweaver===&lt;br /&gt;
This path is available to any Arcane class with at least two Illusion Encounter or At-Will powers and makes you even more potent an illusionist.  &#039;&#039;Hindering Illusion&#039;&#039; slows anyone hit by an Illusion At-Will, &#039;&#039;Weaver&#039;s Action&#039;&#039; uses an AP to gain Combat Advantage over targets of an Illusion power and the ability to shift for every hit, and &#039;&#039;Pierce Illusion&#039;&#039; pins a -2 on any enemy rolling their first saves against your illusions. &lt;br /&gt;
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Battleweave gives you a ranged bust that slows and grants Combat Advantage over the targets. Illusory Shelter gives a ranged burst AoE that partially conceals allies and lets you put difficult terrain that allies ignore and a big wall. Reshape Battlefield is a bigger ranged burst that offers a bevy of options to throw around in there and doesn&#039;t require you to sustain it.&lt;br /&gt;
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===Demonologist===&lt;br /&gt;
The obligatory Arcane PP from the [[Book of Vile Darkness]], the Demonologist is what happens when any member of an Arcane class gets a little too interested in demonic research. Which is to say, they end up corrupted by the infernal powers they court; taking this path means you&#039;ve chosen to ignore the warning signs about evil shit going down. Your prime instrument in this path is the &#039;&#039;Demonic Companion&#039;&#039;, which summons a Quasit that&#039;s controlled like the Fey Beast Tamer&#039;s companion or the Ranger/Protector&#039;s pet and is only loyal to you whilst you still control it, &#039;&#039;Demonic Action&#039;&#039; deals 5 damage of either acid, cold, fire while gaining resistance 10 to that type, and &#039;&#039;Demonic Summons&#039;&#039; gives your Quasit and any summons a +2 to attack and resistance 5 to either acid, fire, lightning, or thunder.&lt;br /&gt;
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Demonic Possession lets you control an enemy near your Quasit and have them slide over and slap someone, giving Combat Advantage and a +4 bonus to hurting it if you hit with both attacks and dazing if the second attack misses. Unnerving Gaze is an immediate interrupt that penalizes whoever hit you and gives you Combat Advantage. Demonic Hordes summons a blast that knocks enemies prone and will keep on knocking fuckers down as you spend standard actions.&lt;br /&gt;
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===Familiar Keeper===&lt;br /&gt;
This arcane path is one that builds upon your familiar, which you spent at least one feat on. In fact, since this path demands your familiar be active to be useful, you&#039;d best feed feats on making it last. At least you got &#039;&#039;Familiar Action&#039;&#039; to allow you to resurrect your familiar if it dies for an AP, you have &#039;&#039;Familiar Forms&#039;&#039; to let you shapeshift your familiar for different benefits, and &#039;&#039;Familiar Movement&#039;&#039; makes sure its movement doesn&#039;t provoke Opportunity Attacks. &lt;br /&gt;
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Familiar Surge is a burst or blast coming from the familiar and grants Combat Advantage on the targets to all allies. Transpose Familiar lets you swap places with your active familiar and then have it move on. Familiar&#039;s Command lets your pet attack and then save-ends dominate the target, but this comes with the price of forcing the familiar to go passive until the condition breaks. &lt;br /&gt;
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===Master Defiler===&lt;br /&gt;
A [[Dark Sun]] path that demands the Arcane Defiling power (sucking life from allies so you can re-roll an arcane daily power&#039;s hit roll) and demands that you use it with reckless abandon. You can use Arcane Defiling on any power with &#039;&#039;Defiling Action&#039;&#039; and an AP, &#039;&#039;Offensive Defiling&#039;&#039; lets you harm a non-minion enemy with Arcane Defiling, and &#039;&#039;Defilier&#039;s Addiction&#039;&#039; lets you use Arcane Defiling on one Encounter power per fight. &lt;br /&gt;
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Defiling Alacrity adds necrotic damage to an at-will while also giving the chance to re-roll your attack next turn. Defiling Recovery is an Encounter-based save button if an encounter power hits nobody. Enemies to Ashes also rides off an at-will, dealing ongoing necrotic damage and allows you to leech off them for Arcane Defiling - with the bonus of not being wasted if you miss!&lt;br /&gt;
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===Master of Flame===&lt;br /&gt;
This pyromanic path is pretty much the same as the psion&#039;s. That is, you become obsessed with burning things to the ground. You start with &#039;&#039;Combustive Action&#039;&#039;, which deals fire damage in a radius when you spend an AP, and &#039;&#039;Critical Conflagration&#039;&#039;, which deals ongoing fire damage when you crit with a fire attack, while &#039;&#039;Swath of Destruction&#039;&#039; increases the sizes of fire burst/blast attacks.&lt;br /&gt;
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Fanning the Flames isn&#039;t a direct attack - it just lets you intensify ongoing fire damage with a bit of a spike and then share that damage with some neighboring enemies. Burning Transformation turns into a fire being with a ton of new benefits, including being insubstantial and a bonus to fire damage. Furious Immolation is a ranged burst that sets up a sustainable burning zone that flares up every turn for additional fire.&lt;br /&gt;
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===Master Preserver===&lt;br /&gt;
The opposite of the Master Defiler, this [[Dark Sun]] path has you learn better ways to give life to the landscape and avoid the various stigmas wizards are known for. &#039;&#039;Blessing of the Land&#039;&#039; removes Arcane Defiling as a power, but gives a +2 to nature, endurance, and perception checks, &#039;&#039;Master Preserver&#039;s Action&#039;&#039; replaces the benefits of defiling by letting you spend an AP to re-roll a hit or damage roll from an attack, and &#039;&#039;Surging Vitality&#039;&#039; means that whenever you spend a healing surge, an ally gains some HP and you gain +1 to hit.&lt;br /&gt;
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Vital Spell gives an at-will extra damage and lets you or an ally spend a surge. Life Shield is an immediate Interrupt that drops the damage an ally takes from one attack. Light of the Lost Sun gives you a burst that gives a save-ends -2 to attack and inability to recharge powers while also giving an aura that lets allies either deal extra damage or gain HP when they hit.&lt;br /&gt;
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===Ravenkin===&lt;br /&gt;
This is another familiar-focused path, open only to arcane classes worshiping the [[Raven Queen]], but it does not offer a choice for familiars or any utility beyond it. Since its powers key off Wis or Cha, using it for is best suited by Warlocks with Cha-primary, or perhaps any of the classes with Wis as a secondary stat. You are now stuck with a &#039;&#039;Shadow Raven Familiar&#039;&#039;, &#039;&#039;Murderous Action&#039;&#039; to use an AP and make the next attack originate from the familiar, &#039;&#039;Sight of the Raven&#039;&#039; lets you get darkvision when your familiar is passive, and &#039;&#039;Bonded Raven&#039;&#039; gives telepathy with it as well as +2 to all the raven&#039;s defenses.&lt;br /&gt;
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Winter&#039;s Raven is a counter against a ranged attack that summons the familiar next to them in active mode and deals -2 to the target&#039;s next attack. Raven Harrier gives you Combat Advantage over one enemy near your familiar. An Unkindness of Ravens gives a ranged burst centered on the familiar and deals save-ends immobilized, followed by save-ends slowed (which missing deals as well).&lt;br /&gt;
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===Shadowthief===&lt;br /&gt;
While this doesn&#039;t peg you as a shadow class (and honestly, why would you with the shit classes available), this is a way to give you the edgy darkstuffs thanks to &#039;&#039;Heroes of Shadow&#039;&#039;. You start with &#039;&#039;Shadow Feast&#039;&#039; letting you gain a stacking resource whenever you kill a guy that you can spend for a +1-+4 bonus on attack, damage, or saves, while &#039;&#039;Harvest of Shadows&#039;&#039; lets you spend an AP and net 2 shadow resources on a kill, &#039;&#039;Shadowcursed&#039;&#039; gives +2 to all defenses against shadow and undead creatures/powers, and &#039;&#039;Decisive Shadow&#039;&#039; grants a shadow whenever you bloody or crit someone.&lt;br /&gt;
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Shadow Lance is a ranged attack and reliable shadow gainer (+1 for using it, +1 on hitting). Shadow Walk has you spend shadows in order to teleport. Shadowcurse Cataclysm is a ranged burst that hurts multiple folks based on how many shadows you burn and save-ends immobilizes them.&lt;br /&gt;
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=Divine Paragon Paths=&lt;br /&gt;
==Avenger==&lt;br /&gt;
===Agent of the Unbroken Circle===&lt;br /&gt;
Taking this path pretty much makes you an unofficial [[Inquisitor (Pathfinder)]] with enough features to practically mandate Censure of Unity. &#039;&#039;Incorruptible&#039;&#039; nets you training in insight and streetwise, &#039;&#039;Unity Unbroken&#039;&#039; has you spend an AP to grant allies a +5 to damage when they flank your Oath-foe (thereby negating Retribution Avengers), and &#039;&#039;Exorcise Corruption&#039;&#039; lets everyone roll a save with +Wis every time you crit your Oath-foe. Your first attack is the rather specific Carve Out Corruption, which penalizes any attacks your target has that attacks Will pretty heavily. Sanctity of the Ring is a stance that gives everyone near your Oath-foe a +2 to saves, upping to +4 if you and two buds gang up. Judgment of the True King has you and your friends shift up as much as possible so you can maximize the damage, which scales up if you have 2+ friends near the target.&lt;br /&gt;
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===Ardent Champion===&lt;br /&gt;
A dedicated Pursuit Avenger path, all this focuses on is in getting you more ways to hurt your foes. &#039;&#039;Ardent Action&#039;&#039; has your AP give you two options: either a save or a free shift Dex spaces before or after your next attack. &#039;&#039;Holy Ardor&#039;&#039; makes rolling your two die because of Oath of Emnity score a crit only if both die roll the same number (except 1). &#039;&#039;Ardent Fury&#039;&#039; stacks onto this by letting you shift and MBA any time you crit. Fanatical Flurry is a basic burst that hits your Oath-foe and anyone around you at a -2 AC penalty in case you want them stuck there. Battle Rapture is...baffling; it demands that you are the only one who hurts your Oath-foe or else you take damage, but hitting personally nets you extra damage. Irresistible Ardor smashes and then gives you both a second use of an Encounter power and +2 to defenses vs your Oath-foe until you attack anyone else.&lt;br /&gt;
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===Dervish of Dawn===&lt;br /&gt;
This particular path is a bit strange to work with, but it essentially gives you some means to shake off whatever you have and keep fighting. &#039;&#039;Celerity of Dawn&#039;&#039; lets you spend an AP and roll a saving throw with with +Wis. &#039;&#039;Radiant Blessing&#039;&#039; lets you add +2 to all defenses whenever you use a radiant encounter or daily attack. &#039;&#039;Dervish Ecstasy&#039;&#039; then lets you use Channel Divinity twice an encounter whenever you get bloodied. Whirling Assault is a basic move and hit that also lets you and an ally either break free from a grab or roll a save vs a stun/immobilize/daze/slow effect. Wild Hope is another sacrificial power, giving +Wis health for hitting and -3 HP for missing.  Dance of Sunrise is another move-and-hit, though this time you now add +1d8 radiant damage on every at-will for the rest of the encounter.&lt;br /&gt;
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===Dread Imperator===&lt;br /&gt;
This Unity Avenger-centric path gives you means to manipulate enemies and allies in a way that might give a dip in leader. &#039;&#039;Deceptive Control&#039;&#039; gives your allies Combat Advantage whenever your Oath-foe misses you, &#039;&#039;Imperious Action&#039;&#039; lets you spend an AP and slide an ally or enemy around, and &#039;&#039;Templar Reaction&#039;&#039; gives you an Opportunity Attack with +Int damage whenever an ally crits your Oath-foe. Soul Stab is your key move, letting you hit an enemy, slide them around, and then have them attack a foe of your choosing. Crown of Souls is a stance that gives an ally a minor +1 to hit and defenses whenever you would hit with all of your dice from Oath of Emnity. Imperator&#039;s Judgment dominates allies while recharging your use of Soul Stab.&lt;br /&gt;
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===Favored Soul===&lt;br /&gt;
Contrary to prior beliefs, this has nothing to do with Sorcerers. This path just gives you a flight speed and some neat attacks. &#039;&#039;Favored Action&#039;&#039; lets you spend an AP and let you or an ally spend a surge for free, &#039;&#039;Heaven&#039;s Shield&#039;&#039; gives a rather circumstantial +1 to defenses if you have max HP, and &#039;&#039;Heaven&#039;s Boon&#039;&#039; gives you a legit fly speed, though it bans the use of any medium+ armors. Radiant Rush is a charge-friendly attack that hits your Oath-foe, shoves them, and dazes them (though you gain concealment if you miss), which is quite a bit to throw. Wings of Angels gives you a hovering fly speed (Though it&#039;s only at 4 until level 16) as well as regen if you aren&#039;t bloodied. Celestial Skirmish makes for a rather cool image, darting about from foe to foe, belting them with your weapons: You gain +6 to AC from any Opportunity attacks you will inevitably provoke as part of your mandated move and you can attack three foes, though only the second will be dazed and the third will be stunned, both with save ends.&lt;br /&gt;
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===Hammer of Judgment===&lt;br /&gt;
Selecting this path will guarantee you some tools to become a part-time controller with how you can shove things around, especially if you have an actual hammer. &#039;&#039;Avalanche Action&#039;&#039; shows as much when you spend an AP to attack and then push the target back Int squares. &#039;&#039;Bone Crusher&#039;&#039; has you penalize an enemy&#039;s AC by -2 every time you hit with a Daily. &#039;&#039;Bloodthirsty Hammer&#039;&#039; then improves your forced movement by adding +2 to any power&#039;s forced movement if you hit a bloodied foe. Thunder Hammer gives you an option to either prone an enemy or shove them back (ranging from 2 to 3+Int if you pick up a hammer). Resolve of Steel just gives you a turn&#039;s worth of Resist 10 all. Hammer of the Final Pronouncement smashes your target and then shoves them back with a case of immobilizing (Save-ends if it hits, one turn otherwise).&lt;br /&gt;
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===Oathsworn===&lt;br /&gt;
Considering how central the Oath of Emnity is to an Avenger, it would only make sense that there&#039;s a path that has you focus on this over other features. Every feature here either has you emulate features of the Oath in circumstances where they wouldn&#039;t show or give you ways to make the Oath slam harder on an enemy. &#039;&#039;Blood Oath&#039;&#039; bolsters your defenses by +1 against your Oath-foe. &#039;&#039;Sworn Action&#039;&#039; lets you spend an AP to gain your double-die feature vs all targets of a particular attack, making bursts and blasts more reliable. &#039;&#039;Enduring Oath&#039;&#039; lets you spend a surge when you kill your Oath-Foe, giving you a chance to wipe up any other big foes. Oath of Weakness sticks your Oath-foe with weakened, protecting your team a little. Sworn Crusade lets all allies copy your double-die feature vs your Oath-foe, which would make for some killer bursts of damage. Oath Bond also screws your Oath-foe by throwing a save-ends Vulnerable 5 to you on them, guaranteeing that they&#039;ll drop quickly.&lt;br /&gt;
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===Relentless Slayer===&lt;br /&gt;
Relentless Slayer is similar to Oathsworn in that both give new ways to put the Oath of Emnity in use under unusual circumstances, but this path focuses on giving you more new ways to hurt an enemy over utility. &#039;&#039;Lethal Action&#039;&#039; in particular has you spend an AP so you can crit on an 18+ on your next attack against your Oath-foe. &#039;&#039;Slayer&#039;s Oath&#039;&#039; is a bit of a twofer: You can declare your Oath on one normal foe and one special foe (as decided by your GM), and when you attack your Oath-foe, you can give up your re-roll to add +2d6 damage. &#039;&#039;Relentless Determination&#039;&#039; gives all attack powers a +5 to damage when you&#039;re under a condition caused by an enemy, which is a bit neat. Your first power is Slayer&#039;s Gambit, which lets you move to your Oath-foe and then slam them, adding damage for any Opportunity Attack you provoked along the way. Relentless Fervor is a bit unusual for a stance in that it lets you roll your double die one at a time and if the first hits, the second can hit another nearby enemy. Slayer&#039;s Ascendancy is another stance with a more kickass effect: not only can you attack your Oath-foe normally, but you also gain the power to spend a minor to smack them with an MBA each turn.&lt;br /&gt;
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===Serene Initiate===&lt;br /&gt;
To a class that already rolls twice to hit a target, needing a bit of a security net would normally sound a bit silly. This path is the attempt to contest that claim. &#039;&#039;Calm Eye&#039;&#039; is the one feature that doesn&#039;t involve missing, but it instead adds +2d10 damage if you use an AP to attack with an at-will. &#039;&#039;Serene Edge&#039;&#039; deals damage equal to Dex if you miss your Oath-foe with an Encounter power, and &#039;&#039;Certain Cut&#039;&#039; does the same if you miss with an At-Will. Quite frankly, the only reason you&#039;d want this is if you pick fights with foes far tougher than you or you decided to focus your build on Power Attack. Defining Cut lets you whack up to two foes, treating both as Oath-foes if one of them is and making both take damage if they use a non-basic attack next turn. Deadly Calm lets you add 1/2-level to damage if you hit your Oath-foe with both die. Heaven&#039;s Edge acts as a bit of a desperation move since it gains Reliable if you used up all your Encounter powers, but in any case you gain the power to roll three die on your Oath-foe for the rest of the encounter...if you hit.&lt;br /&gt;
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===Unveiled Visage===&lt;br /&gt;
This path is rather similar to Favored Soul in that both involved inheriting some measure of divine power. The unfortunate bit is that this path doesn&#039;t measure to having a constant fly speed and has a less clear idea on what it wants besides a dedication to Implements. &#039;&#039;Soaring Charge&#039;&#039; only lets you fly on a charge and boosts all defenses by +2 when you provoke an Opportunity Attack. &#039;&#039;Unveiled Action&#039;&#039; lets you spend an AP and regain your Channel Divinity usage. &#039;&#039;Bloodied Might&#039;&#039; has you recover Radiant Visage whenever you get bloodied. What Radiant Visage is amounts to a rather big blast. Divine Vigilance is just a full-speed shift that denies Combat Advantage. Divine Aspect is your only means of true flight and it requires a burst and stacks on a +2 to defenses for a fight.&lt;br /&gt;
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===Watcher of Vengeance===&lt;br /&gt;
This path...is a rather confused one, with some focus on being a counter-attacker. The first part of it is that it demands an Avenger trained in Insight or Perception. After that come the features, none of which really mesh together: &#039;&#039;Vengeful Action&#039;&#039; lets you spend an AP as an immediate reaction to an ally getting hit so you can make a basic attack towards the enemy who hurt them and add +2d6 damage to that hit. &#039;&#039;Watcher&#039;s Insight&#039;&#039; adds +2 to insight, perception, and stealth as well as saves vs charm, fear, and illusion effects. &#039;&#039;Witnessed Weakness&#039;&#039; is your assassin-foil, giving you Combat Advantage if an enemy fails to hit you while you&#039;re concealed. Hidden Danger, which lets you attack an enemy while remaining hidden, sounds decent, but is the one power that does so. Clarity of Purpose lets you use a minor or move if you get hit and if that target ever hits someone else, you get +2 to hit them. Just Punishment acts as your guaranteed 1/day counterattack that lets you smack back an enemy with extra damage and a teleport.&lt;br /&gt;
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===Watchful Shepherd===&lt;br /&gt;
Avengers going this path work as part-leaders on top of their roles as strikers. While this offers some deals of healing, it&#039;s far from the amount of healing a Cleric or Paladin can offer. &#039;&#039;Shepherd&#039;s Guard&#039;&#039; lets everyone next to you heal HP up to Int, which makes for a pick-me-up. &#039;&#039;Stronger and Stronger&#039;&#039; also heals you 1d6+1/5 level HP whenever you spend an AP. &#039;&#039;Humble Determination&#039;&#039; demands that you be bloodied and if you get hit again by your Oath-foe, you gain a small bonus to damage. Shepherd&#039;s Aegis acts as a decent defense ability by not only harming them outright, but also threatening them with more damage if they ever try to attack you or an ally close to you. Hidden Strength gives you a decent boost of +1 to all attack and defenses, doubled if you hit a Milestone during the day. Quell the Hateful makes for a neat assist, not only inflicting a -4 to all the target&#039;s attacks until they make a save, but also allowing you and any allies to take a surge as well.&lt;br /&gt;
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===Weapon of Fortune===&lt;br /&gt;
This path does it&#039;s own share of luck manipulation like Serene Initiate, but it should be noted that this path never tries to do any sort of assurance policy but instead enforce a very risky style to maximize returns. &#039;&#039;Fortune Favors the Fortunate&#039;&#039;, for example, gives you a 1/6 chance to score a second use of an AP for the fight after using it once. &#039;&#039;I&#039;ll Take That Bet&#039;&#039; is a reaction to your Oath-foe critting you: roll a 1 and you eat +2d6 additional damage, roll a 5 or 6 and the crit&#039;s negated. &#039;&#039;Luck is on My Side&#039;&#039; lets you end two conditions if your nat 20 a save. Luck, Not Skill is reminiscent of a Power Attack, what with the -4 to attack for a +2[W] payoff. Signs of Favor is another stance that hurts you if you miss, but it heals you +Wis HP with every hit so you can potentially even out. Gambler&#039;s Flourish is another risky attack: while it normally can daze the target (becoming save-ends on a hit), if you take a -5 to hit, you not only daze the target but you also stack a -2 to all saves. If you miss that big gamble, you get Combat Advantage for the turn.&lt;br /&gt;
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===Zealous Assassin===&lt;br /&gt;
Selecting this path requires an avenger trained in stealth. This path is pretty much made to be some sort of holy ninja, so Retribution would be a fitting censure. &#039;&#039;Divine Shroud Action&#039;&#039; gives you both concealment and a free teleport whenever you spend an AP, &#039;&#039;Finishing Technique&#039;&#039; gives a piddly +1d6 extra damage when you hit an enemy that&#039;s bloodied and granting Combat Advantage, and &#039;&#039;Zealot&#039;s Veil&#039;&#039; gives you a chance to roll stealth when you charge to gain free Combat Advantage.  Strike from Empty Air is a teleport and strike, gaining an extra +1[W] if you had Combat Advantage on the target. Avenging Shadow renders you invisible to one enemy, becoming save-ends if that enemy was your Oath-foe. Blade of the Zealot has you inflicting ongoing damage and gaining combat advantage over an enemy, both tied to one save, even if you miss.&lt;br /&gt;
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==Cavalier==&lt;br /&gt;
===Daring Cavalier===&lt;br /&gt;
The exclusive Cavalier path is one that shares almost no features between the two virtues, but amplifies their focuses - Sacrifices get more support in exchange for martyrdom, Valors become more like leaders. The one thing they share is &#039;&#039;Enduring Champion&#039;&#039; so you can add Cha to your Surge value.&lt;br /&gt;
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Sacrifice Cavaliers use &#039;&#039;Sacrificial Action&#039;&#039; to spend their AP and one surge to heal allies. Beacon of Sacrifice lets you burst with an option to inflict self-harm to grant allies resist 10 all. Banner of Sacrifice gives you an aura 2 that heals allies inside it whenever you get hit, but the payoff can be dismal without everyone grouped up by you. Burden of Sacrifice has you hit and spend a surge to heal an ally, but doing so at least lets you get resist 10 all for the fight.&lt;br /&gt;
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Valor Cavaliers get &#039;&#039;Valorous Action&#039;&#039;, which gives +2 to attack when you spend an HP and doubles when an ally is bloodied. Beacon of Valor is a burst that immobilizes enemies and gives allies +2 to attack. Banner of Valor gives an aura 2 that lets you give allies +2 to attack and defenses whenever you hit. Burden of Valor gives you something of an uber-mark, gaining +2 to hit the target and making the target eat -5 to hit if they don&#039;t target you - and this only goes away when you don&#039;t attack them for a turn.&lt;br /&gt;
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==Cleric==&lt;br /&gt;
===Angelic Avenger===&lt;br /&gt;
You get to take on the aspect of angels, making you a much more deadly fighter. &#039;&#039;Angelic Action&#039;&#039; gives you a damage bonus when you spend an action point. &#039;&#039;Astral Vibrance&#039;&#039; lets you select Lightning, Radiant, or Thunder at level 11 and deal that kind of damage to any bloodied enemy who gets too close; &#039;&#039;Weapon Training&#039;&#039; gives you free proficiency with a Heavy Blade type weapon, and &#039;&#039;Blood &amp;amp; Radiance&#039;&#039; means that any enemy that bloodies you is made easier to hit until the next turn. For powers, you get Astral Wave (a blast of damage based on your Astral Vibrance), Angelic Presence (scare the shit out of enemies for the rest of the encounter or until you get bloodied) and Angel Ascendant (smack someone for quintuple your normal weapon damage and gain the ability to fly for the rest of the fight).&lt;br /&gt;
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===Anointed Champion===&lt;br /&gt;
This particular path is interesting in that it grants you a particularly pimping set of specialized gear on top of your ranged support powers. &#039;&#039;Anointed Action&#039;&#039; is the only non-gear feature, using an AP to add Cha to your next attack and damage roll. &#039;&#039;Anointed Regalia&#039;&#039; is your main gig: One special piece of gear (with &#039;&#039;Extra Anointed Regalia&#039;&#039; giving the last two options) that gives a special benefit until you either use a path power or spend a short rest to sanctify a new piece: Armor (+1 AC), Weapon (Gain Resist equal to Cha to either radiant, necrotic, fire, or thunder damage), Amulet (+1 to NADs), Holy Symbol (Give THP equal to Cha to yourself or an ally when you hit with a divine power), or Helm (+2 to saves). Blessed Blade is an attack that gives your allies the benefit of your Regalia for a turn, Exaltation gives an ally the chance to either spend a surge or make a save while also gaining +2 to their next attack roll and all defenses. &#039;&#039;Anointed Army&#039;&#039; is your massive booster, not only hitting everyone in the burst, but also giving all allies within range +4 to all defenses and +2 to all attack and damage rolls for the encounter.&lt;br /&gt;
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===Astral Savant===&lt;br /&gt;
Another supporting PP, only this time, you&#039;ve become so adept at using the powers of the [[Astral Sea]] that it&#039;s kinda changed you as a result. &#039;&#039;Astral Mask&#039;&#039; turns you into an Immortal creature while &#039;&#039;Radiant Healing&#039;&#039; makes enemies near your target for Healing Word take Cha damage and &#039;&#039;Savant&#039;s Action&#039;&#039; lets an ally spend a surge when you spend an AP. &#039;&#039;Divine Resurgence&#039;&#039; just recharges your Channel Divinity power or give +2 to defenses at any point where you or an ally gets critted. Astral Flood is a unique power in that you can either make it radiant or cold damage and grant a bonus effect: Cold damage forces all enemies to eat a penalty to hit, Radiant makes them blind to anything beyond a certain distance. Swim the Astral Sea gives you and an ally a full-speed shift that ignores practically anything. Astral Terrain is a sustainable AoE that also has special effects depending on damage type: Cold reduces enemy defenses, Radiant gives +2d6 bonus HP to any allies who spend a surge.&lt;br /&gt;
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===Battle Chaplain===&lt;br /&gt;
Another combat-based PP for the cleric, though this one focuses more upon support than straight-up face-smacking. &#039;&#039;Battle Chant&#039;&#039; marks an enemy who hurt a nearby ally for a turn, allowing you to shift an enemy if their next attack doesn&#039;t target you. &#039;&#039;Shielded Priest&#039;&#039; gives proficiency with all shields, while &#039;&#039;Stirring Action&#039;&#039; uses an AP to grant you or an ally next to either you or a target makes a free MBA with a bonus equal to Str. &#039;&#039;Deeds Not Words&#039;&#039; is a rather vast boost, requiring you to bloody an enemy, kill them, or crit with a melee attack in order to give an ally a damage bonus to their next attack equal to Str. Revelation of Battle is a basic hit that gives all allies +2 to hit and damage your target, which is a handy setup. Battle Hymn adds +1d8 to all friendlies&#039; damage rolls whenever they charge this turn. Deny Defeat will only be used when shit goes south, as it&#039;s an attack that gets boosted for all dying allies you see and then you get to make all of them spend a surge to stop dying.&lt;br /&gt;
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===Compassionate Healer===&lt;br /&gt;
Another healer-centric PP, this path also dedicates itself to your allies, but this one is also a very martyr-driven path with powers that siphon damage onto you, so make sure you got plenty of HP and surges to spare or else you just might die for the cause. &#039;&#039;Compassionate Blessing&#039;&#039; lets you take damage to boost an ally&#039;s surge healing by +2d6 while also granting you +2 to all defenses while &#039;&#039;Selfless Action&#039;&#039; lets an ally spend a surge when you spend an AP. &#039;&#039;Healer&#039;s Sacrifice&#039;&#039; is a last-resort issue by letting you give a healing surge to an ally you heal if they&#039;re out of surges themselves. So Others Might Live is a flat debuff that weakens one enemy, but if they attack someone, you eat the damage and that safe ally can blow a surge. Bear the Wounds allows you to take a massive amount of damage (up to your bloodied value) and any conditions and heals an ally you touch by that much. Martyr&#039;s Cry demands that you be bloodied or hurt while bloodied in order to immediately inflict a save-ends weakened condition on the perp.&lt;br /&gt;
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===Divine Oracle===&lt;br /&gt;
Because of your divine connections, you&#039;re a prophet in the literal sense, making you capable of telling the future. In crunch, this means you can&#039;t be surprised (nor can any allies close by), you get to roll twice for your initiative, you get an extra move action when you burn an action point, and you get to roll twice when attacking against Will. For powers, you get Prophecy of Doom (bestow a free critical hit on a nearby target), Good Omens (you and any ally within 10 squares gets +5 to all D20 rolls for the next turn, but at the cost of being unable to inflict critical hits), and Hammer of Fate (big attack vs. Will, but if you miss, then you get to turn back time to before you used the power, at the cost of not being able to use this power again until the next encounter).&lt;br /&gt;
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===Luckbringer of Tymora===&lt;br /&gt;
This path makes for a peculiar build in that it plays to getting re-rolls while also throwing you in dangerous situations. &#039;&#039;Luck Blade&#039;&#039; gives you proficiency with a single heavy blade which acts as an implement as well. &#039;&#039;Probability Control&#039;&#039; gives you a 1/encounter re-roll of a d20, which makes it worth more than an AP. This is doubled with &#039;&#039;Divine Fortune&#039;&#039;, which allows you to spend an AP any time you or an ally misses for a re-roll at +2. Divine Tilt acts as a setup for some reckless explosions as it gives anyone inside the burst +5 to defenses while also attacking enemies to shoot their defenses by -5. Luckbolt makes you or an ally make a save with a +4 bonus. Inauspicious Vulnerability is your only legit attack (and an Encounter one no less) that gives enemies a save-ends Vulnerable condition to several forms of typed damage.&lt;br /&gt;
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===Messenger of Peace===&lt;br /&gt;
Only for clerics trained in diplomacy. They then use their gifted tongues in ways that can do more damage than swords ever could. Mechanically though, this path works by stacking penalties like a controller rather than dealing upfront damage, and thus benefits more to a moveset that deals more conditions than attacks. &#039;&#039;Peacemaker&#039;s Action&#039;&#039; exemplifies this by using an AP to grant the next non-damaging attack a +4 bonus to hit. &#039;&#039;Vow of Nonviolence&#039;&#039; adds to that by giving a +2 to all defenses whenever you hit with a nondamaging attack. &#039;&#039;Aura of Peace&#039;&#039; then deals -2 to all enemy attack rolls if they get within range of you. Pacify is pretty much a guaranteed stun so long as your target tries to hurt someone next turn. Peacemaker&#039;s Pronouncement allows you to prolong one penalty or bonus that might have ended this turn for a turn longer. End To Strife is a mack-daddy of this philosophy, as it literally makes all enemies incapable of fighting until someone else attacks them (or at least heavily penalizes future attacks if you miss).&lt;br /&gt;
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===Miracle Worker===&lt;br /&gt;
This path requires clerics to be trained in heal, so this path obviously is meant for the healers and supporters rather than blasters or warpriests. &#039;&#039;Miracle Worker Healing Action&#039;&#039; starts by using an AP on a divine healing power to dish out d6+Wis (2d6+Wis in Epic) HP in additional heals to nearby allies while &#039;&#039;Word of Life&#039;&#039; makes Healing Word use d8s rather than d6s. &#039;&#039;Aura of Health&#039;&#039; is a big passive buff as that allows any ally using Second Wind to gain 3d6 additional HP. Reversal of Fortunes is a revenge power that hits an enemy attacking an ally while also letting them spend a surge to gain 2d10 additional HP. Miraculous Grace saves an ally from death by permitting an immediate free surge +2d6 additional HP as well as getting a saving throw against anything they&#039;re suffering. Reap What You Sow is another potentially vicious attack as it takes any save ends effects nearby allies are suffering and stack them (or at least one if you miss) onto one enemy.&lt;br /&gt;
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===Paragon of Victory===&lt;br /&gt;
The focus of this path is being support in any way with new ways to attack. &#039;&#039;Paragon&#039;s Action&#039;&#039; uses an AP to give you or one ally a +5 to either damage or a saving throw. &#039;&#039;Turning the Tide&#039;&#039; gives other perks if you drop a nonminion enemy, either shoving all closeby enemies or give yourself or an ally 10 THP. &#039;&#039;Relentless Rebuke&#039;&#039; triggers an Opportunity Attack from you any time an ally bloodies or kills an ally. Fanatic Energy lets you spend a minor to use another at-will, &#039;&#039;Battle Resolve&#039;&#039; is a ranged AoE that gives everyone hit a chance to use a surge as well as +1 to hit and to all defenses for the battle. Victory Prayer lets you and up to two nearby allies to spend a minor to use an at-will.&lt;br /&gt;
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===Radiant Servant===&lt;br /&gt;
This is what you want if you&#039;re trying to play the Laser Cleric. You want to burn shit up with your beams of holy light, you take this fucker right here. Better chance of scoring critical hits with radiant powers, fry an enemy with ongoing radiant damage when you burn an action point, and undead &amp;amp; demons have a harder time shaking off your nasty mojo. For powers, you can disintegrate everybody around you with Solar Wrath, make a zone of holy light that heals your friends and fries undead &amp;amp; demons with Healing Sun, or shoot an enemy with a laser so strong that it then explodes into more lasers with Radiant Brilliance.&lt;br /&gt;
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===Scourge of Io===&lt;br /&gt;
Similar to the Soul Guide, this path is another anti-X path, this time looking to working over dragons. &#039;&#039;Draconic Anathema&#039;&#039; is your new Channel Divinity power, immobilizing dragons while also granting your allies resistance to one damage type for a turn. &#039;&#039;Dragon-Slayer&#039;s Action&#039;&#039; burns your AP to re-roll an attack against a dragon or re-roll a save against an effect a dragon caused. &#039;&#039;Wyrm-Bane&#039;&#039; then inflicts a -2 to all saves dragons make against conditions you deal. Wrath Upon Dragons is a simple penalty to their attacks, doubling in magnitude if the foe&#039;s a dragon. On top of that, that doubled penalty always lands, even if you miss. Primal Bottle grants you +5 to all defenses against close attacks but also negates any damage if it misses. Fire With Fire not only deals almost any sort of damage but it also gives you a hovering fly speed that for the encounter.&lt;br /&gt;
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===Soul Guide===&lt;br /&gt;
This path is a Blaster variant focused mostly on blowing up the undead through control rather than upfront damage. Top of this list is the &#039;&#039;Rebuke Soul&#039;&#039; Channel Divinity power to immobilize any undead or shadow-origin creatures, harming any with both keywords. &#039;&#039;Spiritual Guidance&#039;&#039; then burns an AP to recharge a radiant encounter power or Channel Divinity. &#039;&#039;Weighty Soul&#039;&#039; then strips a creature of insubstantial for a turn. Soul&#039;s Entrallment pulls your foe while also dazing anyone undead or shadow origin. Shadowbane Circle is a sustainable AoE that both becomes difficult terrain for those same creatures while also raising their vulnerability to radiant damage by 10. Soulbrand doesn&#039;t care about any typing, but it does deal ongoing damage and a save-ends condition of becoming a flashlight that disorients enemies.&lt;br /&gt;
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===Tactical Warpriest===&lt;br /&gt;
The blunt instrument of the PHB Cleric paths, this is for Clerics who know what they want; to get up in somebody&#039;s face, crushing skulls and ripping off balls and generally kicking ass, like a fighter, but this guy&#039;s doing it FOR THE LAWD. You deal more damage after using an action point, you can call for a reroll of a missed melee/close attack once per encounter, you get +1 to AC when wearing heavy armor, and you get a pseudo-marking ability that lets you stand in as a Defender. For powers, you get Battle Cry (smack a foe and let you &amp;amp; your buddies use a [[healing surge]]), Battle Favor (1/day you can regain HP as per two healing surges or recover a spent daily power by landing a critical hit) and Battle Pyres (zap all the fuckers around you, and then keep on zapping them with super-lasers until they shake off the divine target lock).&lt;br /&gt;
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==Invoker==&lt;br /&gt;
===Adept of Whispers===&lt;br /&gt;
This path is one dedicated to the power of your voice. With a whisper you can grant miracles, while a shout only brings ruin. &#039;&#039;Adept&#039;s Action&#039;&#039; starts you off with a handy +2 to all attacks as well as the ability to increase the size of bursts and blasts by +1, &#039;&#039;Silent Presence&#039;&#039; adds +2 to stealth, insight, and intimidate while being invisible to tremorsense but deals -2 to diplomacy and bluff, and &#039;&#039;Raised Voice&#039;&#039; lets you make any attack crit on a 19+ and deal -2 to save rolls, but it dazes you for a turn in exchange.&lt;br /&gt;
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Admonishing Whisper gives you a burst that deafens and shoves back enemies while also dazing those close to a bloodied ally. Restorative Word is a touch power that lets an ally spend two surges and roll a save. Whisper of Doom is another burst, this one dealing ongoing damage and save-ends weakened.&lt;br /&gt;
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===Angelic Aspect===&lt;br /&gt;
This path is but the first step in your ascension into the vaunted halls of your deity. Now your divine nature peers through the veil of mortality. You start off with &#039;&#039;Angelic Resistance&#039;&#039; granting resistance 10 to both radiant and necrotic damage and &#039;&#039;Wings of Action&#039;&#039; gives you both a free fly move of 8 spaces and +2 to AC when you spend an AP, while &#039;&#039;Angelic Emanation&#039;&#039; gives everyone a flat -2 to attack you when you&#039;re not bloodied.&lt;br /&gt;
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Angelic Blades gives you a burst that slows and gives a fly speed of 8 for the turn. Shielding Nimbus gives you resistance 10 to any one type or +5 to a pre-existing one. Coldfire Pillar is rather unimpressive, being just a burst that deals fire and cold damage while granting you immunity to both for one turn.&lt;br /&gt;
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===Arbiter of Forgotten Justice===&lt;br /&gt;
Exclusive to those Invokers of Amoth&#039;s precepts, you dedicate yourself to the concept of retribution in the name of justice and those who have fallen in its name. &#039;&#039;Retributive Action&#039;&#039; lets you spend an AP as a reaction whenever an ally is bloodied or at 0 HP and grants +2 to attack and damage rolls, &#039;&#039;Sliver of Justice&#039;&#039; heals an ally by 5+Wis HP whenever you crit, and &#039;&#039;Beacon of Justice&#039;&#039; lets your powers crit on a 19+ (18+ on devils and demons).&lt;br /&gt;
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Smiting Blades is a ranged burst that can slow and knock enemies prone if they dare attack a friendly after you hit. Favor the Faithful gives you an immediate interrupt that has you spend a surge to negate any damage one ally takes from an attack. Soulfire Mantle gives you a long-range attack that deals ongoing radiant damage that teleports an enemy if they fail the save.&lt;br /&gt;
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===Blightspeaker===&lt;br /&gt;
This particular path is a rather strange one, not only thematically but also mechanically. You now take the roll of agent of the gods&#039; anger with the use of necrotic powers, a lot of them being single-target in a class built on crowd management. You start with &#039;&#039;Blighting Action&#039;&#039;, which adds necrotic damage to your attacks while making enemis within 5 spaces get vulnerable 5 necrotic, and &#039;&#039;Dissolution&#039;s Call&#039;&#039;, which heals you 5+Wis HP whenever you crit, while &#039;&#039;Echoed Malediction&#039;&#039; makes anyone who fails a save from your attacks take 10 necrotic damage.&lt;br /&gt;
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Chain of Death is a ranged attack that restrains a target, which is decent, but limiting. False Life gives you THP with the amount increasing if you hit someone last turn. Endbringer gives yet another ranged attack that deals save-ends blinding and ongoing necrotic damage.&lt;br /&gt;
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===Crimson Arbiter===&lt;br /&gt;
Crimson Arbiters are the judge, jury, and executioner - they judge as dictated by their faith and declare their judgments with slips of paper marked with glyphs. You start with &#039;&#039;Arbiter&#039;s Action&#039;&#039; using an AP to inflict -2 to all attacks from a target of the next attack, &#039;&#039;Just Presence&#039;&#039; makes crits grant a +2 to attack anyone within 2 spaces for the rest of the fight, and &#039;&#039;Justice&#039;s Wrath&#039;&#039; lets you re-roll damage against the first person who hits you.&lt;br /&gt;
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Sign of Guild forces a -5 on the target&#039;s next attack and forces them to hit a nearby foe if they miss. No Rest for the Wicked is a sustainable curse that deals a save-end -2 to all NADs for anyone who hurts you. Sign of Penance is an attack with a follow-up that gives splash damage to anyone that deals save-ends slowed and, if it kills the original target, makes the splash difficult terrain.&lt;br /&gt;
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===Devoted Orator===&lt;br /&gt;
This path is an enhancement of the divine speech. Your words inch closer to the divinity you serve and proclaim. Your first features are &#039;&#039;Brilliant Rhetoric&#039;&#039;, which makes Diplomacy depend on Int rather than Cha, and &#039;&#039;Fearsome Oration&#039;&#039;, which uses an AP to let you push or pull one enemy +Int spaces, while &#039;&#039;Thundering Prayer&#039;&#039; makes a close attack deal +Int/2 thunder damage and push targets a space.&lt;br /&gt;
&lt;br /&gt;
Legion Rebuke is a blast that forces enemies away from you. Chastisement makes any one enemy who attacks become vulnerable 10 thunder for a turn. Thunderous Oration is a big blast that dazes and deafens enemies and allows a repeat performance for the next turn.&lt;br /&gt;
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===Divine Hand===&lt;br /&gt;
You have caught the attention of your deity and have been tasked with a great deed. You are now a divine soldier and bringer of fear to their enemies. However, if you face a lot of enemies immune to fear, prepare to be hosed. This begins with &#039;&#039;Inspire Terror&#039;&#039;, which uses an AP to end slow or immobilize conditions on you while also giving a fear-based immobilized condition to the target of your next attack, &#039;&#039;Undaunted&#039;&#039; adds +2 to saves against fear effects and +2 to defenses against fear powers, and &#039;&#039;Quell the Fearful&#039;&#039; makes anyone you hit with a fear power take -2 to hit you next turn.&lt;br /&gt;
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Harvest the Craven is a ranged burst that slows the targets and forces -2 to all defenses while they&#039;re all separate - which can make for some fun setup for an ally. Tenor of Wrath gives a sustainable aura 5 that adds an extra space of movement for any enemies moving towards you.  Cascade of Terror knocks enemies prone with a hit adding a save-ends daze with a penalty to the save equal to your Con mod.&lt;br /&gt;
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===Divine Philosopher===&lt;br /&gt;
You have become aware of how the gods are the ultimate vessels for knowledge and thus seek to study their words in order to understand how to shape reality. As such, this path is suited for those Invokers with an Int-secondary and trained in plenty of Knowledge skills. You begin with &#039;&#039;Student of the Gods&#039;&#039; allowing you to claim another divine class&#039; at-will as an encounter power and &#039;&#039;Insight of the Ancients&#039;&#039; allowing you to re-roll an attack for an AP, with level 16 giving &#039;&#039;Knowledge is Power&#039;&#039; lets you make a knowledge check once daily against a creature and gain a bonus to attack and damage that scales by tier.&lt;br /&gt;
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Hit the Weak Spot is a ranged attack that reduces resistances while increasing any vulnerabilities. Uncanny Insight lets you take an action just as an enemy does as long as you are trained in the knowledge skill necessary for identifying this creature. Word of Anathema is a burst that targets any creatures identified by skills you&#039;re trained in and inflicts save-ends weakened and vulnerable to all damage.&lt;br /&gt;
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===Flame of Hope===&lt;br /&gt;
You have been given the responsibility of guarding the fires of hope and learning how to stoke them into infernos of action and heroism. The two keys here are fire and radiant damage, and you&#039;ve got ways to work with both. You begin with &#039;&#039;Enduring Hope&#039;&#039;, allowing allies within 5 spaces to add +1 to saves while you&#039;re not bloodied, and &#039;&#039;Inspiring Attack Action&#039;&#039;, which uses an AP to give you and allies within 5 spaces +Int to attack, while eventually getting &#039;&#039;Righteous Resurgence&#039;&#039;, which triggers upon using a Second Wind and deals 1d6+Int damage to enemies within range while granting allies THP of the same amount.&lt;br /&gt;
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Numinous Cascade is a ranged attack that hits up to two enemies and lets allies gain +2 to hit either. Blinding Ward interrupts an enemy&#039;s attack and blinds them. Sunburst Bulwark immobilizes enemies inside it while letting allies spend healing surges and add +Int for their heals.&lt;br /&gt;
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===Hammer of Vengeance===&lt;br /&gt;
During the [[Dawn War]], there was a hammer forged by [[Moradin]] and [[Kord]]. This hammer was a mighty instrument of divine vengeance, as many gods who were wronged by the primordials swore revenge upon this hammer before striking out. You are now taking after the hammer, a weapon of the gods&#039; vengeance. This starts you off with &#039;&#039;Enduring Castigation&#039;&#039;, which deals -2 to enemy saves while within 5 spaces of you, while &#039;&#039;Lingering Rebuke&#039;&#039; uses an AP to let you deal 1d6+Con thunder damage to anyone who attacks you or an ally within 5 spaces, and &#039;&#039;Penance&#039;&#039; dazes an enemy you crit.&lt;br /&gt;
&lt;br /&gt;
Mark of Castigation is a ranged attack that deals silly amounts of damage if the enemy misses their next attack. Thundering Summons teleports up to two allies away from some issue and right to your side. Warding Thunder is a ranged burst that leaves a sustainable zone that lets you make an Opportunity Attack against anyone in there who attacks one designated ally - which is a bit of a hamstring.&lt;br /&gt;
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===Keeper of the Nine===&lt;br /&gt;
Only available to Invokers trained in History, this class teaches you that there will be nine great catastrophes that will spell the end of all things. Though these catastrophes were sealed away as part of the formation of reality, that is no guarantee that they will remain so. As a Keeper of the Nine, your duty is to ensure that these seals are not broken and to silence those who attempt to control what they do not understand. &#039;&#039;Dooming Action&#039;&#039; starts you off by letting spend an AP as a follow-up to an attack that damages an enemy to render them Vulnerable 5 for the turn, &#039;&#039;Ruining Prayer&#039;&#039; adds onto any Close powers you have by making area around you turn into difficult terrain, giving you area denial, and &#039;&#039;Keeper&#039;s Vengeance&#039;&#039; adds +1 to the size of any burst power you use.&lt;br /&gt;
&lt;br /&gt;
Glyph of Warning is a large burst that forces enemies to flee, while boosting any Opportunity Attacks they might provoke. Keeper&#039;s Mantle teleports you away if you are hurt while bloodied, and any enemies near you now grant Combat Advantage. The Tenth Seal places a glyph that attacks anyone within Burst 3, stunning on the first turn, and then dazing anyone else each subsequent turn should you sustain it.&lt;br /&gt;
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===Speaker of the Word===&lt;br /&gt;
You are beholden to the Word, a word so utterly powerful that even uttering its syllables can cause disastrous power...so you&#039;re essentially [[Skyrim|using the Thu&#039;um]]. &#039;&#039;Influencing Syllable&#039;&#039; lets you add +2 to all Charisma skill checks, &#039;&#039;Speaker&#039;s Action&#039;&#039; lets you spend an AP so you can re-roll any one test you want, and &#039;&#039;Empowering Syllable&#039;&#039; grants a +2 power bonus to your next attack after using a Path power.&lt;br /&gt;
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Symbol of Light is a close burst that temporarily deafens and blinds enemies while boosting ally defenses. Guiding Syllable slides each of your allies around and lets their next attack slide their target if they hit. The Spoken Word is a big burst that deals ongoing psychic damage and forces every target&#039;s next saving throw to fail.&lt;br /&gt;
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===Stonecaller===&lt;br /&gt;
You have become capable of bending the very earth beneath you with the power of your voice. While this has obvious ties to the Earth Domain feats, you could also make an excuse to use this if you have multiclassed with Druid as well for a more primal feel. &#039;&#039;Stonecaller&#039;s Action&#039;&#039; lets you spend an AP to make a close burst (the size of which you can pick between 2, 5, and 10) that becomes difficult terrain for the round and lets you knock anyone inside prone with your next attack, &#039;&#039;Strong Footing&#039;&#039; lets you roll a save against going prone and grants you immunity to difficult terrain caused by stone or earth, and &#039;&#039;Earthsight&#039;&#039; grants you tremorsense 5 while touching the ground - quite strong.&lt;br /&gt;
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Earthbolt is a ranged burst that knocks enemies prone and also turns the area into difficult terrain for the rest of the round. Rooted to the Earth is short ranged, but it lets you or a nearby ally who gets bloodied and/or forcibly moved spend a Healing Surge and negate the movement. The Black Obelisk of Doom is a pesudo-summon that weakens anyone next to it and has its own attack that immobilizes (save ends) and pulls an unfortunate target closer.&lt;br /&gt;
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===Theurge of the Compact===&lt;br /&gt;
Restricted to Invokers with the Covenant of Wrath. You have begun studying the Compact Infernal, a dangerous document that was written by the fiends of the Nine Hells. You now command the powers of hellfire and demons, but you must make sure you remain devoted to your faith - A perfect hook for [[Edgy|Edgelords seeking some sort of attempt at inner conflict]]. &#039;&#039;Bringer of Despair&#039;&#039; is a rider on any attack you make that&#039;s a crit: you can take 5 damage to force the target to take -2 to all attacks (save ends), &#039;&#039;Incendiary Action&#039;&#039; uses an AP to make your targets gain Vulnerable 5 Fire, and &#039;&#039;Fiery Wrath&#039;&#039; turns your Covenant Manifestation to instead deal 2 Fire damage.&lt;br /&gt;
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Hellfire Unleashed is a ranged attack that deals splash damage around your target and forces anyone in there to grant Combat Advantage. Infernal Guardian is a sustainable summons  that, while useless in combat, does grant some nice advantages: Resist 10 Fire and immunity to charm and fear effects. Fiery Companions is another summon, though these ones can only attack those near them - including allies - and all their attacks (including opportunity attacks) deal ongoing fire damage.&lt;br /&gt;
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===Vessel of Ichor===&lt;br /&gt;
Exclusive to Invokers with Covenant of Wrath. You have partaken in the ichor, the blood of the gods. This essence of divinity would normally be too much for a mortal to withstand, but you have somehow managed to pull through and now have divine blood in your veins. You begin with &#039;&#039;Invoker&#039;s Blood&#039;&#039; making Armor of Wrath deal +2d6 damage when bloodied, and &#039;&#039;Vessel&#039;s Action&#039;&#039; grants a free minor action whenever you spend an AP (upgraded to a move when you&#039;re bloodied), while &#039;&#039;Vessel&#039;s Resistance&#039;&#039; grants resist all 5 when bloodied.&lt;br /&gt;
&lt;br /&gt;
Fiery Glance is a ranged attack with a follow-up burst on anyone around the first target. Holy Vigor is an immediate reaction against an ally being injured, giving you and that ally +2 to hit the triggering enemy, letting them spend a surge if they&#039;re bloodied. Silver Rain is a sustainable ranged burst with bonuses to hit based on how many members of your party are bloodied and deals ongoing damage to enemies while allies heal.&lt;br /&gt;
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==Paladin==&lt;br /&gt;
===Astral Weapon===&lt;br /&gt;
You swear yourself totally to your god, becoming their avatar of wrath and vengeance upon the battlefield. &#039;&#039;Astral Judgment&#039;&#039; makes your mark more effective by penalizing defenses, &#039;&#039;Astral Rejuvenation&#039;&#039; Action lets you burn an action point to restore a paladin encounter power, and &#039;&#039;Courage From On High&#039;&#039; gives you a +2 bonus to saving throws against fear. For powers, you get Carving A Path Of Light (double damage melee strike, enemies adjacent to you give combat advantage for a turn), Pray For More (you can reroll the damage of one of your attacks once per encounter), and Astral Whirlwind (slash every enemy around you for double damage and penalized defenses, 50% chance you don&#039;t expend the power if you succeed in killing someone with it).&lt;br /&gt;
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===Champion of Corellon===&lt;br /&gt;
Exclusive to paladins of [[Corellon]], this path focuses on being fast while also wearing heavy-ass armor. Thus, this path is better suited for those who focus more on the Cha side than the Str side. &#039;&#039;Restorative Action&#039;&#039; uses an AP to spend a surge without wasting an action, which is kickass. &#039;&#039;Superior Defense&#039;&#039; gives either a +1 or +2 to AC based on how high your Dex is while wearing heavy armor. &#039;&#039;Light Footed Warrior&#039;&#039; then negates any speed penalty heavy armor grants while also granting a free shift whenever you bloody or kill an enemy. Elegant Strike is a Cha-based strike that locks out shifting and uses Dex as a rider if you use a light or heavy blade. Graceful Step is a full-speed shift that ignores terrain and adds +5 to athletics and acrobatics checks. Corellon&#039;s Wrath slaps an enemy with save-ends blindness as well as adding 1d10 radiant damage to every opportunity attack.&lt;br /&gt;
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===Champion of Order===&lt;br /&gt;
Attempting to emphasize the Lawful Good tradition of paladins without, you know, being a lawful stupid twat, your &#039;&#039;Champion&#039;s Action&#039;&#039; means you inflict a penalty on enemy defenses if you spend an action point, &#039;&#039;In Defense of Order&#039;&#039; lets you get opportunity attacks against marked targets that don&#039;t attack you and also means you do +2D6 radiant damage against demons and elementals, and &#039;&#039;Champion&#039;s Hammer&#039;&#039; lets you ignore the resistances of demons and elementals. For powers, you get Certain Justice (smack a target and, if it was marked, you make them weak and dazed until the mark is removed), None Shall Pass (once per day, you can mark 2 enemies with Divine Challenge until the encounter ends) and Rule of Order (quadruple damage, push and weaken the target on a hit, normal damage and weaken on a miss, +2 to attack roll and +2D10 radiant damage if target has dealt a critical hit to you or an ally during this encounter).&lt;br /&gt;
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===Demonslayer===&lt;br /&gt;
Divine Power&#039;s anti-demon path is a lot more up-front combat capable and also a lot less dependent on fighting demons, though fighting them does make things a lot more effective. &#039;&#039;Demonslayer&#039;s Action&#039;&#039; uses an AP to negate resistances for one attack and deal damage equal to half-your level for a bigger nova while &#039;&#039;Demonslayer&#039;s Presence&#039;&#039; damages any nearby demons while also denying them the ability to shift. &#039;&#039;Suppress Resistance&#039;&#039; allows you to also suppress variable resistances, though now only with a melee attack. Demonslayer&#039;s Smite is a direct strike that strips resistances with the added benefit of recharging whenever a demon crits or spends an AP. Demonslayer&#039;s Resistance grants Resist 5 (10 at Epic) to one attack, with that resistance doubling if the attacker&#039;s a demon and then inflicting said demon with a Sanction. Edict of Destruction traps the target with a save-ends effect that changes each round, with demons suffering two of the effects.&lt;br /&gt;
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===Dragonslayer===&lt;br /&gt;
Despite the name, none of the effects listed actually require hitting dragons - they work as well on dragons as they do any other creature. &#039;&#039;Dragonslayer&#039;s Action&#039;&#039; just uses an AP to raise your AC by 2 against any marked foes, &#039;&#039;Dragonslayer&#039;s Challenge&#039;&#039; just gives +2 to damage a target (+4 in Epic) when you first mark them in a battle, and &#039;&#039;True Heart&#039;&#039; only grants +2 vs Fear. Challenging Smite just slaps an enemy and stacks extra damage to your challenge and Sanction for the turn, which might be handy if you can get someone to draw attention. Deflect the Blast uses a shield to halve the damage dealt to you and a nearby ally by a close or blast attack hitting AC or Reflex. Ground the Foe is pretty incredible, grounding a foe, immobilizing them, slowing them, and removing their flight, requiring two saves to end them all, while missing just slows the target and messes with their flight on a save-ends effect.&lt;br /&gt;
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===Faithful Shield===&lt;br /&gt;
When you wanna go all-in on that Defender role, this path is your pick for making sure everyone makes it through. Balanced Paladins or Melee Cha-ladins would be the top options to use this path, since all powers use Cha to hit, but also one attack requires a weapon attack. &#039;&#039;Sheltering Hands&#039;&#039; gives a +2 to all defenses to whoever you use Lay on Hands on until their next turn, &#039;&#039;Shielding Action&#039;&#039; uses an AP to give all nearby allies +2 to AC and Reflex for a turn, and &#039;&#039;Defensive Presence&#039;&#039; deals automatic damage whenever an enemy hits an ally within range who just spent their second wind. Protecting Smite also deals +2 to all defenses to all allies within range. Constant Shield is a stance that adds +2 to AC and Reflex on top of your shield as well as reducing forced movement on you or a nearby ally by 1. Rampart of Strength is a burst that shield bashes folks and shoves them back, but you also gain an automatic +4 to all defenses every turn thereafter if you don&#039;t move at all.&lt;br /&gt;
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===Gray Guard===&lt;br /&gt;
Perhaps you&#039;re tired of the &amp;quot;ALWAYS LAWFUL GOOD/NEUTRAL&amp;quot; spiel and you&#039;re a paladin trained in insight and intimidate. Well, this path decides to let you explore that gray morality, understand that the ends justify the means through a path full of mixed features. &#039;&#039;Gray Guard Action&#039;&#039; grants a 3-square-shift and a +2 to hit the next enemy while &#039;&#039;Gray Guard Vigilance&#039;&#039; gives training in perception and streetwise while also denying enemies you mark any concealment from you. &#039;&#039;Demoralizing Critical&#039;&#039; just makes a crit saddle the enemy closest to your target with a -2 to attack and all defenses for a turn. Debilitating Strike dazes and stuns the enemy, but it also has a means to prolong the daze a bit: if the target attacks again before your next turn, it gets a new daze that lasts until the next turn. Relentless Justice can restore an Encounter you just missed with, though it can also restore a bigger one if you feel like it&#039;s important enough to waste another Encounter on. Devastating Smite burns a use of Lay On Hands/Virtue&#039;s Touch/Ardent Vow to inflect extra damage equal to your Surge value while also making it give Combat Advantage to a nearby ally.&lt;br /&gt;
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===Holy Conqueror===&lt;br /&gt;
A path exclusive to Ardent Vow paladins, this path acts more on assault than defending. &#039;&#039;Divine Fortification&#039;&#039; sanctions anyone in range when you use an AP, &#039;&#039;Holy Rebuke&#039;&#039; shifts an enemy hit by Ardent Vow, with the option to shift right afterwards, and &#039;&#039;Hold the Line&#039;&#039; considerably drops the forced movement of any nearby ally. Charge of the Conqueror is a reaction counter-charge that triggers once someone else is hit. Sacrificial Intervention starts off with swapping places with an ally just as they&#039;re getting hurt, but then you get to sanction the provoking baddie any time you&#039;re near them. Take the Keep pulls a bunch of enemies near you while allowing allies within that same range to shift around multiple squares as a free turn so long as they&#039;re no closer to you than before, which is a bit tricky and requires some smarter planning on using this power.&lt;br /&gt;
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===Hospitaler===&lt;br /&gt;
Dabbling in the Leader role, the Hospitaler is a paladin who develops a knack for healing. &#039;&#039;Hospitaler&#039;s Blessing&#039;&#039; means that marked enemies actually heal your allies if they try to attack them, &#039;&#039;Hospitaler&#039;s Action&#039;&#039; means that you heal allies close by whenever you burn an action point, and &#039;&#039;Hospitaler&#039;s Care&#039;&#039; boosts the health restored by your Lay On Hands ability. For powers, you get Warding Blow (attack a marked enemy for double damage and let your allies make a saving throw), Healing Font (once per day, bolster yourself for the encounter so that you can freely heal an ally whenever you hit an enemy), and Life-Giving Smite (strike a foe for quadruple your weapon&#039;s damage in radiant damage, then let an ally spend a healing surge).&lt;br /&gt;
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===Questing Knight===&lt;br /&gt;
Questing Knights go on adventures in order to prove their worth in great journeys, overcoming any odds to get there.  &#039;&#039;Questing Knight Resolute Action&#039;&#039; starts that off with giving you a free Saving Throw with a +2. &#039;&#039;Truth Sense&#039;&#039; grants +2 to Insight and +2 to Will vs charm, fear, and illusion powers. &#039;&#039;Knight&#039;s Resurgence&#039;&#039; can make a hefty save to the action budget by making a second wind a free action when bloodied. Strength of Ten is an impressive blast that pushes enemies back while also sanctioning each of them before letting you shift to any square inside the blast. Quester&#039;s Discipline is a daily ignore against any blind, daze, stun, dominate, or weaken condition.  Virtuous Wrath is a hefty attack, shoving an enemy back 5 and inflicting a save-ends weakened condition on them.&lt;br /&gt;
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===Justicar===&lt;br /&gt;
Trying to live up to the &amp;quot;knight who crusades for justice&amp;quot; part of the paladin theme, the Justicar gets &#039;&#039;Just Action&#039;&#039; to weaken adjacent enemies when you spend an action point, &#039;&#039;Just Spirit&#039;&#039; so adjacent allies get a free saving throw re-roll each turn, and &#039;&#039;Just Shelter&#039;&#039;, which makes adjacent allies immune to fear and charm, while getting +1 to saving throws. For attacks, they can use Just Radiance (sear all marked enemies in a close burst for radiant damage and lock them into attacking you), Strike Me Instead (you can force an enemy&#039;s attack to miss a nearby ally, at the cost of being hit by it yourself, once per day) and Challenge The Unjust (huge burst of radiant damage and temporarily marking).&lt;br /&gt;
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===Knight of Celestia===&lt;br /&gt;
This path is dedicated to upholding the tenets of the realm of Celestia, with paladins acting as defenders and support. You get &#039;&#039;Aura of Menace&#039;&#039; to make enemies who eat your Divine Challenge&#039;s damage light up the room for a bit and grant Combat Advantage, &#039;&#039;Aura of the Gods&#039;&#039; to use an AP and gain +2 to all defenses for the turn, and &#039;&#039;Dedicated Foe&#039;&#039; makes a crit against a foe you used Divine Challenge on take damage as if it invoked the challenge and can&#039;t use resistances. Celestia&#039;s Challenge is a double-hit that marks two different enemies with Divine Challenge for a turn. Brilliant Guardians summons two copies that act as defense nodes for your allies by granting those nearby +2 to AC and Will while also acting as flashlights. Purifying Radiance is a rather weak attack, but it not only inflicts ongoing damage, but every time the target takes that ongoing damage, nearby enemies also eat some splash damage as well.&lt;br /&gt;
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Though this path is more dedicated to Str than Cha for support, it does rely a lot on special effects and using Divine Challenge.&lt;br /&gt;
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===Knight of the Chalice===&lt;br /&gt;
Paladins of this path fight in the name of the god slain by [[Asmodeus]]&#039;s treachery and seek to protect the world from devils. To start, you gain the Channel Divinity power &#039;&#039;Censure Devils&#039;&#039; (Weakening all devils in the area for a turn).  &#039;&#039;Saving Action&#039;&#039; uses an AP to grant a saving throw, adding a +2 if the condition was caused by a devil.  &lt;br /&gt;
Ensaring Smite is far from strong, but it ensnares for a turn, though a devil will not only take double damage, but now it cannot teleport until it makes a save. Heavenly Courage re-rolls a save vs a charm or fear effect and if they pass, they inflict Cha radiant damage on the one who caused the condition. Blessing of the Chalice adds a save-ends -2 penalty to all attacks, but if the target&#039;s a devil, they also take ongoing radiant damage.&lt;br /&gt;
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This path is another Cha-centric path with the added need to specialize vs devils if you want the most out of it.&lt;br /&gt;
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===Knight of Unyielding Bastion===&lt;br /&gt;
Unlike the Dragonslayer, which can work on any particular foe though everything works particularly for dragons, this path is considered a bit more dedicated to fighting dragons. This path is also a more defensive-oriented path, focused on protecting allies from dragons rather than crushing dragons. &#039;&#039;Dragon-Slayer&#039;s Action&#039;&#039; burns an AP to either re-roll an attack against a dragon or a save against a condition a dragon caused rather than an attack. &#039;&#039;Dragon&#039;s Challenge&#039;&#039; doubles the attack penalty whenever you mark a dragon with Divine Challenge and deals extra damage equal to Wis whenever they don&#039;t fight you. &#039;&#039;Partake of My Strength&#039;&#039; gives you the option to interrupt with a use of Lay on Hands whenever you and an ally are hit by a close or area attack. Divine Deflection is a reaction that whacks an enemy just as they hit an ally with a close attack and grants every ally within range a bonus to all defenses, though you aren&#039;t included. Dragon Flame Sacrifice lets you intercept a close burst about to hit an ally by swapping places and gaining a +2 to all defenses for that attack. Beast-Punishing Strike gives one rather dangerous skill if used properly: it bans any recharge power until it makes a save.&lt;br /&gt;
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===Scion of Sacrifice===&lt;br /&gt;
One of the two paths exclusive to those paladins with Ardent Vow, this path is your dedicated damage-dealing path, sacrificing health for certain perks when using powers. &#039;&#039;Devastating Action&#039;&#039; makes for a fierce start, adding Cha to damage when using an AP, with Wis getting stacked on top when you&#039;re bloodied. &#039;&#039;Unflinching Persistence&#039;&#039; gives a second use of Ardent Vow. &#039;&#039;Martyr&#039;s Strike&#039;&#039; is a ferocity feature, granting the use of one at-will before dying. Scion&#039;s Sanction is a basic burst that sanctions anyone within range, though you can also sacrifice some HP to double the damage. Scion&#039;s Healing eats some of your health equal to your level, but gives an ally a free surge. Punishing Flame is an implement-based burst power that also deals fire damage any time a target hits someone that isn&#039;t you.&lt;br /&gt;
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===Slayer of the Dead===&lt;br /&gt;
This path is your dedicated anti-undead corpse-killer path, really requiring a constant stream of undead enemies to make the most of its repertoire. &#039;&#039;Incandescent Action&#039;&#039; uses AP to deal bonus radiant damage on your next attack, &#039;&#039;Scorn the Dead&#039;&#039; gives you a scaling resistance to necrotic damage, and &#039;&#039;Slayer&#039;s Presence&#039;&#039; scares all undead enemies into a -2 to attack for a turn any time you bloody or kill another undead. Light of the Living smacks one foe while dealing decent splash damage to all nearby undead and also sanctioning them for the turn. &#039;&#039;Life and Death Entwined&#039;&#039; negates one undead enemy&#039;s attack and then lets you reflect half the damage you might have taken back with your next attack, which would kill it when used against a really tough boss attack. Bury the Dead is a burst that also slaps  save-ends restrained condition on any undead in range.&lt;br /&gt;
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===Vengeful Crusader===&lt;br /&gt;
For the paladin trained in insight or perception, this is a path that does away with the goody-goody image of a paladin and goes all-in on taking revenge against those who commit wrongs with prejudice. &#039;&#039;Vengenace&#039;s Imperative&#039;&#039; shifts an enemy that doesn&#039;t fight you, &#039;&#039;Vengeful Action&#039;&#039; uses an AP to use Divine Sanction on all nearby enemies for a turn, and &#039;&#039;Vengeful Shield&#039;&#039; forces enemies attacking nearby allies take damage equal to Str regardless of whether or not you sanction or use Divine Challenge. Your first attack is Driving Force, which hits a marked foe and shoves them backwards. If they attempt to hit anyone but you next turn, you can immediately charge their ass. &lt;br /&gt;
Crusader Stance is an obvious power-up, gaining +1 to hit and damage every time you see an ally hurt, going up to +5. Crusader&#039;s Vengeance is another form of challenge, making the target take damage equal to Str every time they don&#039;t target you.&lt;br /&gt;
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==Runepriest==&lt;br /&gt;
===Hammer of Vengeance===&lt;br /&gt;
This path is dedicated to taking revenge on anyone who hits your allies with prejudice. &#039;&#039;Avenging Action&#039;&#039; is a bonus burst of damage to anyone within range and attacking allies at any time you spend an AP. &#039;&#039;Bloody Vengeance&#039;&#039; grants the Rune of Vengeance as a new state, allowing for one MBA whenever an ally hits a nearby enemy before ending, with &#039;&#039;Inescapable Vengeance&#039;&#039; upping both the hit and damage rolls of this attack. Avenging Hammer looks easy enough to implement, but it also can be recharged once per encounter whenever an ally is hit before your next turn, not to mention the ability to either teleport an enemy or deal another attack based on the rune in use.  Shield of Vengeance gives a boost to an ally so they can take revenge against the enemy who just hurt them. Vengeance&#039;s End is your desperation attack, requiring you to be bloodied but granting a massive 5[W] damage that re-rolls all 1s or 2s.&lt;br /&gt;
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===Light Bringer===&lt;br /&gt;
This path is a very radiant-based path with multiple supporting ways that can blend together with combat. &#039;&#039;Holy Radiance&#039;&#039; is a rather simplistic Light cantrip, &#039;&#039;Invigorating Light&#039;&#039; allows an AP to grant a nearby ally a free action, and &#039;&#039;Twelve Runes of the Sun&#039;&#039; grants the new rune state of the Light Bringer, denying concealment to nearby enemies while &#039;&#039;Undeniable Light&#039;&#039; makes allies within range immune to blinding. Mote of the Sun is an attack that blinds rather than hurts, though depending on rune state it can either harm or grant allies concealment once the blinding ends. Anthem of the Dawn allows anyone to use a surge and also gain THP and a cure for blindness. Dawning Light not only shoves an enemy back, but also gives nearby allies THP and a chance to shift around.&lt;br /&gt;
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===Master of the Forge===&lt;br /&gt;
This path is a very support-based one with every feature giving ways to either protect allies or make them hit harder. &#039;&#039;Forge Rune Action&#039;&#039; is one of the latter options, as an AP will give you and your close allies a bonus to damage. &#039;&#039;Runes of the Blade Smith&#039;&#039; is of a similar vein, but instead of an AP it instead just grants a +1 damage boost to one weapon until the next rest. &#039;&#039;Indomitable Steel&#039;&#039; is the same thing, except now adding +1 to any heavy armor&#039;s AC. Call of Iron is a potent attack that boosts either damage or AC depending on the rune state in use. Blessing of the Forge is just an instant boost to AC that can be exploited since it&#039;s a minor at-will, though it requires the target to be right next to you. Fury of the Forge is the most offensive of the abilities, dealing ongoing fire damage and giving allies the shot to deal bonus damage while on fire.&lt;br /&gt;
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===Rune Shield===&lt;br /&gt;
Whereas Master of the Forge has to split between either being defensive or offensive, the Rune Shield dedicates itself entirely on being protection-first. &#039;&#039;Guardian Shield&#039;&#039; starts with a new rune state which boosts everyone&#039;s defenses by +2, but only if you don&#039;t move. &#039;&#039;Protective Action&#039;&#039; does the same thing for an AP, though it lacks the movement restriction. &#039;&#039;Mighty Guardian&#039;&#039; just doubles these defenses. Battering Rune is a rather strange power that emits a blast zone and shoves enemies, but what that zone does depends on the rune state: Destruction gives your party a bonus to hit enemies outside the zone, Protection turns it into difficult terrain for enemies while also giving protection to allies. Rune of Shielding is an instant sustainable deadzone that halts any movement towards it, useful in cornering enemies. Hounding Shield of Radiance is a permamarking ability with a special caveat: whenever that mark hits an ally, you get to hit the mark while also halving the damage taken.&lt;br /&gt;
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===Enlightened Word===&lt;br /&gt;
This path is available to any non-evil runepriests, seeking to act as support through their powers. &#039;&#039;Cloud Step&#039;&#039; adds a new rune state that allows adjacent allies to shift 2 squares when they hit an enemy once per turn, while ending it with a minor gives you a fly speed for a turn. &#039;&#039;Shared Enlightenment Action&#039;&#039; uses an AP for you to use a class power originating from an ally&#039;s space, thus giving them THP. &#039;&#039;Radiant Step&#039;&#039; adds phasing and insubstantial to your flying. Celestial Lightning is a burst attack centered on an ally, who then can deal lightning/radiant damage with their attacks as well as either a damage or healing surge bonus based on rune state. Touch of Hope grants a free save against all effects as well as a free heal and a free stand if needed.  Words of Celestial Heaven is rather odd in that it lacks a focus on allies, instead adding save-ends stunning on an enemy, who then attacks an enemy while also gaining extra damage every time thereafter when you hit this target with an at-will.&lt;br /&gt;
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==Warpriest==&lt;br /&gt;
===Devout Warpriest===&lt;br /&gt;
This is the path exclusive to the Warpriest, pretty much building off of what you already have with each domain. &#039;&#039;Devout Action&#039;&#039; is the AP feature that has different effects based on what domain you started with, &#039;&#039;Transcendent Blessing&#039;&#039; trains you in Supernal and grants a domain-specific perk that keys off a single power, and &#039;&#039;Devout Warpriest Domain Feature&#039;&#039; adds yet another thing to your domain. Divine Resurgence is the only power universal to the warpriest and for good reason - it recovers the usage of Second Wind to anyone in range and recharges an Encounter power exclusive to your domain. The u12 and d20 powers, being exclusive to domain, will probably not be covered here because of how fucking many there are.&lt;br /&gt;
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==Miscellaneous==&lt;br /&gt;
===Arrow of the Moonbow===&lt;br /&gt;
Exclusive to any class with Channel Divinity (read, all divine classes save runepriest or the Divine Channeler feat) and proficiency with a bow who worships [[Sehanine]]. As expected, this is a part of a cult dedicated to changing the flow of destiny when they see fit. You begin with &#039;&#039;Moonkissed Action&#039;&#039; using an AP to let you re-roll a bow attack, &#039;&#039;Walker in Twilight&#039;&#039; gives low-light vision and training in stealth (or the skill focus feat for stealth if you&#039;re already trained), and &#039;&#039;Break the Bonds&#039;&#039; is a Channel Divinity power that ends any dominated, immobilized, petrified, or restrained effects.&lt;br /&gt;
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Three Moonbeams targets up to three enemies (though targeting one gives a bonus +1[W] damage) with cold+radiant damage and lets allies near them shift away. Moon Eye gives you darkvision and immunity to blindness. Moon Shot deals a generous amount of cold+radiant damage to one target and lets allies near the target use a surge.&lt;br /&gt;
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===Chromatic Bane===&lt;br /&gt;
This is yet another anti-dragon path, though now this one is for any divine class. It also has you outright declare war on [[Tiamat]] and any of its followers. You start with &#039;&#039;Inspired Bravery&#039;&#039;, which lets an ally make a saving throw against a charm or fear effect each turn, &#039;&#039;Resilient Action&#039;&#039; has you spend an AP for resist 10 against an elemental type (upped to 15 in epic), and level 16 grants you &#039;&#039;Platinum Mantle&#039;&#039;, a new Channel Divinity power. This is an instant interrupt against a close or area attack and gives you and any closeby allies a +3 on all defenses.&lt;br /&gt;
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Rolling Stab is a melee counterattack that has you shift around the target before doing at-will tier damage (doubled if fighting a dragon) and giving +2 to all defenses for the turn. Rousing Cry is a large burst that instantly ends one ally&#039;s stunned or dazed effect and gives them a free move. Heartstrike is a charge-friendly attack that has you strike, move both you and the target, and then perma-mark them.  &lt;br /&gt;
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===Doomguide===&lt;br /&gt;
This [[Forgotten Realms]] path is dedicated to any divine class in worship of [[Kelemvor]]. Though he usually dedicated to the end of life, he is also determined to destroy the undead wherever they reside and curtail their defiance of the end. You start with the rather meh &#039;&#039;Blessings of Kelemvor&#039;&#039;, which grant +2 to all defenses when you spend an AP (rendering it useless when you use Second Wind) and the less-than-stellar &#039;&#039;Doomguide&#039;s Geas&#039;&#039; granting +2 extra HP from healing (upped to +5 when undead are around), while eventually reaching &#039;&#039;Doomguide&#039;s Resolve&#039;&#039;, letting you roll one saving throw when you kill someone (or roll saves for all if you kill an undead).&lt;br /&gt;
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Kelemvor&#039;s Circle is a big burst that hits while also healing allies by 5 HP (doubled if an undead is hit). Unsullied Heart is an immediate interrupt that adds +5 to Fortitude or Will the instant an attack targets them. Kelemvor&#039;s Sword is an attack that heals your team by 15 HP while inflicting save-ends dazed on the target (upgraded to stunned on undead).&lt;br /&gt;
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===Exorcist of the Silver Flame===&lt;br /&gt;
This [[Eberron]]-exclusive path is for those divine classes that worship the [[Silver Flame]]. This is the next step in the fanatic zealotry that the church espouses as you become bonded with the flame and become an agent of unyielding purity. You get &#039;&#039;Bolstered by Flame&#039;&#039;, which gives you and an ally +Wis THP whenever you use a fire power, &#039;&#039;Silver Flame Action&#039;&#039; uses an AP to make your next attack deal +2d6 fire+radiant damage, and &#039;&#039;Silver Exorcism&#039;&#039; lets you re-roll a damage die of 1 or 2 when using a fire or radiant attack against a demon, devil, shapechanger, or undead foe.&lt;br /&gt;
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Flame of Censure is a burst that blinds enemies, but demons, devils, shapechangers, and undead take doubled damage and suffer a penalty to AC equal to +Cha. Warding Flame is a sustainable ranged burst that gives friendlies inside it Resist 5 fire+radiant and +2 to all defenses, while enemies take vulnerable 5 fire+radiant and -2 to all defenses. Silver Brand is a ranged attack that save-ends blinds and dazes the target while demons, devils, shapechangers, and undead also get ongoing damage of 10 fire and radiant each.&lt;br /&gt;
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===Idol of Darkness===&lt;br /&gt;
Hailing from the [[Book of Vile Darkness]], this paragon path represents a [[paladin]] or a [[cleric]] who has embraced the powers of dark gods, staining their soul with the corrupting energies of evil spiritual energy until they have become an incarnate avatar of soul-shrivelling horror, an emissary for the darkest of entities. At level 11, they gain the features &#039;&#039;Unwholesome Resilience&#039;&#039; (Resist 10 Necrotic and Poison, Immune to diseases of your level or lower) and &#039;&#039;Vile Darkness Action&#039;&#039; (when you spend an action point, you emit a blinding cloud of manifest corruption; this cloud lasts until the end of your next turn and grants you partial concealment (total, if you were bloodied) against adjacent enemies and a +4 bpower bonus to damage rolls). At level 16, they gain the feature &#039;&#039;Death-Driven&#039;&#039;, which lets them shift squares equal to their Charisma modifier when a creature within 5 squares drops to 0 HP as a free action, which they can do 1/round.&lt;br /&gt;
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Their level 11 encounter attack power is &#039;&#039;Font of Despair&#039;&#039;, a close burst 1 Strength vs. AC attack that deals 2[W]+Str modifier damage to any creatures it hits, with struck creatures taking a -2 penalty to their attack rolls and all defenses until the end of the Idol&#039;s next turn. Regardless of any successful hits, the Idol also gets their choice of either of two boons; the ability to make an immediate saving throw with a power bonus equal to enemies hit with the attack, or gaining damage resistance (equal to Str modifier) until the start of their next turn. Their level 12 utility power is the daily-use &#039;&#039;Unholy Aura&#039;&#039;, which they can activate as a minor action; it grants them an aura 1 that lasts until the encounter&#039;s end, and which enables them to push any creature which ends its turn within the aura 1 square as an opportunity action. Their level 20 daily attack power is &#039;&#039;Dark Burden&#039;&#039;; a melee attack against a chosen foe that does 5[W]+Str modifier damage on a hit and half that on a miss. Additionally, each creature adjacent to the Idol other than the initial target starts taking ongoing 10 necrotic and psychic damage (save ends). At the start of each of the Idol&#039;s turns, they can slide each creature taking this ongoing damage a number of squares equal to their Charisma modifier.&lt;br /&gt;
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===Morninglord===&lt;br /&gt;
One of the better-known paths from the [[Forgotten Realms]] Player&#039;s Guide, this path demands that any divine class worships [[Amauntor]] (the younger and more idealistic version of Lathander) and offers some remarkable cheese with radiant damage. You start off with &#039;&#039;Militant Dawn&#039;&#039; dealing +Cha radiant damage to one enemy when you use Channel Divinity and &#039;&#039;Unflagging Enemy&#039;&#039; using an AP to crit on an 18+, and you eventually get the fabulous &#039;&#039;Burning Radiance&#039;&#039;, inflicting vulnerable 10 radiant any time you hit with a divine power.&lt;br /&gt;
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Pure Glow is a big burst that has the added perk of dealing extra damage to anyone who starts their turn on that area. Rising Sun gives you a sustainable aura of constant healing. Lance of Dawn is a ranged attack that deals ongoing radiant damage that amplifies with each failed save.&lt;br /&gt;
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===Oak Shield===&lt;br /&gt;
Restricted to divine classes in service to [[Melora]], the Oak Shield is a path that gives the feeling of a divine-primal hybrid. You start with &#039;&#039;Sheltering Boughs&#039;&#039; spending an AP to grant a burst 5 that adds +2 to AC and Fort for the turn and &#039;&#039;Weather the Storm&#039;&#039; granting resist 10 thunder+lightning while also granting 10 THP to two allies whenever you&#039;re hit by either type, while level 16 gives &#039;&#039;Deep Roots&#039;&#039;, which gives tremorsense 5 when touching the ground.&lt;br /&gt;
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Steadfast Resolve is an attack that shoves the target back and renders you or an ally immune to forced movement that turn. Whirling Leaves is a large burst that gives everyone concealment. Renewing Vines is a burst that deals poison damage and save-ends immobilizes targets (or save-ends slows on a miss) while also granting THP and a +2 to one roll to allies inside that.&lt;br /&gt;
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===Soulforged===&lt;br /&gt;
Exclusive to anyone who worships Moradin and has the Moradin&#039;s Resolve Channel Divinity power, this is the result of drawing power from Moradin&#039;s Soulforge and bringing it forth in an incredible force able to shatter anything. &#039;&#039;Reforged Action&#039;&#039; uses an AP to recharge either Channel Divinity or recharge a level 11 or lower encounter attack, &#039;&#039;Weapon of the Dwarf-Father&#039;&#039; is an at-will power that gifts a held weapon to deal fire+radiant damage and &#039;&#039;Foe Hammer&#039;&#039; combines the Weapon of the Dwarf Father with Moradin&#039;s Resolve so that the later deals +1d10 fire+radiant damage and stunning on a crit when the latter is in effect.&lt;br /&gt;
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Forge Blast is a flexible attack that does stunning and splash damage. Tempered is an immediate interrupt that adds +4 to Fortitude and Will and +5 to the next save. Soul of the Dwarf-Father is another flexible attack that makes every attack afterward deal fire+radiant damage and makes you have an aura 1 of difficult terrain.&lt;br /&gt;
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===Zealous Demagogue===&lt;br /&gt;
This path has some rather flexible requirements, as it requires either a Cleric or Invoker trained in either Insight or Perception. You have become the guiding beacon for those whose faith falters, warning them of the perils that will befall them if they stray. None of the passive abilities rely on any range beyond eyesight, which makes this quite powerful. &#039;&#039;captivating Presence&#039;&#039; gives you +2 to Diplomacy, Insight, and Intimidate checks while allies within eyeshot get +2 to charm and fear saves, &#039;&#039;Zealous Action&#039;&#039; uses an AP to give allies who see you THP equal to half your level and a +2 to hit for the next turn, and &#039;&#039;Martyr&#039;s Blood&#039;&#039; grants allies +1 to attack, damage, and save rolls while you&#039;re bloodied.&lt;br /&gt;
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Fanatic Charge lets an ally charge for free. Imperiled Leader lets you pull in an ally to take a melee attack meant for you, recharging Fanatic Charge if the attack still hits. Sudden Conversion enacts an immediate save ends condition, the worst being Dominated and a -2 penalty to save against it (downgraded to Weakened (Save Ends) after a successful save), while a miss deals Dazed and Weakened (Save ends).&lt;br /&gt;
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=Martial Paragon Paths=&lt;br /&gt;
==Fighter==&lt;br /&gt;
===Avenging Slayer===&lt;br /&gt;
The Avenging Slayer is an offensively-oriented path, built upon rattling and being terrifying. &#039;&#039;Bloodied Edge&#039;&#039; adds Cha to all damage vs enemies you have combat advantage against, &#039;&#039;Slayer&#039;s Action&#039;&#039; grants Combat Advantage against an enemy for the price of an AP, and &#039;&#039;Brutal Justice&#039;&#039; gives a bonus to hit whenever you kill an enemy. Comeuppance Strike is a rattling blow that not only hits an enemy, but it also hits all nearby enemies with a penalty to all defenses. Looming Justice is your means of control, sliding a marked foe whenever they attack someone  other than you, and Ruthless Outburst is a deadly burst that not only inflicts ongoing damage, but also has rattling on it to penalize any retaliation.&lt;br /&gt;
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This path is quite effective for anyone who likes making messes out of enemy tactics and laying on the hurt while at it.&lt;br /&gt;
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===Bladestorm Duelist===&lt;br /&gt;
Restricted to tempest fighters with proficiency in rapiers, thus turning you into a swashbuckler in your own right. To start with, &#039;&#039;Canny Defense&#039;&#039; not only adds +2 to AC and Reflex when wearing light armor and no shield, but it also adds Wis to Initiative without a feat. &#039;&#039;Precise Action&#039;&#039; allows you to re-roll one or two hits you make whenever you spend an AP on an attack. &#039;&#039;Bladestorm Technique&#039;&#039; is a very interesting benefit, as you need to wield both a rapier and an off-hand light blade in order to gain both +1 to hit and damage as well as the high crit property to your rapier. Blade Feint is an amusing double hit, with the first softening an enemy with Combat Advantage while the second penalizes their hit rolls.  Nimble Step allows you to shift as a free action whenever your marked foe provokes you with their movement or hits an enemy attacks anyone else but you. Elaborate Assault is a reliable triple combo, slicing an enemy before shifting around and penalizing them in different ways with each step.&lt;br /&gt;
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This path has a lot off fun with being flittering and fancy and screwing around with enemies, and it allows for some unique ways to score multiple hits on an enemy.&lt;br /&gt;
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===Blood-Crazed Berserker===&lt;br /&gt;
Debuting in 4e&#039;s [[Book of Vile Darkness]], this path is locked to only EVIL fighters who want to go further with their art of killing, which might be an issue on most campaigns as it is. You&#039;re not quite a barbarian, but you got some vicious tricks on you for more damage -- chanting [[Khorne|Maim, Kill, Burn!]] is optional. &#039;&#039;Blood-Crazed Action&#039;&#039; embodies this with a boost to both charge distance and damage when you use an AP to attack. &#039;&#039;Unstoppable Killer&#039;&#039; improves saves against any of the real bad ongoing conditions (dazed, dominated, restrained, etc), and wrapping this up is &#039;&#039;Bloodied Aggression&#039;&#039;, which adds +1 to hits and increases the crit range when bloodied. Mutilating Strike is a rather basic rider, dealing double damage on an MBA while also stunning a foe. Foaming Wrath is a personal response against bloodying filled with THP and Combat Advantage against the perp for the turn, which might stack well with Dragonborn shenanigans. Maniacal Fury is a really big bad stance, doubling damage on all MBA while also forcing immediate attacks on anyone nearby you.&lt;br /&gt;
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Really, this path abandons the concept of marking, so if you want to go to barbarian murder-kill-fuck-ville (which you might be considering this came from the 4E Book of Vile Darkness), this is up your alley.&lt;br /&gt;
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===Doomguard Marauder===&lt;br /&gt;
Heavily offensive fighters will enjoy this path for all the ways they can hurt an ally with only a weapon. &#039;&#039;Destructive Action&#039;&#039; adds 1d12 (2d12 on Epic) to an attack&#039;s damage upon using an AP, &#039;&#039;Ruin&#039;s Reward&#039;&#039; recovers +Con HP whenever you crit, and &#039;&#039;Inevitable Doom&#039;&#039; adds +2 to hit an enemy if you missed them the previous turn. Your powers are equally nice too, with Entropic Blow dealing -2 AC on any nearby enemy, Strike of Unmaking stripping away resistances, and Arm of Dissolution slapping ongoing damage as well as the chance to improve your odds of hitting when they fail the save.&lt;br /&gt;
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===Draeven Marauder===&lt;br /&gt;
This path requires only that you love spears and 3-square shifts enough to go here, and considering the many many people who crow on about polearm shenanigans, this seems like a good fit. &#039;&#039;Fleet Skirmisher&#039;&#039; allows for a 3-square shift after using an AP just before an action to help with mobility, &#039;&#039;Marauder Precision&#039;&#039; makes spears crit on a 19+, and and &#039;&#039;Press the Advantage&#039;&#039; turns a crit against a bloodied enemy into a free bonus attack against his closest friend (A rather specific setup that also requires you to be up against a bunch of goons circling you). Impaling Strike is a thematically fun move, giving a 3-square shift before striking and immobilizing the foe. Exultant Withdrawal shifts you 3 after killing someone. Taunting Press is an unusual control move, sliding an enemy 3 before whacking them and then giving you the chance to shift them again if you ever hit this foe every turn after.&lt;br /&gt;
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===Dread Reaper===&lt;br /&gt;
This path is a path to pick if you choose to specialize in polearms or greatweapons, two-handed weapons which focus more upon being killy than being defensive. For starters, &#039;&#039;Impending Slaughter&#039;&#039; knocks prone any marked enemy you hit with an Opportunity Attack while &#039;&#039;Reaper&#039;s Action&#039;&#039; deals Str damage to all adjacent foes when using an AP to attack. &#039;&#039;Reaping Cleave&#039;&#039; acts in a similar fashion, dealing Str damage to one nearby enemy when using any basic attack with a two-hander while inflicting that damage to all nearby enemies when using Cleave. For attacks, you start with Reaping Lunge, which attacks with reach while also allowing for an immediate shift+MBA if they try to attack anyone besides you. Reaper&#039;s Warning is a permamark on all enemies, lasting for the encounter so you can make all sorts of shenanigans. Blood Harvest is pretty much a big dumb swing with ongoing damage which is unsavable if the enemy moves on their turn.&lt;br /&gt;
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===Dreadnought===&lt;br /&gt;
The dreadnought is the biggest force of unmovable tankery that can exist for the fighter, though it can also benefit anyone who uses hammers, mauls, and axes with bonus Con to damage. The start is already pretty fierce, as &#039;&#039;Dreadnought Action&#039;&#039; gives them Resist 10 all when an AP is spent on an attack. &#039;&#039;Unfailing Resolve&#039;&#039; gives extra HP as well as the ability to spend HP to end an ongoing effect. &#039;&#039;Critical Hardening&#039;&#039; also grants its own Resist 10 all whenever you score a crit. Inorexable Advance acts as a very simple double attack with a shift added in. Blood Iron just grants Resist 5 all whenever you get bloodied. Line-Breaker Assault is a mix of both powers, being a shove and stun against any enemies while also granting Resist 5 all.&lt;br /&gt;
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===Gladiator Champion===&lt;br /&gt;
This requires either a Fighter or the Gladiator theme from [[Dark Sun]] to be available that specializes in gaining any advantage over the opposition. &#039;&#039;Halo of Destruction&#039;&#039; smacks any enemy near you after bloodying someone, &#039;&#039;Undaunted Action&#039;&#039; lets you roll twice for an attack when you use an AP while bloodied, and &#039;&#039;Whirlwind of Destruction&#039;&#039; flat-out denies any ability to move away from you. Opening Ploy lets you shove an enemy back, giving everyone Combat Advantage over the enemy and get +4 to damage against anyone near the target. Fail to Disappoint is your at-will shift-around that gives Combat Advantage, but it&#039;s only usable when you&#039;re bloodied and hit by an enemy. Finishing Strike is a reliable stance attack that immobilizes anyone near your target.&lt;br /&gt;
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===Glorious Myrmidon===&lt;br /&gt;
Available to fighters trained in athletics, this path pushes for a new level of acrobatic flair that few can match. &#039;&#039;Battle Agility&#039;&#039; makes for an eye-popper by ignoring all penalties to chain and scale mail and &#039;&#039;Myrmidon&#039;s Action&#039;&#039; adds for both a 3-square shift and a +2 to the next attack made with an AP. &#039;&#039;Myrmidon Athleticism&#039;&#039; goes a step further by adding to speed and giving a bonus to athletics, acrobatics, and endurance checks. Charge to Glory is a rather easy-to-use power: it prones people and it can be used in a charge. Exult in Glory allows a free Second Wind and a boost to hit whenever you kill an enemy. Moment of Triumph is a seriously defensive stance, adding to defenses while also doubling the penalties marked enemies take to hit anyone besides you.&lt;br /&gt;
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This path is an interesting one to go through if you see mobility and defense being equal priority and have no problem with waiting until you can start backflipping in scale mail.&lt;br /&gt;
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===Great Weapon Master===&lt;br /&gt;
This path requires you to have the Weapon Talent feature for two-handed weaponry. While you still focus on the big damage, this does offer you some added utility within your role, especially in regard to marks. &#039;&#039;Infectious Dread&#039;&#039; slaps an enemy next to your target with a fear-based -2 to hit, &#039;&#039;Parrying Action&#039;&#039; has an AP to boost your AC, and &#039;&#039;Opening Seized&#039;&#039; penalizes a marked enemy missing you by adding Con to the damage for your next attack. Grim Warning serves as a reaction-based Reckless Strike  that adds Str+Con to damage against whoever attacks you. Blocking Maneuver adds +4 to AC and Reflex against a marked enemy&#039;s attack on you at the cost of being unable to prolong that mark for the turn. Scattering Strike isn&#039;t very impressive damagewise. but it inflicts a save-ends weakened condition as well as shoving nearby enemies back.&lt;br /&gt;
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===Iron Vanguard===&lt;br /&gt;
You specialise in taking a beating and being the last man standing. &#039;&#039;Enduring Warrior&#039;&#039; allows you to heal HP when you drop a foe, &#039;&#039;Ferocious Reaction&#039;&#039; has an action point boost all defenses and allows for an action before falling unconscious at 0 HP, and &#039;&#039;Trample the Fallen&#039;&#039; damages anyone you knock prone or push back. Frontline Surge is a simple strike, shoving an enemy back and allowing nearby allies to follow you in the push. Inorexable Shift just allows you to shift and shove off anyone in the way. Indomitable Strength, though, is a triple-decker: alongside some meaty damage, it also shoves, stuns, and knocks the enemy prone - AND it can also use a surge.&lt;br /&gt;
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This path gives some degree of Controller-tier manipulation, with all the ways you can shove about enemies, so it would work best with other moves like it and moves that force enemies into bad locations.&lt;br /&gt;
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===Ironstar Mauler===&lt;br /&gt;
Restricted to fighters with the Ironstar Student Feat (Gives +2 to Acrobatics and when using maces and flails, you force enemies granting Combat Advantage hit by your Reaping Strike to eat -2 to their next hit roll), you pick this path because you want to bust heads real hard. &#039;&#039;Ironstar Action&#039;&#039; kicks things off by granting a crit on an 18+ and the High Crit weapon property when you use an AP to use a power tied to the Ironstar Student or Ironstar Crusher feats while &#039;&#039;Ironstar Master&#039;&#039; gives +1 to hit with flails and maces. &#039;&#039;Ironstar Expertise&#039;&#039; forces an enemy hit by a mace or flail and suffering a save-ends effect to suffer -2 on their save. Devastating Smash is a rather strong attack, dazing and stunning your foe. Ironstar Stance grants THP at any turn where there is none. Crushing Fury may hit one foe and push them back, but it dazes and slows two enemies with save-ends effects.&lt;br /&gt;
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This path works on being a bit of a controlling influence, softening up an enemy to eat other things whether or not that other thing is you.&lt;br /&gt;
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===Kensei===&lt;br /&gt;
Your basic [[samurai]]-inspired weapon master, with features revolving around getting souped-up benefits from a single specialty weapon.  &#039;&#039;Kensei Control Action&#039;&#039; makes for a very handy AP feature by allowing it to re-roll any attack, damage, or skill, or any other roll that isn&#039;t a save. &#039;&#039;Kensei Weapon Focus&#039;&#039; adds +1 to hit with one single weapon with &#039;&#039;Kensei Mastery&#039;&#039; later improving the damage by 4. For attacks, you have the rather basic Masterstroke, the protective Ultimate Parry to reduce damage from one blow, and the Weaponsoul Dance to immobilize up to three different enemies in the same room.&lt;br /&gt;
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This path is rather flat, with not much to go against it, but not much to go for it besides the weapon focus.&lt;br /&gt;
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===Knight Protector===&lt;br /&gt;
A rather basic defensive path. &#039;&#039;Devoted Protector&#039;&#039; lets you interrupt a marked enemy&#039;s attack by shifting an ally, &#039;&#039;Protector&#039;s Action&#039;&#039; adds +5 to one ally&#039;s AC, and &#039;&#039;Knight&#039;s Focus&#039;&#039; lets you exchange the attack from Combat Challenge or an Opportunity Attack so you can add +2 to nearby allied AC. &#039;&#039;Protector&#039;s Strike&#039;&#039; slaps a marked enemy, dealing extra damage and stun if they attacked any allies. Knightly Bulwark lets an ally shift all the way towards you while also gaining +2 AC. &#039;&#039;Blood Justice&#039;&#039; counters a nearby foe who bloodies an ally, sliding them backward while then taking moving over and giving the ally +2 AC.&lt;br /&gt;
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===Kulkor Arms Master===&lt;br /&gt;
Restricted to fighters with the Kulkor Battlearm Student feat (+2 to athletics and +2 to damage when hitting an enemy you have Combat Advantage over with an axe/hammer/versatile mace with Tide of Iron), those that select this path seek to assert combat superiority, though what this means isn&#039;t always clear. &#039;&#039;Kulkor Master&#039;&#039; turns tables by hitting an enemy with an axe/hammer/versatile mace and turning their Combat Advantage into also giving Combat Advantage towards you. &#039;&#039;Kulkor Persistence&#039;&#039; lets you re-roll an attack if it fails to hit anyone for the cost of an AP, and &#039;&#039;Smite the Fallen&#039;&#039; deals extra damage equal to 1/2 level when you knock one (and ONLY one) foe prone. Arms Master Challenge has some uses in multitasking, letting you hit two foes and then marking either your second target or a third one you didn&#039;t hit. Tempered in Blood is a handy survival move, immediately spending a second wind when you get bloodied. Subjugation of Steel is just a burst that knocks foes prone.&lt;br /&gt;
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===Pit Fighter===&lt;br /&gt;
Specializing in surviving no matter the odds, a Pit Fighter is a blunt and brutal opponent. For features, you get increased AC bonus, super-charge your damage when you burn an action point, and a general boost to damage. For powers, you get All Bets Are Off (hit the same target twice in a row), Deadly Payback (gain a temporary bonus to attack and damage against the last person to damage you), and Lion of Battle (quadruple damage and, if you drop your target, you can potentially spook all enemies nearby).&lt;br /&gt;
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===Rakehell Duelist===&lt;br /&gt;
A rather interesting move for a Tempest Fighter, it gives you a few components to be decent all around. &#039;&#039;Duelist&#039;s Guard&#039;&#039; adds +1 to AC  against marked enemies while wearing chainmail or light armor, &#039;&#039;Main Gauche Action&#039;&#039; lets you spend an AP to attack with your off-hand weapon, and &#039;&#039;Marked Opportunity&#039;&#039; gives Combat Advantage when a nearby marked enemy shifts or attacks an ally. Sly Charge is a multipurpose charge, letting you throw a weapon before charging for Combat Advantage, charging, and hitting for Combat Advantage (though if you had it before, you just add +Dex to damage). Main Gauche Parry lets you add +4 to AC and Ref if you have an off-hand light blade on hand. Stay Mobile not only deals hefty damage, but it also lets you shift any time that target misses you for the remainder of the fight.&lt;br /&gt;
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===Rampaging Brute===&lt;br /&gt;
Restricted to fighters with the Ogremight Student feat (+2 to intimidate and enemies hit with Brash Strike using a two-handed hammer or mace take -1 to defenses), you can expect that this path is centered on overpowering your enemies. What this path excels in, however, is in giving new and deadlier features on your charge, something better benefited by the Ogremight Bruiser feat (Two-handed hammers/maces crit on a 19+ and you can charge and attack with the following powers: Anvil of Doom, Crushing Blow, Harrowing Hammer, Indomitable Battle Strike, Mountain Breaking Blow, Reckless Strike). &#039;&#039;Brute Charge&#039;&#039; lets you knock anyone who Opportunity Attacks you during a charge prone, &#039;&#039;Rapmager&#039;s Charge&#039;&#039; adds that an AP spent during a charge can either add +2[W] damage on an attack or deal +Str damage on a miss. &#039;&#039;Trampling Rampager&#039;&#039; then adds that you can charge through enemies, meaning your charge movement will only ever be harried by terrain. Barreling Swing is a charge-and-burst that goes through enemies, smacking enemies with +Con damage if using two-handed hammers/mauls. Tumbling Trample makes for a decent dick move, moving away from an enemy and then pushing and knocking them prone. Brutal Fury might sound familiar to barbarians, as it lets you charge just after killing someone and adds Str and Con to the attacks damage.&lt;br /&gt;
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===Ravager===&lt;br /&gt;
This is an obvious choice for the Battlerager, considering that this path is locked exclusively to them. You get multiple ways to attack groups while also benefiting off the Invigorating keyword. &#039;&#039;Ravaging Action&#039;&#039; lets you spend an AP and then use your new action to make MBAs at everyone nearby, adding +Con to damage for each. &#039;&#039;Strive to Slay&#039;&#039; keeps up the momentum by adding +2 to hit whenever you kill someone. &#039;&#039;Marauding Fury&#039;&#039; lets you attack again whenever you miss while bloodied, but this is only with an MBA. Driven Before you makes for a room-clearer, letting you shove enemies within a radius back, but it locks the enemy you just hit. Blood-Soaked Fury drops your defenses by -2 whenever you get bloodied, but you get +2 to hit and you regain +Con HP whenever you kill. Marked Savagery is a reliable attack deals some ferocious ongoing damage that&#039;s worsened when they&#039;re marked: that mark means they take -2 to any saves against it.&lt;br /&gt;
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===Scale Breaker===&lt;br /&gt;
The path meant for slaying dragons. Literally everything here is built with the explicit purpose of fucking over a dragon. &#039;&#039;Dragon Slayer&#039;s Action&#039;&#039; uses an AP to re-roll an attack or end a condition dealt by a dragon. &#039;&#039;Guardian Ally&#039;&#039; grants nearby allies +2 Shield to Reflex against Close or Area attacks, ideal for blocking breath attacks. &#039;&#039;Dragon Hammer&#039;&#039; knocks any enemy hit by you with -1 Fortitude for a turn, but it also takes -1 AC from a dragon as well. Grounding Strike can either deal neat damage or halt an enemy from flying and send them crashing down. Bear the Brunt is your martyr maneuver, taking a blow meant for a nearby friend. Scale-Shattering Strike is a reliable attack with some really vicious save-ends penalties: -4 AC and Vulnerable 5 all, both doubled on a dragon for the next turn.&lt;br /&gt;
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While this path can work on any monster, there are enough factors dependent on punching dragons specifically that it kinda sours the neatness of this path if you don&#039;t fight that many dragons.&lt;br /&gt;
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===Shield Adept===&lt;br /&gt;
Not all warriors are renowned for their weapons; the shield adept instead opts to make themself known by their indomitable shield. Unlike the Snapping Testudo, which goes for all the shields all the time with dual wielding, this path works with both grant some reactive attacks. &#039;&#039;Covering Action&#039;&#039; makes an impressive start by using an AP to grant superior cover against any ranged attacks, &#039;&#039;Shield Bearer&#039;s Payback&#039;&#039; is a simple boost to hit anyone that hits you, and &#039;&#039;Shielded Stamina&#039;&#039; has shields improve Fort as well. Sudden Shield Bash is a reaction that stuns any marked enemy that tries to escape or hit anyone but you. Shield Wall is a stance that grants you and all nearby allies partial cover, which can be handy. Reverberating Shield stuns and weakens an enemy with a save-ends effect if they dare miss an attack.&lt;br /&gt;
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===Shock Trooper===&lt;br /&gt;
IF you want to specialize in swift and devastating attacks, the shock trooper works in that department in spades. Perhaps most standout with this class is &#039;&#039;Deadly Soldier&#039;&#039;, which benefits Tempest fighters by making their off-hand weapon&#039;s damage die go up a step - now you can effectively dual-wield longswords. However, &#039;&#039;Footwork Action&#039;&#039;, which lets you spend an AP for +2 to AC and Ref (as well as shifting whenever the enemy misses), and &#039;&#039;Quicker Death&#039;&#039;&#039;s ability to add +Dex to damage against an enemy you have Combat Advantage over are equally impressive. Shocking Twister lets you skid around, slicing an enemy from three angles with an endgame of dazing. The Assault Footwork Stance lets you either shift or get +1 AC whenever your enemy whiffs. Shocking Skewer is also a bit unique in that it requires you to grab your enemy and then impale them with the off-hand weapon and dealing save-ends dazing.&lt;br /&gt;
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===Siegebreaker===&lt;br /&gt;
Another path requiring Weapon Talent that specializes on two-handers. The difference between this and Great Weapon Master is that this one focuses almost entirely on making the pain train hurt as much as possible. &#039;&#039;Bonerender&#039;&#039; adds Con to damage vs one enemy you have Combat Advantage over while &#039;&#039;Brutal Action&#039;&#039; spends an AP to add extra damage to one blow. &#039;&#039;You&#039;re Next&#039;&#039; pretty much targets your next foe, using the death of one foe to make another grant Combat Advantage to you. Bitter Strike is a Fear power that makes an enemy grant Combat Advantage against all allies. Brutal Momentum adds +2 to hit an enemy you&#039;ve hit before, which is a a very easy boost to net. Shattering Blow makes the enemy suffer save-ends penalties in stunned and ongoing 10 damage, but it also prones the enemy if they granted Combat Advantage to you.&lt;br /&gt;
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This path adds nothing to make you last longer, but with how much you do to hurt the enemy, that fear might never even be there. &lt;br /&gt;
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===Snapping Testudo===&lt;br /&gt;
If you ever thought &amp;quot;Gee, I wish I knew ways to use two shields for absolutely everything!&amp;quot;, then this path is right up your alley. It requires proficiency in shields and pretty much requires you to dual wield them to do anything. &#039;&#039;Two Shield Action&#039;&#039; starts off with adding to all defenses whenever an AP is spent, &#039;&#039;Two-Fold Defense&#039;&#039; raises AC for wielding both shields, and &#039;&#039;Behind the Shell&#039;&#039; makes you count as superior cover against ranged attacks aimed at anyone behind you. Steel Jaws is a double strike that stuns the target, though it can also clump two foes together if two enemies are hit by sliding. Shielded Aggression just improves any shoves that your powers contain or grants a slide if you do hit an enemy with a shield. Paddlewheel is a full-on whirlwind strike, hitting multiple enemies around you and possibly even flooring bystanders.&lt;br /&gt;
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If conflicted between this path and Shield Adept, do remember how you NEED two shields to be useful here and shields aren&#039;t exactly considered weapons, while shield adept just requires one and still has a weapon to deal damage.&lt;br /&gt;
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===Swordmaster===&lt;br /&gt;
Your basic [[Swashbuckler]] type paragon path. Quick, agile, and an expert with light or heavy blades. &#039;&#039;Steel Defense Action&#039;&#039; gives you a bonus to AC and Reflex when you spend an action point on an attack, &#039;&#039;Steel Grace&#039;&#039; lets you use Cleave, Reaping strike, Sure Strike, or Tide of Iron when you charge, and a critical hit with a light/heavy blade triggers &#039;&#039;Steel Blitz&#039;&#039;, which restores a depleted encounter power. Precision Cut is a strike that makes for a nasty Opportunity Attack, Fantastic Flourish marks an enemy hit with any light/heavy blade, and Combat Crescendo acts as a deceptive move, while weak, it can either recover a Daily or Encounter power depending on whether or not it hits anyone in the burst.&lt;br /&gt;
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This path is pretty simple and only requires that you want to use swords and knives while having an assurance that all your powers can always be available.&lt;br /&gt;
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===Warhound of Bane===&lt;br /&gt;
If you want to dedicate yourself to [[Bane]] without going divine or just want some extra boosts, this path could serve well. For one, &#039;&#039;Determined Action&#039;&#039; can have an AP recover 1/2 level+Wis in HP rather than spending a needed surge. &#039;&#039;Revitalized Offensive&#039;&#039; then uses either that or a surge to give +2 to attack, and &#039;&#039;Iron Determination&#039;&#039; gives the shield&#039;s bonus to will as well. Warhound&#039;s Wrath is a simple healing attack, but when bloodied, both damage and recovery are all improved.  Bane&#039;s Fortune is a stance that gives a small benefit to nearby allies while penalizing enemies, but it hinges upon never getting hit and even then, both aren&#039;t too big and won&#039;t stack on any further boosts. Triumphant Strike is a beefy as hell attack that not only permamarks an enemy and inflicts ongoing damage, but also dents the defenses, and both the ongoing damage and save dents are save-ends effects.&lt;br /&gt;
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==Ranger==&lt;br /&gt;
===Avalanche Hurler===&lt;br /&gt;
The reason you pick this path is because you went all-in on specializing with thrown weapons. Dual wielders in particular benefit from this path, since most light thrown weapons can be off-hand anyways.  &#039;&#039;Throwing Action&#039;&#039; in particular gives you a free RBA with a thrown weapon when they spend an AP before making your new action. &#039;&#039;Throwing Master&#039;&#039; improves the damage die of any thrown weapon by a step, turning daggers into hurting as much as a sword. &#039;&#039;Uncanny Thrower&#039;&#039; goes a step further by negating any range penalties for throwing your weapons. Landslide Strike shifts you a bit before throwing two times, damaging with both Str and Dex. Quick Draw Trick is your at-will ability to reload multiple weapons, which is your greatest gain. Eruption of Steel is a versatile trick that&#039;s melee or ranged, giving you the chance to hit one foe before targeting up to two more.&lt;br /&gt;
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===Blade Dancer===&lt;br /&gt;
This here is another path dedicated to running with dual-wielding and slashing things while dancing around like a prissypants. Starting off, &#039;&#039;Dancing Defense&#039;&#039; gives you a +2 to AC and Reflex if you hit with two weapons. &#039;&#039;Dual Blade Action&#039;&#039; burns your AP to make a double attack with a bonus of Wis to damage. &#039;&#039;Cutting Steps&#039;&#039; just gives +1 to attack and damage while dual wielding. Cross-Body Parry interrupts an attack with two light attacks that weaken if both hits land and add Dex to damage if both weapons are either light or heavy weapons. Misleading Bladework shifts around, dealing -2 to attack and gaining Combat Advantage against any enemies that are near that path. Blade Dance is a triple strike that can target multiple foes and deals Dex to damage when wielding light and/or heavy blades.&lt;br /&gt;
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===Battlefield Archer===&lt;br /&gt;
The natural tie-in for archery style rangers, this paragon path is all about enhancing your ability to deal death from afar. Your &#039;&#039;Archer&#039;s Action&#039;&#039; feature lets you spend an action point to reroll a ranged attack&#039;s attack roll or damage roll, &#039;&#039;Battlefield Experience&#039;&#039; feature lets you mark multiple creatures as a quarry (and get an attack roll bonus against your quarry), and your &#039;&#039;Battle&#039;&#039; Surge feature means that taking an extra action or Archer&#039;s Action gives you +5 AC against opportunity attacks. For powers, you get Combined Fire (freely shoot a target that an ally just attacked for triple damage), Archer&#039;s Glory (gain a bonus action point once per encounter by shooting an enemy dead) and Quarry&#039;s Bane (get to make a triple-damage on hit, knock prone if miss attack against all marked enemies in range).&lt;br /&gt;
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===Beast Stalker===&lt;br /&gt;
Another archery style exclusive path, these rangers specialize in killing beasts and magical beasts. &#039;&#039;Beast Stalker&#039;s Action&#039;&#039; means you get a +4 bonus to attack rolls vs. quarry when you spend an action point, &#039;&#039;Chosen Prey &#039;&#039;lets you select either Beast or Magical Beasts and get +2 damage to all attacks against them, and &#039;&#039;Action Shift&#039;&#039; means that after you spend an action point, you get to shift across the battlefield as a minor action for the rest of the encounter. For powers, you get Pinpointing Arrow (a double-damage ranged attack that ignores cover, concealment, total concealment and invisibility), Hunter&#039;s Grace (you can use the result of a Stealth check instead of an Initiative roll once per day) and Beast Stalker&#039;s Target (quadruple damage and mark the target).&lt;br /&gt;
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===Darkstrider===&lt;br /&gt;
Available to any ranger trained in dungeoneering, this is a path that specializes in sneaking around with concealment while having ways to ignoring enemies with it. &#039;&#039;Dark Action&#039;&#039; somehow uses an AP to grant +4 to all defenses. &#039;&#039;Darkstrider Edge&#039;&#039; gives you Combat Advantage over enemies that haven&#039;t acted yet on the first turn while also giving enemies you hit before their turn and enemies you hid from a damage bonus. &#039;&#039;Blindsense&#039;&#039; just grants an ability to see in any condition, including invisibility. Darkstrider Ambush is a basic attack that dazes a target you have Combat Advantage over. Cloaked In Shadow lets you hide from everyone by sneaking around some materials and you remain hidden until you fight or leave. Death in the Dark is a concealment-ignoring attack that guarantees damage, but only deals ongoing damage and blindness on a hit.&lt;br /&gt;
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===Feral Spirit===&lt;br /&gt;
Restricted to beastmaster rangers, you really just pick this path because you want to focus more on the companion but lack the requisites for any of the other pet-paths. &#039;&#039;Fearsome Partnership&#039;&#039; at least grants some handy benefits by granting a +2 damage whenever you&#039;re around your pet. &#039;&#039;Feral Action&#039;&#039; allows for your pet to gain +4 to hit whenever you spend an AP and &#039;&#039;Spirit Link&#039;&#039; allows your pet to spend one of your healing surges rather than spend its own. Feral Diversion acts as a cutting-off maneuver as the pet shifts around to flank your enemy before pulling away. Swiftness of Spirit grants your pet either a free move or a bonus to hit an enemy. Twin Soul Strike is your double-hitter with your pet gaining Combat Advantage over your target and you gaining Combat Advantage over your pet&#039;s target if they aren&#039;t the same.&lt;br /&gt;
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This path is best suited for those pets with higher Dex scores, as both attack powers key off a Dex, while only Twin Soul Strike adding both Str and Dex to the pet&#039;s damage.&lt;br /&gt;
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===Harrowing Swarm Archer===&lt;br /&gt;
This path builds off the Harrowing Swarm Student feat (+2 to nature and gain Rattling on Nimble Strike) which means that you&#039;d best specialize in archery. &#039;&#039;Sniper&#039;s Action&#039;&#039; lets you spend an AP to deal ongoing damage to a Quarry. &#039;&#039;Tormenting the Prey&#039;&#039; then works off that by gaining +2 to hit those suffering ongoing damage. &#039;&#039;Glancing Shot&#039;&#039; helps Quarry also by making that damage a constant even if you miss. Savage Sting is a pretty effective starter, dealing not only 3[W] damage but also ongoing damage. Wasp&#039;s Evasion halves damage from any attack. Deadly Swarm is impressive in that it targets up to four enemies, though the damage is lacking and all it does is stick -2 to all saves until the next turn, and even that&#039;s only on a hit.&lt;br /&gt;
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===High Forest Scout===&lt;br /&gt;
A [[Forgotten Realms]] exclusive path for archer rangers, this path is a bit conflicting in its intentions, and a bit of a controller theme. &#039;&#039;Binding Sight&#039;&#039; uses an AP to block a target from teleporting, &#039;&#039;Plagueslayer&#039;&#039; adds +2 to hit and Wis to damage when you hit Spellplagued enemies, and &#039;&#039;Forest Walk&#039;&#039; ignores difficult terrain made by the forest. Argent Arrow is a cover-negating shot that also teleports the target one square. Unrestricted Movement negates all difficult terrain for you and all allies. Binding Arrows targets three nearby squares, slowing an enemy until a save ends them and slowing them too if they&#039;re next to a square they filled with arrows. &lt;br /&gt;
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===Horizon Walker===&lt;br /&gt;
This Ranger path doesn&#039;t really give much of a preference for fighting style, but it instead gives various planar-themed powers, a case that might not always show up in a campaign. &#039;&#039;Shadowfell Sight&#039;&#039; gives Darksight but also gives you +5 to perception when inside the [[Shadowfell]]. &#039;&#039;Wanderer&#039;s Action&#039;&#039; uses an AP to grant a free move at any point. &#039;&#039;Astral Infusion&#039;&#039; grants Wis to death saves and the Surge value; in addition, you can&#039;t die whenever you fail all saves in the [[Astral Sea]]. Worldly Strike is a pretty simple attack that deals bonus damage and dazes any enemy that isn&#039;t of natural origin. Fey Strider gives a teleport with a bonus to distance while in the [[Feywild]] and allows your pet to teleport to you if you own one. Elemental Chaos Smite deals damage of near any type and deals ongoing damage on a hit, which doubles when in the [[Elemental Chaos]].&lt;br /&gt;
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===Huntsmaster===&lt;br /&gt;
This path requires the Hunting Spear Student feat (+2 to athletics, and slows when you hit using Fading Strike with a spear), requiring just about any specialization that isn&#039;t archery. Picking this path means specializing in any sort of way to lock down the enemy. &#039;&#039;Huntsmaster&#039;s Action&#039;&#039; uses an AP to add 1/2 level to the quarry damage. &#039;&#039;Intrepid Hunter&#039;&#039; gives you a +2 to hit your Quarry while also gaining +5 to track the enemy. &#039;&#039;Wary Hunter&#039;&#039; just denies any surprise. &#039;&#039;Crimson Spear Strike&#039;&#039; is a reach attack that immobilizes your foe, Brace for the Charge gives you an immediate interrupt to hit anyone who gets near you with an MBA that insta-crits, Transfixing Spear immobilizes your Quarry and allows you to reuse the power again.&lt;br /&gt;
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===Impiluritan Demonslayer===&lt;br /&gt;
Like the High Forest Scout, this is also a [[Forgotten Realms]] exclusive path for Rangers, only this one is for two-blade rangers who hate demons extra hard and want them to die extra fast. &#039;&#039;Demonslayer Blade&#039;&#039; adds +1d6 to Quarry damage if you target a demon and you get +5 to Arcana to ID demons. &#039;&#039;Demonslayer&#039;s Wrath&#039;&#039; uses an AP to drop all nearby enemy AC by 1, with demons eating double. &#039;&#039;Demon&#039;s Misfortune&#039;&#039; lets you strip a demon&#039;s resistances on a hit while critting strips any creature of their resistances. Demonslayer&#039;s Hindrance is a simple double strike that slows an enemy, while demons eat double the damage and get immobilized. Demonward grants a turn-long resistance to one damage type. Demonbane Flurry is another double-hitter that deals save-ends ongoing damage, with demons permanently losing all resistances and dealing ongoing damage to all nearby enemies every turn they suffer it.&lt;br /&gt;
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===Lone Wolf===&lt;br /&gt;
In the event that you have a ranger that just has no friends and doesn&#039;t want to, you can pick this path and revel in your friendlessness by specializing on one-on-one smackings. &#039;&#039;Focused Hunter&#039;&#039; gives you a +2 to hit your Quarry the moment you&#039;re totally alone. &#039;&#039;Overwhelming Action&#039;&#039; adds on your Quarry by weakening them whenever you hit them. &#039;&#039;Vanishing Chase&#039;&#039; then gives you both a shift the moment you hit your Quarry. Single Combat Assault is strange, being Str-based but ranged (so thrown weapons?) that dazes a fool and then yanks them to you if they&#039;re close enough. Escape the Trap is your at-will minor shift to bail you out of a gangbang. Disperse the Horde is a burst that does bonus damage to your Quarry but knocks back anyone else on their asses.&lt;br /&gt;
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===Pack Runner===&lt;br /&gt;
Another beastmastery-exclusive path, only now it requires a wolf pet. This path really doubles down upon the teamwork aspect on the class, though it offers little besides hitting and a few means to set up flanking for hitting (the one thing the wolf can call its specialty). All &#039;&#039;Pack Chase&#039;&#039; does is grant a +1 to hit whenever you and your dog move more than 2 squares, which is at least easy to achieve. &#039;&#039;Runner&#039;s Action&#039;&#039; gives you a free shift at half-speed at any point before or after your AP-using bonus action. &#039;&#039;Canine&#039;s Cunning&#039;&#039; lets you spend a minor to let both you and your pet shift a square if you&#039;re within range and need to set up a flank. Pack Runner&#039;s Assault is your basic team-up attack where hitting gives your pet Combat Advantage for their attack that knocks the target prone. Wolfskin has more out-of-combat utility with +5 to stealth and perception, though the +2 to speed that lasts a whole hour does sound tempting.  Neck Bite Pounce is a full pet attack that knocks an enemy down and inflicts save-ends ongoing damage, while missing just slows an enemy and deals ongoing damage with a save ending both&lt;br /&gt;
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===Pathfinder===&lt;br /&gt;
Restricted to two-weapon style rangers, this paragon path is kind of a muddle about what it&#039;s supposed to be, with the fluff talking about how it&#039;s a scout, but not really supporting that in crunch. For features, you get &#039;&#039;Battlehoned&#039;&#039; (+2 healing surges), &#039;&#039;Pathfinder&#039;s Action&#039;&#039; (gain an extra move action when you burn an action point), and &#039;&#039;Cruel Recovery&#039;&#039; (gain temporary hit points when you hit a marked enemy). For powers, you get Wrong Step (punish an adjacent enemy for moving/shifting with an attack that damages + immobilizes), Act Together (gain a temporary action point if an ally burns one), and Slasher&#039;s Mark (you can spend a healing surge and then chop down two enemies, marking them both).&lt;br /&gt;
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===Reaving Axe Savant===&lt;br /&gt;
This path requires the Reaving Axe Student feat (+2 to athletics and the ability to deal damage equal to Con when you hit an enemy that moves more than 2 squares with Marauder&#039;s Rush). &#039;&#039;Raider&#039;s Action&#039;&#039; uses an AP to make a free MBA to hit an enemy that&#039;s prone, slowed, immobilized, or restrained. &#039;&#039;Unfair Advantage&#039;&#039; gives Combat Advantage vs slowed and immobilized enemies as well as a +2 bonus vs prone enemies. &#039;&#039;Turn the Tables&#039;&#039; gives you Combat Advantage vs your Quarry whenever you make a save. Raider&#039;s War Cry lets you prone an enemy, even when you charge. Dread Quarry lets you mark your nearest foe as Quarry while also letting you deal an extra die of damage for as long as the Quarry&#039;s alive. Cheap Shot is a big whack, dealing save-ends weakened and dazed conditions (missing just dazes if you have Combat Advantage).&lt;br /&gt;
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===Ruthless Punisher===&lt;br /&gt;
Sometimes, you might think that killing animals is a bit played out. Sometimes, you think that the real menaces walk on two legs and use tools. At those times, this path sounds like a good idea. &#039;&#039;Most Dangerous Prey&#039;&#039; emphasizes this right out by adding Wis to your Quarry damage if you&#039;re targeting a humanoid. &#039;&#039;Ruthless Action&#039;&#039; then has you burn your AP for a chance to re-roll a missed hit against this Quarry and not something like a new attack or second wind. &#039;&#039;Ongoing Punishment&#039;&#039; then adds Wis to any ongoing damage you cause and gives you Combat Advantage against those sorry chumps suffering constantly. Crippling Shot looks rather weak, being effectively an MBA that also slows, but it also weakens humanoids, softening them up for any further pain. Named Dread is a rather vast AoE, penalizing any foolish humies who heard you from attacking you while also giving you Combat Advantage if you&#039;re trained in intimidate. Bleed Away is also rather weak, granting a shift for both parties - however, there is a catch: if the target wants, they can deny the move and instead eat 10 ongoing damage per square they rejected.&lt;br /&gt;
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This path can be really handy in an intrigue-themed campaign which makes you a bounty hunter or one where you only focus on a particular mundane foe like an orc-massacring campaign.&lt;br /&gt;
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===Sharpshooter===&lt;br /&gt;
In the event that you want to use crossbows or like firing more than firing accurately, you can consider this a potential path. &#039;&#039;Opportunity Fire&#039;&#039; starts decent with the chance to make an RBA as an Opportunity Attack with no chance for provoking anything, &#039;&#039;Rapid Fire Action&#039;&#039; has you spend an AP for a free RBA before making another action, and &#039;&#039;Seeking Arrow&#039;&#039; gives you the ability to ignore partial concealment when firing at your Quarry. Stab and Shoot makes for a rather fun trick, stabbing one fucker with an arrow and dazing them before shooting someone else a little further away. Perfect Aim gives you Wis to your next attack and damage roll, but demands that you stand still for that to work. Escalating Barrage is a flurry of shots, each with increasing lethality.&lt;br /&gt;
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===Snow Tiger===&lt;br /&gt;
This is another dual-wielding path, though this one focuses particularly on lighter weapons: the dagger, the kukri, and the katar (Which &#039;&#039;Claw Fighter&#039;&#039; gives a +2 to damage with, scaled to +4 when in Epic). &#039;&#039;Snow Tiger Action&#039;&#039; gives a free MBA when you spend the AP. &#039;&#039;Tundra Strider&#039;&#039; is a bigger boost, giving 2 surges on top of Resist 10 cold and immunity to difficult terrain based upon cold. Tiger Jump is a charge-friendly attack that hits once and then lets you drop prone to hit again and daze. Iron Resolve responds to an attack by either spending a surge to heal or making a save with a +2 bonus. Slashing Frenzy is a burst that penalizes every enemy&#039;s next attack by how many people you hit.&lt;br /&gt;
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===Stormwarden===&lt;br /&gt;
Restricted to two-weapon style rangers, this paragon path is simple and elegant: chop shit to pieces. Enjoy. &#039;&#039;Stormwarden&#039;&#039; requires you have a melee weapon and be capable of making an opportunity attack, but if you are, then you can automatically cut an adjacent enemy. &#039;&#039;Stormstep Action&#039;&#039; lets you teleport a short distance after you spend an action point. &#039;&#039;Twin-Blade Storm&#039;&#039; is basically the same as Stormwarden, but lets you zap two adjacent enemies for lightning damage instead. For powers, you get Clearing the Ground (close burst of damage and push all enemies), Throw Caution To The Wind (once per encounter, enter a stance that trades -2 Defences for +2 to attack rolls) and Cold Steel Hurricane (shift, deal two attacks to all enemies in a close burst, regain a spent second wind).&lt;br /&gt;
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===Tharashk Wayfinder===&lt;br /&gt;
An [[Eberron]]-exclusive path, this path only demands the Hunter&#039;s Quarry feature (mandatory to practically all rangers) and the Mark of Finding feat (You can shift whenever an enemy you had Combat Advantage over shifts and you can use some rituals). &#039;&#039;Quarry&#039;s Arrest&#039;&#039; spends your Quarry to slow an enemy and block off their shifting. &#039;&#039;Wayfinder Action&#039;&#039; uses an AP to shift at your speed after attacking your Quarry. &#039;&#039;Wayfinder&#039;s Quarry&#039;&#039; then lets Quarry grant Combat Advantage to you. Path of Least Resistance is a really versatile power, usable either in melee or at range, and targeting the weakest NAD while also knocking that defense down by -2 as well. Distant Quarry just permits you to mark any enemy you see as your Quarry. Path of Destruction is another versatile attack, giving two attacks that render their opponents with a permanent Vulnerable 1 all (or Vulnerable 2 all if one enemy got hit twice).&lt;br /&gt;
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This path works incredibly well as a lockdown path, dealing ways to deny opponents and hitting your Quarry.&lt;br /&gt;
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===Vadalis Griffonmaster===&lt;br /&gt;
An [[Eberron]]-exclusive path, this requires that you have both the Beast Mastery style and the Mark of Handling feat (Allows use of mount powers, +1 to AC and +2 to the speed of any mount or companion, and some rituals). For picking this path, you get the kickass &#039;&#039;Vadalis Griffon&#039;&#039; (Your only flying mount with a badass attack) while &#039;&#039;Griffonmaster Action&#039;&#039; allows this griffon to either move or strike an ally with extra damage after you spend an AP. &#039;&#039;Vadalis Rituals&#039;&#039; grants you two extra rituals: Commune with Nature and Phantom Steed. Griffon&#039;s Pull makes for a decent isolation move, giving you both an opportunity to strike and the chance to move an enemy away. Invigorating Dive is effectively a free Surge spent when you make a charge. Griffon&#039;s Snatch is an interesting power in that it always does the full damage as listed, but hitting also makes the griffon grab your target and drag them without having to make any checks.&lt;br /&gt;
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The Beastmaster subclass is fraught with its own difficulties from having to manage two different characters with one never being quite as good as the other, but this path does grant you a badass mount worthy of your troubles.&lt;br /&gt;
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===Wildcat Stalker===&lt;br /&gt;
Available only to beastmasters with pet cats, rangers choosing this path find a bit of concealment to be useful while also getting a few tricks for their kitty. &#039;&#039;Neck Seeker&#039;&#039; gives both you and the cat +1 to hit and damage any bloodied quarry. &#039;&#039;Prowling Action&#039;&#039; uses an AP to gain concealment for the turn, allowing for some tricks. &#039;&#039;Cat&#039;s Quarry&#039;&#039; requires that the cat kills anyone, but gains the power to mark Quarry as a free action that turn. Cat-Eyed Strike, while weak and not requiring your cat, at least is as versatile to loadout and deals extra damage if you had Combat Advantage vs the target. Lurk Unseen requires you and your pet to have concealment and be right next to each other (difficult circumstances outside of combat), but doing so grants total concealment for the turn. Panther Pounce is a pet attack, dealing 1[B] bonus damage if the pet was hidden before striking, and giving the cat a free full-speed shift before and after hitting.&lt;br /&gt;
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==Rogue==&lt;br /&gt;
===Arcane Trickster===&lt;br /&gt;
This is for any rogue with training in arcana so there&#039;s no need to go multiclassing if it you don&#039;t want to, but it does give you extra mileage from your dagger. The centerpiece of this whole deal is &#039;&#039;Arcane Larceny&#039;&#039;, which allows you to treat daggers as implements and substitute arcana for athletics, while &#039;&#039;Fading Action&#039;&#039; lets you spend an AP to turn invisible to one enemy you attack, and &#039;&#039;Dagger Spell&#039;&#039; lets you treat ranged spells as being melee spells when using your dagger as the implement. &lt;br /&gt;
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Blinding Flare is a small burst that lets you blind everyone before backing out. Cat Burglar&#039;s Veil summons a wall that blocks your enemies from reaching you but your enemies still get Line of Sight. Confounding Teleport teleports you to an enemy you hit and gain Combat Advantage over, giving you a teleport speed for the encounter as well as getting Combat Advantage over anyone you teleport near. &lt;br /&gt;
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===Cat Burglar===&lt;br /&gt;
This is your basic acrobatics-focused rogue, excelling at moving and dodging hits. Naturally, it specializes in light blades, so focus on wielding them. For features, you get &#039;&#039;Acrobatic Action&#039;&#039; to gain a bonus move action after you burn an action point, &#039;&#039;Body Control&#039;&#039; so you can reduce the distance you are moved when you get targeted by a push, pull or slide by -1 square, and &#039;&#039;Athletic Master&#039;&#039; to re-roll athletics checks.&lt;br /&gt;
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For powers, you got Cat Burglar&#039;s Gambit (shift to a target, strike for triple damage, then shift to any square adjacent to target), Instant Escape (once per encounter, automatically end immobilized, restrained or slowed effect and then shift 2 squares) and Redirected Death (if an enemy hits you, but there&#039;s another enemy in its reach, make that attack hit the second enemy instead and shift 1 square).&lt;br /&gt;
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===Cloaked Sniper===&lt;br /&gt;
As one could guess from the title, this path requires two pieces: Training in stealth (a necessity for rogues) and a love for the crossbow and it&#039;s means of killing without getting your hands dirty. &#039;&#039;Crossbow Savant&#039;&#039; gives you the most potent features, giving a bonus to the ranges of any crossbow, giving the hand crossbow the off-hand property, and letting you reload all crossbows as a free action, while &#039;&#039;Sniper Action&#039;&#039; lets you always add Sneak Attack damage to an RBA you make with an AP as well as a free shift and &#039;&#039;Versatile Combatant&#039;&#039; makes sure you don&#039;t provoke when firing your off-hand hand crossbow.&lt;br /&gt;
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Sudden Bolt is a basic shot that dazes an enemy if you were hidden from them. Unseen Shot gives you the at-will means to keep hidden and moving whenever you miss your shot. Bolt From Nowhere gives you a shot with a follow-up for anyone around the target with the Fear keyword that deals -2 to any attacks they make and grants Combat Advantage over the targets.&lt;br /&gt;
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===Daggermaster===&lt;br /&gt;
In case you didn&#039;t figure it out, this path is all about being the best rogue you can be with the humble stabbing implement. So if you&#039;re not wielding a dagger, you&#039;re not much good at this path. Daggermaster&#039;s Action lets you spend an action point to reroll a dagger&#039;s damage roll, Dagger Precision lets you crit with daggers on an 18+, and Dagger Advantage means a dagger critical hit gives you combat advantage against the mook you stabbed for a turn. For powers, you get Critical Opportunity (stab the same mook you just scored a critical hit against a second time, this time dealing triple damage), Meditation of the Blade (once per day, make your dagger&#039;s damage die increase by +1 size - so from D4 to D6, D6 to D8, etc) and Deep Dagger Wound (quadruple damage and ongoing 10 (20 on a crit) damage on a hit, double damage on a miss). &lt;br /&gt;
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===Daring Acrobat===&lt;br /&gt;
Obviously, this path requires a rogue trained in acrobatics. What you get from this is a lot of mobility and tricks whenever you charge so long as you specialize in light blades. &#039;&#039;Acrobatic Action&#039;&#039; nets you an extra move whenever you spend an AP, &#039;&#039;Tumbling Positions&#039;&#039; makes you not grant Combat Advantage when climbing, balancing, or prone, and &#039;&#039;Agile Charge&#039;&#039; grants +1 to AC and Reflex whenever you charge as well as the ability to take other actions when you charge if you have any left.&lt;br /&gt;
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Wild Tumble Cut is a charge attack that deals decent damage and gives Combat Advantage over the target. Flawless Stunt just adds +5 to acrobatics and athletics. Dramatic Finish is an interesting charge friendly attack that adds extra damage if either you or the target is bloodied and, if it doesn&#039;t kill, permits either a double-tap MBA or a healing surge.&lt;br /&gt;
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===Flying Blade Adept===&lt;br /&gt;
This path requires a rogue with the Quick Draw feat (+2 to initiative and you can draw and attack in the same action), with a specific preference in thrown light blades. &#039;&#039;Deadeye Blade&#039;&#039; gives you high crit on a light blade you throw, &#039;&#039;Flying Blade Action&#039;&#039; gives you a free RBA with a light blade when you spend an AP, and &#039;&#039;Armor-Piercing Blade&#039;&#039; makes your first crit with a thrown light blade deal -2 to the target&#039;s AC.&lt;br /&gt;
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Ricochet Blade is a basic ranged attack that hurts the target and one guy near them. Nimble Deflection gives you a chance to negate the damage a ranged attack does by throwing your blade at it. Blade Fusillade gives you mass damage in a close blast 5.&lt;br /&gt;
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===Guildmaster Thief===&lt;br /&gt;
If you&#039;re looking for a leader-like bent for the rogue, then you can consider the Guildmaster Thief your ticket onto there. Though you&#039;re not quite as powerful as a legit leader, you do give opportunities for your allies to open all sorts of doors - so long as you have a light blade, crossbow, or sling. You get &#039;&#039;Guildmaster&#039;s Action&#039;&#039; to let you steal APs from allies and vice versa, though you gain a +2 to attack when you use someone else&#039;s AP, &#039;&#039;Thieving Crew&#039;&#039; grants everyone a +2 on thievery and stealth, and &#039;&#039;Thick as Thieves&#039;&#039; lets allies who flank with you deal +Cha to damage.&lt;br /&gt;
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Guild Beatdown allows you and an ally to hit an enemy, with the ally dealing extra damage if they have Combat Advantage. Shifty Direction allows an ally who just evaded an attack to shift around +Cha spaces for a setup. Biting Repositioning gives you a mass-movement ability, allowing your team to shift around regardless of what your attack does.&lt;br /&gt;
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===Jack of All Trades===&lt;br /&gt;
One of the less-celebrated aspects of the rogue is their massive repertoire of available skills to train. What the Jack of All Trades does is put this skill diversity into the forefront. You get a bonus in &#039;&#039;Dabbler&#039;&#039; granting a flat +2 to all skills, &#039;&#039;Expert Assault&#039;&#039; allows you to spend an AP to add +5 to a skill check, and &#039;&#039;Advanced Dabbler&#039;&#039; trains you in three more skills, ensuring that you know how to do pretty much anything.&lt;br /&gt;
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Your first attack is Scoundrel&#039;s Philosophy, which is a basic hit with a follow-up that attacks Will to daze. Always a Natural allows you to re-roll any skill. Every Trick in the Book is a massive deal in that it attacks EVERY DEFENSE and deals a different effect for each defense it beats. And to top it all off, you then shift away 3 spaces (adding another space for each defense you break).&lt;br /&gt;
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===Master Infiltrator===&lt;br /&gt;
Specializing in sneaking around, rogues on this path gain the benefits of &#039;&#039;Infiltrator&#039;s Action&#039;&#039;, which gives free move action after spending an action point, &#039;&#039;Skillful Infiltrator&#039;&#039; for a +2 to all Acrobatics, Athletics and Stealth checks, and &#039;&#039;Invisible Infiltrator&#039;&#039; grants invisibility for a turn after killing or critical hitting a target of equal or higher level. &lt;br /&gt;
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For powers, they get Distracting Wound (target an enemy granting combat advantage for double damage and to extend that advantage to all allies for a turn), Impossible To Catch (become invisible for a turn once per encounter) and Painful Puncture (triple damage and ongoing 10 damage). Both of its attacks only work for a crossbow, light blade or sling, since these are fairly &amp;quot;stealthy&amp;quot; weapons.&lt;br /&gt;
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===Master of Poisons===&lt;br /&gt;
In the event that you&#039;ve been planning on specializing in using poisons but consider the poisons available to be way too wasteful, this is a path that lets you add poison to your attacks, but do beware how common poison resistance is. You begin with &#039;&#039;Poison Maven&#039;&#039; adding bonus damage to your poison attacks equal to your Int mod (something that&#039;s bound to be dismal based on how little you need it) and gaining Combat Advantage over those under your poison effects, &#039;&#039;Venomous Action&#039;&#039; uses an AP to make your next attack deal 10 ongoing poison damage, and &#039;&#039;Acidic Poisons&#039;&#039; has you punch through poison resistance, though it falls flat before those immune to poison.&lt;br /&gt;
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Blinding Dust is a small blast that blinds anyone you hit. Persistent Poison requires that an enemy suffers from your poison effects, but it makes sure that they need to make two saves before they can be rid of it. Insidious Poison is a flexible attack using a light blade or crossbow to fire an attack with a follow-up that deals not only 15 ongoing poison damage, but another 5 damage every time they move 2 or more spaces or attack.&lt;br /&gt;
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===Master Spy===&lt;br /&gt;
Martial Power 1&#039;s attempt at a sneak-focused Rogue path is a lot more intricate with a particular addition of using the enemy&#039;s tools against them. &#039;&#039;Cover Action&#039;&#039;, for example, gives you concealment for an AP and lets you move any distance that turn without penalty on the stealth check to remain concealed, &#039;&#039;Deadly Bluff&#039;&#039; lets you use Bluff as a minor action against an enemy&#039;s Insight to gain Combat Advantage, and &#039;&#039;Double Agent&#039;&#039; lets you hijack an enemy&#039;s benefits as if you were one of them once per encounter.&lt;br /&gt;
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Lingering Revelation is a flexible attack that uses a crossbow, light blade, or sling to strike and make the enemy so easy to follow that they can&#039;t hide that turn. Quick Change lets you use a bluff check against the target&#039;s insight to see if you can count as their ally for the turn. Spymaster&#039;s Edge lets you turn an enemy&#039;s failed attack against you right back at them, letting you exploit Sneak Attack and nabbing their weapon.&lt;br /&gt;
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===Raven Herald===&lt;br /&gt;
This path is only for those rogues who worship the [[Raven Queen]], for this path is all about ensuring the natural order of life and death is undisturbed. You specialize in hastening the transition from bloodied to dead and killing the undead. &#039;&#039;Death Rites&#039;&#039; kicks you off with the Ritual Caster feat, training in religion, and a +4 to death saves, &#039;&#039;Slaying Action&#039;&#039; lets you spend an AP to get +2 to an MBA against a bloodied or undead enemy, and &#039;&#039;Radiant Striker&#039;&#039; makes your sneak attacks deal radiant damage. &lt;br /&gt;
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Unraveling Blow isn&#039;t much of an attack, though it adds +1[W] against bloodied or undead foes and if it triggers Sneak Attack, it adds another die. Death&#039;s Veil is an immediate reaction that renders you insubstantial and invisible when you get bloodied. Herald the End is a rather nice attack that deals save-ends dazing (or stunning if the target&#039;s undead).&lt;br /&gt;
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===Rakish Swashbuckler===&lt;br /&gt;
This path in particular is a rather mark-heavy path, making worthwhile for any multiclassing with a defender class or just working with a defender. It also requires that you dedicate yourself entirely to light blades. &#039;&#039;Incorrigible Action&#039;&#039; uses an AP to make enemies take -2 to hit you for the turn, &#039;&#039;Vexing Foe&#039;&#039; doubles the penalties of attacking you if the enemy was marked by an ally while your marks give allies Combat Advantage, and &#039;&#039;Dastardly Opportunist&#039;&#039; lets you make a free MBA when an ally crits an enemy next to you.&lt;br /&gt;
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Abashing Stab is an attack that marks the enemy, but while they have a -2 to hit you, they get a +5 to damage if they do hit. Mocking Footwork is a stance that lets you shift either you or an enemy every time you hit them while you have Combat Advantage over them. Cutting Assault is a double-hit, first going Charisma vs Will to save-ends weaken and slow the enemy, then the actual attack that perma-marks (with Combat Advantage if the first attack hit, but they&#039;ll be slowed if they aren&#039;t).&lt;br /&gt;
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===Red Cloak===&lt;br /&gt;
This is a path for Rogues with the Red Cloak Student feat (+2 to acrobatics and when using Riposte Strike with a longsword, shortsword, or rapier against an enemy you have Combat Advantage over, you gain +1 to AC and Reflex for the turn), making this a path best suited for those who know how to make the most of their opportunities and knows their way around rapiers or shortswords. &#039;&#039;Crimson Brutality&#039;&#039; kicks things off by spending an AP and letting an attack benefiting from Sneak Attack deal maximized Sneak Attack damage, &#039;&#039;Roof Runner&#039;&#039; lets you shift 2 spaces every time someone misses you, and &#039;&#039;Red Cloak Reaction&#039;&#039; lets any immediate action attack that misses all targets not count as using your immediate action.&lt;br /&gt;
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Dance of the Cloak is an immediate counterattack with reliable. Scarlet Maneuver gives you Combat Advantage over anyone who misses you in melee. Crimson Rebuttal also lets you respond to a missed attack with a reliable attack that knocks the attacker prone with no way to get up until its next turn.&lt;br /&gt;
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===Shadow Assassin===&lt;br /&gt;
This paragon path is all about killing people quickly and efficiently, as only a rogue can. Like the Master Infiltrator, its path attack powers only work for a wielder using a crossbow, light blade or sling. For features, it grants Shadow Assassin&#039;s Action (gain +4 to attack rolls after spending an action point), Shadow Assassin&#039;s Riposte (inflict damage on an adjacent enemy that misses an attack against you) and Bloody Evisceration (increase Sneak Attack damage by +1d6 when attacking a Bloodied target). For powers, you got Killer&#039;s Eye (a double-damage attack that increases to triple damage if the target hasn&#039;t made any actions this encounter yet), Bad Idea, Friend (once per day, if an adjacent foe makes a melee attack against you, increase all defenses against that attack by +10, and double the damage of Shadow Assassin&#039;s Riposte) and Final Blow (target a Bloodied enemy for quintuple damage and shift towards it).&lt;br /&gt;
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===Strong-Arm Enforcer===&lt;br /&gt;
This particular path is for Rogues trained in intimidate, specializing in the Rattling keyword and a few marking abilities with a light blade. &#039;&#039;Promise of Pain&#039;&#039; lets you spend an AP for your attacks gain the Rattling keyword for the turn, &#039;&#039;Vicious Courage&#039;&#039; makes any rattling attacks that hit an enemy you have Combat Advantage over give you THP equal to Cha Mod, and &#039;&#039;Strong-Arm Mark&#039;&#039; adds onto that by letting you mark that target while letting you gain +Cha to damage against this foe.&lt;br /&gt;
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Painful Reminder is a Will attack against someone you hurt last turn that you then mark - and if you have Ruthless Ruffian, they slide a space as well. Implied Threat lets you add Str to your intimidate rolls for the encounter, which can also help as a Ruffian, but you could also do so as a Brutal Scoundrel. Callous Strike is an attack with a Cha-based follow-up that has the Fear keyword and can make them move back a space if it hits.&lt;br /&gt;
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===Verdant Stalker===&lt;br /&gt;
Being a path exclusive to Rogues trained in stealth, this sounds like a blatant shoo-in, right? After all, if you aren&#039;t a Rogue already, there are two multiclass feats that provide training in stealth if you don&#039;t already have it. There&#039;s another catch: this path is exclusively shooting with an unusual set of tools (hand crossbow, repeating crossbow, shortbow, shuriken, or sling) which makes any dagger, longbow, or plain-crossbow-focused rogues useless. &#039;&#039;Delicate Shot&#039;&#039; gives a neat trick by letting you roll a minimum of 3 on your Sneak Attack rolls if you were shooting while hidden,  &#039;&#039;Vanishing Action&#039;&#039; spends an AP to let you hide with stealth (and you get a bonus if you also spend your move action to hide), and &#039;&#039;Light Footed&#039;&#039; makes terrain a non-issue for you.&lt;br /&gt;
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Shadow to Shadow lets you shift 3 spaces and hide before and after your shot. Forest Specter lets you turn invisible for a turn while hiding behind total concealment or superior cover. Leaves of Steel shifts you 3 spaces before firing at everyone within a ranged burst 2.&lt;br /&gt;
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==Warlord==&lt;br /&gt;
===Arcane Battlemaster===&lt;br /&gt;
This path is only available to warlords trained in arcana, which would give you some elemental powers, but the variety is stifling when compared to an alchemist and flat-out demands that you make an archer warlord. &#039;&#039;Elemental Action&#039;&#039; lets you spend an AP to deal ongoing typed damage to a target, &#039;&#039;Transmuting Strike&#039;&#039; lets you strip resistances when you use an at-will, and &#039;&#039;Energizing Inspiration&#039;&#039; lets you grant the target of your Inspiring Word bonus typed damage.&lt;br /&gt;
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Crackling Nimbus gives a ranged burst that not only shocks enemies but gives them another jolt if they attack your allies for the turn. Transmuter&#039;s Boon lets you grant typed resistance the moment they encounter it, but it&#039;s only for a turn. Hurl the Spark is a shot that not only deals ongoing damage to the target, but also does lower ongoing damage to anyone near the initial target.&lt;br /&gt;
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===Arkhosian Blademaster===&lt;br /&gt;
This path requires a warlord with the Arkhosian Fang Student feat (+2 to endurance and +2 to attack a bloodied enemy with Wolf Pack Tactics when using a broadsword/bastard sword/greatsword), giving you the power to uphold the glory of old [[Arkhosia]] by swinging big swords and supporting allies from the front. It requires the most from Str and Cha, making Inspiring and Resourceful warlords work the best. You get a good buff with &#039;&#039;Resilient Blade&#039;&#039; granting two extra surges and &#039;&#039;Conclusive Action&#039;&#039; using an AP to grant allies +Str to damage against bloodied enemies. &#039;&#039;Battle Recovery&#039;&#039; then gives you a recharge on your lowest-used encounter power whenever you use second wind.&lt;br /&gt;
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Shout of Challenge handily adds +Str and +Cha to damage on top of giving allies THP and marking if the target is bloodied. Heart of Dragons is an immediate reaction that lets an ally that just got bloodied roll a save and gain THP. Inspiring Blade isn&#039;t much for an attack, being just a burst that marks, but it allows an ally (+1 per time you spent Inspiring Word) to recover an Encounter power, making it quite nice.&lt;br /&gt;
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===Arrowhead Commander===&lt;br /&gt;
This path is open to warlords with the Adamant Arrow Student feat (+2 to perception and allows Paint the Bullseye to push 1 square when using a longbow or greatbow) and thus pretty much demands an archer Warlord, but this grants you new opportunities to control the battlefield with an arrow. &#039;&#039;Seeking Action&#039;&#039; lets you spend an AP to attack and then grant an ally the power to ignore cover/concealment on your target and &#039;&#039;No Escape&#039;&#039; lets an ally gain +2 to attack a target you move into or out of their reach, while &#039;&#039;Tactical Adept&#039;&#039; adds +2 to push distance on your ranged attacks.&lt;br /&gt;
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Line of Fire is a basic shot that makes a target grant Combat Advantage before attacking up to two enemies covering that first target. Strike Here is a stance that lets an ally attacking someone you hit negate resistances. Follow Through is a unique power, dealing a bit of damage on enemies covering the main target, but missing either lets you keep the power (if nobody&#039;s covering the enemy) or gives a second attack that&#039;s a repeat of the first.&lt;br /&gt;
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===Battle Captain===&lt;br /&gt;
Specializing in inspiring his party to get the best out of them, the Battle Captain path makes your warlord better at bolstering their allies with its features, whilst still capable of cracking skulls with its powers. Burn an action point to give all allies boosted attack rolls with &#039;&#039;Battle Action&#039;&#039;, &#039;&#039;Cry Havoc&#039;&#039; gives you and your allies have a bonus to attack rolls on the first turn of combat, and &#039;&#039;Battle Inspiration&#039;&#039; gives your Inspiring Word power boosts attack rolls and speed when you use it.&lt;br /&gt;
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For powers, you can either knock a group of enemies flying with Force Retreat, restore an ally&#039;s spent encounter power with Bolt of Genius, or smack the skulls of every enemy next to you with Cunning Flurry.&lt;br /&gt;
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===Borderlands Marshal===&lt;br /&gt;
This path is restricted to warlords who muliclassed into ranger with the Warrior of the Wild feat (Giving the Hunter&#039;s Quarry feature for one turn an encounter and training in a ranger skill), meaning that this class should work on coordinated priority removal. &#039;&#039;Grim Satisfaction&#039;&#039; lets enemies benefit off your quarry by getting +1 to hit them, &#039;&#039;Reinforcing Action&#039;&#039; lets you spend an AP to give an ally +4 to their lowest defense, and &#039;&#039;Open Quarry&#039;&#039; lets you or any ally make any enemy their quarry rather than the closest one.&lt;br /&gt;
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Tag Quarry is a decent move that requires you to either swing at them or use a heavy thrown weapon to hit and mark them as quarry. Pack Hunter Stance lets you or any ally shift whenever you hit your quarry. New Victim is a means of keeping up the momentum by using the death of your quarry to strike the next one (either in melee or with a heavy thrown weapon) and make them the new quarry.&lt;br /&gt;
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===Captain of Fortune===&lt;br /&gt;
This path is a support-focused one, dedicated to granting all sorts of re-rolls to your party and to yourself. &#039;&#039;Know Your Strength&#039;&#039; is evidence of the latter, making all damage die you roll have a minimum result of 3, &#039;&#039;Seize the Day&#039;&#039; lets you spend an AP to attack and either grant yourself or your your allies THP based on whether your attack roll was odd or even, and &#039;&#039;Presence of Greatness&#039;&#039; allows you to use two APs per fight, which is silly considering you won&#039;t get another without some feat shenanigans.&lt;br /&gt;
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Lady Luck Smiles is a basic and flexible attack that lets any ally within range re-roll their damage rolls. Favored Fortune also lets damage be re-rolled, but for only one person. Strike of Foul Fate permamarks the enemy, forcing them to re-roll their hit rolls and take the lower result if they attack your allies.&lt;br /&gt;
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===Chainbinder===&lt;br /&gt;
Exclusive to Warlords with the Rending Chains Warmaster feat (If you&#039;re proficient with flails, your enemy takes +Wis damage if they shift after you hit them, and Bolstering Blow, Deadly Returns, Inspiring War Cry, Into the Breach!, Warlord&#039;s Doom, and Wounding Focus all can substitute for MBAs), this path already expects you to be dedicated to this style and work further as a controller with a flail. &#039;&#039;Binding Action&#039;&#039; has you spend an AP to hit someone with a flail and grab them, &#039;&#039;Hindering Grasp&#039;&#039; grants you Combat Advantage over those you grab, &#039;&#039;Warlord&#039;s Chains&#039;&#039; lets you make one power (Brash Assault, Intuitive Strike, or Wolf Pack Tactics) qualify for the Reaving Chains Student feat (+2 Intimidate and using Viper&#039;s Strike with a flail lets you pull the target 1 space closer on a hit), and &#039;&#039;Shredding Escape&#039;&#039; lets you replace the damage inflicted from the Rending Chains Warmaster feat with save-ends ongoing +Str damage.&lt;br /&gt;
&lt;br /&gt;
Ensnaring Chains lets you grab an enemy and then let nearby allies use an MBA as a free action. Dance of the Flail is a stance that lets you make a free MBA whenever you forcibly move an enemy. Grab and Smash lets you snag up to two enemies and slide them 3 spaces to somewhere near you, adding +Str damage if you got both of them.&lt;br /&gt;
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===Combat Veteran===&lt;br /&gt;
An experienced warrior who inspires through his talents at surviving whatever his enemies may throw at him, and the knowledge he can provide to those willing to listen. Shift an ally by burning an action point (Combat Veteran&#039;s Action), +1 [[healing surge]] and heal more when you spend one (Tough as Nails), and grant an ally a saving throw in addition to health when you use Inspiring Word (Battle Healer). You can daze a foe and knock them towards your ally with Skirmish Ploy, give all your allies combat advantage against an attacker who misses you with Miss Me Once, and smack an enemy whilst giving an ally an extra action point with Superior Tactics.&lt;br /&gt;
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===Dragon Marshal===&lt;br /&gt;
Just like Fighters, Paladins, and Rangers have paths that targeted dragons, so too can warlords fight dragons with this path. While not as horribly gimped against other enemies, it&#039;s still far from the best when dragons are a some-of-the-time enemy. &#039;&#039;Dragon-Slayer&#039;s Action&#039;&#039; is the same AP to re-roll attacks on dragons or re-roll saves on effects from dragons schtick other anti-dragon paths own, &#039;&#039;Vengeance for All&#039;&#039; adds +1 to attack whoever hit you with an area attack (doubled if the target&#039;s a dragon), and &#039;&#039;Unflagging Spirit&#039;&#039; grants an ally THP when they spend an AP which turns to HP when facing a dragon.&lt;br /&gt;
&lt;br /&gt;
Beast-Surrounding Maneuver lets you and an ally double-tap an enemy while shifting around for a better angle for flanking. Hit Him Where It Hurts pretty much lets an ally crit on a 19+ (16+ on a dragon). Breath-Taking Slam practically forces all of an enemy&#039;s close attacks to provoke opportunity attacks while you&#039;re nearby, penalizing the attack for dragons when any hit.&lt;br /&gt;
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===Dujun of [[Erathis]]===&lt;br /&gt;
Despite the name, this path doesn&#039;t require you to worship Erathis by any capacity, just that you hold fast to  the beliefs of community and teamwork - which is a good thing for warlords because that&#039;s their specialty. You start with &#039;&#039;Communal Aid&#039;&#039;, which lets anyone benefiting from Inspiring Word take a surge from your pool if they&#039;re out, and &#039;&#039;Organizing Action&#039;&#039; to give all allies the free action whenever you spend an AP, and &#039;&#039;Solidarity&#039;s Virtue&#039;&#039; allows your team a +1 bonus whenever they flank or aid another.&lt;br /&gt;
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Graded Assault is a rather token attack (only Str damage), but it dazes the target and lets allies hit them with at-wills as if they rolled a 10. Unification Stance allows for allies to make saves at the end of your turns. Diplomacy of Steel is an attack that targets Will, gets a bonus to hit based on how many allies are near you, and gives you a follow-up MBA, either against the target, or at someone 2 spaces away (after gaining 10+Int THP from killing the first target).&lt;br /&gt;
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===Earthfast Brigadier===&lt;br /&gt;
In the name of a famous dwarf general, this path gives some extra durability and dedication to axes and hammers, the traditional weapons, with +Con to damage. &#039;&#039;Earthfast Recovery&#039;&#039; starts off by gifting your team 1/2*level+Con HP whenever they spend a surge, &#039;&#039;Enduring Action&#039;&#039; lets your team make a saving throw when you spend an AP, and &#039;&#039;Dwarven Payback&#039;&#039; capitalizes on anyone failing to hit you by giving an ally +Con to hit that enemy.&lt;br /&gt;
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Earthfast Assault is a shield-dependent attack gives your party Combat Advantage over the target if they move. Press the Advantage forces a penalty equal to Con on your target, making it an ideal follow-up to a daily. Stonechannel Strike is an ideal medic&#039;s attack by not only healing on a hit but also giving back Second Wind for everyone.&lt;br /&gt;
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===Flamebrow Commander===&lt;br /&gt;
Exclusive to Bravura warlords, using this path is a one-way path to turning into an absolute all-out wild beast that capitalizes on the do-or-die mentality that Bravura Presence embodies. &#039;&#039;Flamebrow Revival&#039;&#039; gives you an early save by adding +Cha to any heals and death saves when dying, &#039;&#039;Relentless Action&#039;&#039; lets you benefit from your own Bravura Presence when you spend an AP, and &#039;&#039;Roaring Recovery&#039;&#039; adds +2 to attack when you heal while bloodied.&lt;br /&gt;
&lt;br /&gt;
Flamebrow Assault lets your ally make an MBA with +Cha to hit before you attack, adding +/- 2 to your attack depending on if they hit or not. Rallying Lure is a stance that gains Combat Advantage to everyone and heals +Cha HP to bloodied allies, but it only lasts as long as there are bloodied allies. Renewal Smite is a reliable attack that lets an ally recover one encounter.&lt;br /&gt;
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===Freedom Fighter===&lt;br /&gt;
This path is open to Warlords, but it&#039;s also for anyone who has the Escaped Slave theme that is very reactive/defense based. &#039;&#039;Comrade&#039;s Help&#039;&#039; lets you use Aid Another as a move action while also giving double bonuses when using it on something involving liberating people. &#039;&#039;Fight For Your Freedom&#039;&#039; uses an AP to either let everyone attack to break any marks/grapples or just give an ally a basic attack if the former can&#039;t be done. &#039;&#039;Freedom Requires Vigilance&#039;&#039; adds +2 to Initiative, Perception, and Insight for you and anyone within 3 spaces, which is useful for anyone except Warlords, who already get this for at least one of these instances and now just get it for all of them and are locked to a small area.&lt;br /&gt;
&lt;br /&gt;
Self-Sacrificing Strike is a rather dramatic if not flexible immediate interrupt, diving in to shove an ally out of the way and then striking back while also becoming the target of the very attack. Inspiring Example lets you roll a free save and, if successful, let everyone else roll a save. Vicious Guardian has you hit up to two foes and perma-mark them, attacking any time they don&#039;t fight you.&lt;br /&gt;
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===Infernal Strategist===&lt;br /&gt;
The exclusive path to Resourceful warlords, this has you follow the teachings of one of Bael Turath&#039;s most powerful generals - and it&#039;s damned good. Like holy shit, take this path. &#039;&#039;Felling Action&#039;&#039; lets you spend an AP and let an ally re-roll an attack, &#039;&#039;Infernal Pincer&#039;&#039; grants you and any ally you flank with +Int/Cha to damage for the attack, and &#039;&#039;Pliable Command&#039;&#039; allows you to use a second Commanding Presence (you know, those subclasses for Warlords which benefit allies who spend an AP?), but restricts you to use one per AP.&lt;br /&gt;
&lt;br /&gt;
Deceiver&#039;s Ploy is a basic attack that deals -2 to the target&#039;s attack, but using a shield gives you Combat Advantage on the attack. Flexible Authority gives you several options to offer when an ally spends an AP: Heal them by +1/2xlevel+Cha, add +1/2*Int to the next hit or damage roll, or give them a free attack or move while giving Combat Advantage to all allies. Smite of Devil&#039;s Luck is a reliable attack with the most incredible of powers: granting a spare freaking AP for the fight.&lt;br /&gt;
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===Knight Commander===&lt;br /&gt;
Specializing in leading from the front, the Knight Commander is all about leading the charge and getting up close and personal, requiring that you have proficiency with Heavy Armor to take it. Adjacent allies get an attack roll boost (Honor and Glory), burn an action point to give higher defenses to all your allies (Knight Commander&#039;s Action), and increase the damage your allies do when making opportunity attacks whilst close to you (Press of Arms). You can use Slash and Press to hit a foe for triple damage and then knock all foes adjacent to you back, use Break Their Nerve to mark an enemy, or Control the Field to hit a foe and inflict marking + ongoing damage on all enemies close by.&lt;br /&gt;
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===Longarm Marshal===&lt;br /&gt;
This is the path that centers everything around using the spear. Its features all key off Int, so Skirmishing or Tactical warlords are best suited for this. Your spear gets +1 to hit with &#039;&#039;Accurate Thrust&#039;&#039;, &#039;&#039;Longarm Action&#039;&#039; adds +1 to your reach with a spear for an AP, and &#039;&#039;Bristling Reach&#039;&#039; lets you spend an Opportunity Attack to deal guaranteed +Int damage whenever an enemy walks out of your reach or shoots with an RBA.&lt;br /&gt;
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Driving Spear&#039;s a flexible attack that lets you push an enemy back +Int spaces. Whirling Spear is a stance that adds +1 to AC when using a spear (+2 when two-handing). Vital Rend is another flexible attack that deals 5+Int ongoing damage and keeps doing that damage whenever someone hits them until they save.&lt;br /&gt;
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===Pack Master===&lt;br /&gt;
This particular path is exclusive to good warlords, which is helpful because it has some really helpful features for support. These warlords seek to drive their allies onward in their hunt for evil wherever it hides. You gain &#039;&#039;Maldeen&#039;s Hunt&#039;&#039;, which lets you shift for free whenever within 2 spaces of an enemy as well as a few fluff bits (+4 to track and a slightly faster overland speed), and &#039;&#039;Pack Master&#039;s Action&#039;&#039;, which lets you spend an AP to give an ally a free action, while &#039;&#039;Beacon for the Pack&#039;&#039; lets an ally who uses an action given by an AP either move 3 spaces or shift as a free action.&lt;br /&gt;
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Manticore-and-Wyvern is a circumstantial yet fun power that moves one enemy to hit another while letting an ally hit the target as well. Casting Ripples gives you a means to push allies forward or push them aside from a threat. Straw Soldiers is an attack that has the sustainable side-effect of giving the team concealment, which has ways of being very ridiculous.&lt;br /&gt;
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===Platinum Warlord===&lt;br /&gt;
While this path only requires a warlord to be of good/lawful good alignment, the details around this path make it pretty clear that this path is meant to those who plan to dedicate themselves to [[Bahamut]]. The path&#039;s purpose, however, is a bit confused between bolstering defenses and offering healing like a pseudo-paladin. &#039;&#039;Platinum Scales&#039;&#039; also confuses things by granting proficiency to scale armor, &#039;&#039;Protector&#039;s Action&#039;&#039; gives allies +1 to all defenses when you spend an AP (+2 when they&#039;re bloodied), and &#039;&#039;Righteous Inspiration&#039;&#039; makes Inspiring Word a bit of a bomb by hitting and marking enemies near your target.&lt;br /&gt;
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Platinum Blood Smite is a basic attack that lets an ally use second wind when you&#039;re bloodied. Bahamut&#039;s Liberation only ends an ally&#039;s ongoing damage, doing nothing for any other condition or spreading the love to anyone. Exemplar&#039;s Talon requires you to be bloodied, but if successful it heals every bloodied ally by your armor bonus + cha, making its usefulness a bit suspect.&lt;br /&gt;
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===Prince of Knaves===&lt;br /&gt;
This path requires warlords trained in stealth, so the natural conclusion would be that this path tries in a way to emulate the sneakiness better seen in rogues, right? Well...it tries, but it&#039;s not making you a rogue anytime soon. You get &#039;&#039;Distracting Action&#039;&#039;, letting allies shift their speed and hide whenever you spend an AP, &#039;&#039;Generous Flanker&#039;&#039; lets any enemy you flank grant Combat Advantage to the party, while &#039;&#039;Lord of Scoundrels&#039;&#039; makes nearby allies immune to flanking.&lt;br /&gt;
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Clever Maneuver is an attack that slides the target and opens them up to a free MBA by an ally right next to them. Run for It lets you and an ally move and then hide. Kneel to the Prince also shoves the enemy, but it also leaves them save-ends prone with no hope of getting up (missing just knocks them prone).&lt;br /&gt;
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===Shadow Captain===&lt;br /&gt;
This particular path grants you the assistance of ghosts and other spooky things, while you yourself don&#039;t gain much in those powers. &#039;&#039;Shadow Captain&#039;s Action&#039;&#039; lets you and an ally deal some necrotic damage (1d6 on paragon, 2d6 on epic), &#039;&#039;Shadow&#039;s Reconnoitering&#039;&#039; gives +2 to perception and insight, and &#039;&#039;Inspiring the Invisible Legion&#039;&#039; makes anyone you crit grant Combat Advantage to the party.&lt;br /&gt;
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Underworld Gambit is an MBA that gives a follow-up attack that&#039;s Cha dependent and deals +Cha necrotic damage on top of weakening them. Shadow Guardians summons +Int shadowy figures that you sustain and who act as cover and save-ends immobilizes anyone who walks through them. Shadow Turncoat lets you summon a shadowy doppelganger of your target who fights just like them and is always summoned every time you hit your target, though it dies like nothing.&lt;br /&gt;
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===Sword Marshal===&lt;br /&gt;
Focused on carving through the ranks of enemies, this path requires proficiency with the Heavy Blade category of weapons, and all of its powers and features key off of your using one. &#039;&#039;Disciplined Blade&#039;&#039; lets you get a damage boost against targets you initially missed, &#039;&#039;Sword Marshal&#039;s Action &#039;&#039; says you can spend an action point to regain a spent encounter power, &#039;&#039;Skewer the Weak&#039;&#039; means that scoring a critical hit grants you and your allies combat advantage against the enemy you hit.&lt;br /&gt;
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For powers, you can strike at two foes with Blade Flurry, use Sword Marshal&#039;s Boon to share a power that normally only affects allies, and by using Diamond Blade of Victory, you gain bonus damage based on how many allies you have nearby.&lt;br /&gt;
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===Twiceborn Leader===&lt;br /&gt;
This is a peculiar path that lends itself to connecting with other members of the party and rousing those who used their Second Wind, with a special preference towards fighting aberrant enemies. You start off with &#039;&#039;Assault Action&#039;&#039; giving all allies +2 to attack whenever you spend an AP and &#039;&#039;Twiceborn Recovery&#039;&#039; letting you use Healing Word on two allies at once (though it costs any extra healing the power would normally give), while &#039;&#039;Twofold Defense&#039;&#039; lets allies who use Second Wind gain +4 to all defenses instead of +2.&lt;br /&gt;
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Reminiscent Assault starts off as a basic attack, then letting one member of the team make a basic attack if this kills the target - if the target&#039;s an aberrant, gives everyone a +4 to hit the target. Twinning Ploy is a stance that lets you and one ally re-roll an attack each turn so long as you remain within 5 spaces of each other. Seconded Smite is an attack that has a bonus to hit based on how many allies used Second Wind and then lets one of those allies shift +Cha spaces and attack.&lt;br /&gt;
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===White Raven===&lt;br /&gt;
The focus of this path is on pack tactics, as each of your powers depends on having everyone packed as close as possible to maximize this path&#039;s effectiveness. Of course, this isn&#039;t always as easy or as convenient as it sounds, but with your new abilities and some planning, you can pull this off. &#039;&#039;Loyal Support&#039;&#039; lets whoever you heal or grant THP gain extra health based on how many people are around you, &#039;&#039;White Raven Tactics&#039;&#039; gives a bonus to attack based on how many allies are near you when you spend an AP, and &#039;Bold Company&#039;&#039; gives you extra damage based on how many allies are near you.&lt;br /&gt;
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Inspirational Assault gives you a swing and then gives an ally a bonus on their next attack based on how many are near you. Order from Chaos gives your whole party a full-speed shift and Combat Advantage over everyone. White Raven&#039;s Gambit lets you and an ally swing, giving your ally +Wis to damage, which would only be useful to resourceful warlords.&lt;br /&gt;
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===Zephyr Warchief===&lt;br /&gt;
This is exclusive to warlords with the Desert Moon Student feat (requires proficiency with a heavy blade with the high crit property, gives +2 to acrobatics and lets you shift 2 spaces after hitting Viper&#039;s Strike with such a weapon) and grants your party several maneuverability options. You start with &#039;&#039;Desert Wind&#039;&#039; giving +2 to allied run or charge speeds when they&#039;re within range, &#039;&#039;Warchief&#039;s Favor&#039;&#039; lets you spend an AP and have an ally shift their speed and make a free MBA, and &#039;&#039;Nomad&#039;s Blessing&#039;&#039; eventually lets you shift an extra space.&lt;br /&gt;
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Scouring Strike is a charge-friendly attack that lets you and your allies near the target shift 2 spaces. Desert Glide lets you and allies around you move at full speed +2 as a free action. One Thousand Cuts is a charge-friendly attack that always deals 10 ongoing damage, though hitting makes it so that the target has a -2 to saving whenever an ally hits.&lt;br /&gt;
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==Miscellaneous==&lt;br /&gt;
===Arena Champion===&lt;br /&gt;
Available to any martial trained in Intimidate and with an &amp;lt;nowiki&amp;gt;[Arena Fighting]&amp;lt;/nowiki&amp;gt; feat, this is a rather rounded-out path for anyone who wants to prove themselves in combat and has a really good basic attack. &#039;&#039;Study Foe&#039;&#039; gives a use to the oft-neglected Total Defense action by letting the next attack after using this add 1/2 your Wis/Cha to hit, &#039;&#039;Awing Action&#039;&#039; penalizes the attacks of anyone you hit when spending an AP.&lt;br /&gt;
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Seize Opening lets you hit someone as part of using bluff to gain Combat Advantage, which makes having that skill trained is also very handy. Taxing Strike rides off a basic attack and  weakens the target. Hidden Reserves is your rescue card, spending a surge just as you hit 0 HP. Bloodletting Strike triples the damage of a basic attack and then slaps save-ends ongoing damage and -2 to all defenses, which is only made better by being a reliable attack.&lt;br /&gt;
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===Battle Champion===&lt;br /&gt;
This particular path requires a multiclass between fighter and warlord, resulting in a playstyle that blends being an inspirational figure with being a gritty warrior who can take the worst anyone dishes out. &#039;&#039;Champion&#039;s Presence&#039;&#039; doesn&#039;t do anything for you, interestingly enough, but it does let an ally who spends an AP to re-roll their attack and crit on a 19+. &#039;&#039;Defensive Word&#039;&#039; lets anyone benefiting from Inspiring Word gain +2 to defenses until they attack, while &#039;&#039;Veteran Action&#039;&#039; lets a nearby ally make an MBA when you spend an AP and attack.&lt;br /&gt;
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End This is a handy one-two that shoves an enemy over to a waiting ally&#039;s clutches, then enabling that ally to make an MBA with Combat Advantage. Vigilant Defense gives a small aura that lets allies gain +Int to Opportunity Attacks (hereby demanding Resourceful, Skirmisher, or Tactical Warlords for max benefit), which is situational at times. Decisive Stratagem lets all allies slide a space before and after you attack while also letting them either gain THP or make an MBA.&lt;br /&gt;
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===Oman Giantkiller===&lt;br /&gt;
This path requires a mix between fighter and a class with Hunter&#039;s Quarry (read: ranger) and the Moonshae Isles regional benefit, with some need to be flexible between throwing and swinging in order to take down greater adversaries. &#039;&#039;In the Thick of the Action&#039;&#039; lets you spend an AP for +2 speed and +4 damage on larger enemies, &#039;&#039;Northlander&#039;s Persistence&#039;&#039; lets you spend 2 surges when you use Second Wind, and &#039;&#039;One More Time&#039;&#039; lets you mark a target when you designate them as your quarry for the first time.&lt;br /&gt;
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Toss and Close has you throw a weapon before moving to the enemy and making a free MBA with a (potential) second weapon. Focused Assault lets you mark and quarry one enemy for the turn. Coordinated Devastation has you use both weapons on a target letting allies crit on an 18+ against the target (17+ for a larger enemy) when both hits land.&lt;br /&gt;
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===Sword Coast Corsair===&lt;br /&gt;
A [[Forgotten Realms]] path built upon being a [[pirate]] who lives in his boat and enjoys being scary. &#039;&#039;Expert Mariner&#039;&#039; is your fluff-boost of multiple sorts: +2 to initiative while on a ship, Training or a +2 bonus on any skills involved with a ship&#039;s management, and the ability to share this with everyone. &#039;&#039;Sea Legs&#039;&#039; uses an AP to let you ignore terrain and +2 speed, and &#039;&#039;Bold Attacker&#039;&#039; gives +2 to Will when you hit in melee.&lt;br /&gt;
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Strike Terror is a Str-or-Dex reliant Fear attack that pushes back a shocking 5 squares. Nerves of Steel gives you a free save, adding +5 if you&#039;re under a Fear effect. Keelhaul whacks someone and then has you haul them three squares.&lt;br /&gt;
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=Primal Paragon Paths=&lt;br /&gt;
==Barbarian==&lt;br /&gt;
===Ancestral Weapon===&lt;br /&gt;
This path is allowed for only PHB2 barbarians, whom possess Rampage (That extra attack whenever you crit), though Cha-focused barbarians would benefit most. What differentiates this path is its dedication to marks, a feature mostly seen on defenders. Starting off is &#039;&#039;Battle Spirit&#039;s Touch&#039;&#039;, which allows for a healing surge when an AP is spent on an attack that hits, and &#039;&#039;Strong Spirit&#039;&#039; to add Cha to healing surges. &#039;&#039;Lethal Rampage&#039;&#039; adds to the Rampage feature by allowing you to use any at-will after critting rather than just using a MBA. Blood-Splattered Fury marks an enemy while also making you and the enemy deal bonus damage. Ancestor&#039;s Presence adds Cha to damage for a turn and permamarks an enemy. Ancestral Weapon&#039;s Rage is a beefy rage that marks an enemy while also stacking extra damage on all marked enemies.&lt;br /&gt;
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===Bear Warrior===&lt;br /&gt;
You pick this path because you wanna be beefy. You wanna be STRONK LIKE RUSSIAN BEAR. It&#039;s pretty much listed with &#039;&#039;Bear Form&#039;&#039;, granting a +1 bonus to AC and free-action Second Winds whenever you rage while also allowing both a surge and action be used on the same AP with &#039;&#039;Bear&#039;s Toughness&#039;&#039;. &#039;&#039;Wild Push&#039;&#039; just pushes an enemy Str squares away whenever you crit while raging. Your attacks also emulate aspects of the bear, with Mauling Bear proning an enemy and then granting an opportunity attack whenever they attempt to get up, Bestial Vigor granting THP and a save, and Rampaging Bear not only attacks two foes and shoving them back on their asses, but it also has a rage that grants regen and drops all forced movement by one.&lt;br /&gt;
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This is a decent choice for any barbarian who likes to be a meatsponge while also being a beatstick.&lt;br /&gt;
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===Building Thunder===&lt;br /&gt;
This path requires Thunderborn Wrath and, as the name implies, has you mastering the powers of lightning and thunder in the way angry dudes who smack folks with improbably huge swords do. &#039;&#039;Thunder Rolls In&#039;&#039; uses an AP to turn a Thunder power&#039;s range from Blast 3 to Blast 5 for tons of coverage. &#039;&#039;Thunderous Echo&#039;&#039; deals Con to damage against the first enemy hit whenever you trigger a Thunder power. &#039;&#039;Lightning Flash&#039;&#039; finally allows your Thunder powers to deal Thunder + Lightning damage, possibly subverting immunities. Finishing Thunder is a basic hit with a blast that does some cruel damage to bloodied enemies within it. Storm Gathering could make for a decent end-of-day damage as it adds the number of surges you spent that day as additional damage for one turn. Storm Dragon Rage is another hit-with-blast that stuns the guys you didn&#039;t whack at first while also entering a rage that grants a fly speed and makes all at-wills deal AoE damage so you can mess up hordes harder.&lt;br /&gt;
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===Calm Fury===&lt;br /&gt;
Restricted to PHB2 barbarians with Rage Strike (That one daily that can blow other Rages while raging for a big blow). Unlike most barbarians, you decided that being [[Angry Marines|always angry all the time]] might not always be the best life strategy. &#039;&#039;Certain Savagery&#039;&#039; pretty much turns the Rage Strike into any other attack, dropping the rage prerequisite, allowing it to be used again if it doesn&#039;t hit anyone at the cost of removing the half-damage clause. &#039;&#039;Strength in Action&#039;&#039; heals up 1/2 level + Str HP, which would always be quite a deal. &#039;&#039;Relentless Pace&#039;&#039; makes Rage Strike usable 3/day while also adding an additional 1[W] damage to each attack. Furious Calm is a strong healing attack that enables surges, Deliberate Rampage replaces the MBA usually used when following up a crit with Furious Calm even when it was used, and Lethal Ancestor Rage is a basic attack, but it also boosts hit rolls for at-wills and rage strike while also giving THP if those moves hit.&lt;br /&gt;
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This path is a survivor&#039;s path, granting ways to heal up after taking blows, but it doesn&#039;t offer much to survive any more than you normally would.&lt;br /&gt;
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===Death&#039;s Thane===&lt;br /&gt;
This particular Thunderborn-exclusive path fuses you with the power of death, so you can now effectively shout things to death or shout loud enough to rouse yourself from dying, making sure that the killings always continue. &#039;&#039;Death Shout&#039;&#039; does the former by making anyone shoved by your War Cry eat necrotic damage. &#039;&#039;Death&#039;s Right Hand&#039;&#039; is a bit complicated in that it uses an AP and if you kill one enemy, you gain a +2 to hit and +Con to damage with your next attack. &#039;&#039;Inevitability of Death&#039;&#039; then allows you to roll death saves earlier and hurt anyone near you when you flub a death save. Death Cry makes for a rather poor attack, but it does have a big blast that weakens anyone inside it. Killing Ground is an instantaneous AoE that triggers when you kill a dude, now gaining +! to hit and +4 to damage anyone in the AoE. Reaper&#039;s Rage then wraps it up with a blast that save-ends immobilizes anyone caught while also giving you the ability to shift right next to an enemy withing range.&lt;br /&gt;
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===Fearbringer Thane===&lt;br /&gt;
While sounding like a Thaneborn Barbarian-only path, this one is actually quite open to all, offering a few leader-like tricks to the beatstick chassis. &#039;&#039;Inspire Ferocity&#039;&#039; certainly makes it sound like that by giving nearby allies a damage boost if they hit an enemy with an MBA. &#039;&#039;Staggering Fury&#039;&#039; penalizes enemies hit with an AP-built attack while raging. &#039;&#039;Dominating Presence&#039;&#039; then makes crits grant allies a bonus to hit that enemy. Screaming Hawk Strike makes an enemy easier to hit while also gaining a regen chance if used during a rage. Fearbringer Stance just boosts defenses, which is unusual but gives a helpful asset. Tide of Battle is a leader-style hit and heal an ally by letting them spend a surge.&lt;br /&gt;
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===Frenzied Berserker===&lt;br /&gt;
This acts as the basic Barbarian path, dedicated to raw damage above all else, including their well-being. &#039;&#039;Frenzied Blood&#039;&#039; guarantees that an AP spent on an attack will at least do half damage on a miss if it doesn&#039;t already, &#039;&#039;Warpath&#039;&#039; deals extra damage while raging, but demands that you hit the nearest enemy or else be stunned (a major turn-off), and &#039;&#039;Unfeeling Rage&#039;&#039; gives Resist 5 all when bloodied and raging. Persistent Frenzy is another burst attack, though this one can be recovered if used during a rage. Deathless Frenzy allows you to keep fighting even below 0 HP, but you still suffer from death saves. Final Confrontation is a messy as hell attack, ending a potentially lifesaving mark so they can hit you, so you can hit them with a horrific 7[W] damage, so they can hit you, so they can hit them, and so on and so on. Really only useful on BBEGs or bit tanky bastards that could possibly kill anyone else.&lt;br /&gt;
&lt;br /&gt;
Though it does have merits, the fact that it can cost you turns if you try to be strategic with your foes and an attack that just acts as death or glory does make it less appealing than it should.&lt;br /&gt;
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===Stonefire Rager===&lt;br /&gt;
While Winter Fury was an ice path, this path makes you more akin to a volcano, building before exploding in fiery rage. &#039;&#039;Calm Before the Flame&#039;&#039; uses an AP to add fire damage equal to Con to an attack as well as knocking them prone. &#039;&#039;Resilience of Stone&#039;&#039; adds a 50-50 chance to ignore a crit. &#039;&#039;Fire&#039;s Wrath&#039;&#039; makes bloodying a bad idea, granting both Resist 10 fire and +2 to hit. Pyroclastic Tide smashes one enemy while also adding burst damage. Serenity of Stone gives Resist 10 all until you rage, giving some reason to hold off on a rage. Volcanic Rage is a new rage power that gives a burning AoE effect centered on you and a +2 to hit back anyone who hurt you.&lt;br /&gt;
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===Twinclaw Slayer===&lt;br /&gt;
Available only to Whirling Slayer barbarians, this path gives many ways to benefit dual wielding while not sacrificing the raw damage output a barbarian is known for. &#039;&#039;Close Destruction&#039;&#039; spends an AP to add a bonus equal to all adjacent enemies to the next attack roll, making it ideal to any bursts. &#039;&#039;Threshing Mists&#039;&#039; gives a shift whenever an attack using both weapons hits. &#039;&#039;Bloody Price&#039;&#039; grants a re-roll to one Opportunity Attack. Twinclaw Rend is an MBA-replacing power that does two attacks as well as adding +2 to hit the target for a turn. Dangerous Blur makes a hit on you turn into more damage as your next hit deals damage equal to your offhand weapon. Twinclaw Berserker Range doesn&#039;t only deal double damage, but it also gives a free offhand weapon burst at the top of each turn.&lt;br /&gt;
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===Wildrunner===&lt;br /&gt;
Restricted to barbarians trained in nature, this path is a mobile barbarian&#039;s calling, granting new ways to move about the field. &#039;&#039;Hunter&#039;s Fury&#039;&#039; allows for a Str-square shift after using an AP to attack, &#039;&#039;Wildrunner&#039;s Swiftness&#039;&#039; boosts speed with that boost doubling while raging, and &#039;&#039;Wild Resilience&#039;&#039; boosts saves while raging. Shifting Wilds Strike makes for a decent hit-and-run affair by being able to shift 3 after hitting and being rechargeable if used while raging. Press the Kill gives you a shift after killing someone. Wildrunner&#039;s Rage hits and immobilizes two targets while also granting you several other bonuses: +2 to AC and Reflex, ignoring difficult terrain, and the ability to shift 2 squares rather than just one. Yeah, that&#039;s neat.&lt;br /&gt;
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===Winter Fury===&lt;br /&gt;
If you like dealing cold damage but feel like you need to spend your cash on things besides frost weapons, then this path can back you up. &#039;&#039;Ice Heart Reaper&#039;&#039; may just give you +1 to hit and +2 to damage immobilized targets, but &#039;&#039;Surging Ice&#039;&#039; uses an AP action to immobilize the first person hit by the new attack and everyone nearby. &#039;&#039;Frost Reaver&#039;&#039; is the real deal by granting both Resist 10 cold and the ability to turn your typeless damage into cold damage attacks. Clutch of Winter is another means to trigger Ice Heart by immobilizing an enemy and Armor of Glaciers is a temporary Resist 20 all that drops by 5 for each hit taken and melts entirely if hit by fire. World&#039;s End Rage is the most powerful of them though, not only imposing a save-ends restraining condition on the target but also making all at-will attacks immobilize enemies.&lt;br /&gt;
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==Berserker==&lt;br /&gt;
===Deadly Berserker===&lt;br /&gt;
The berserker&#039;s exclusive path, this is simply an advancement upon the core tenets of being killy and tanky. You have &#039;&#039;Berserker&#039;s Action&#039;&#039; dealing +1d12 damage to all attacks when you use an AP,  &#039;&#039;Reaping Fury&#039;&#039; adds +Str to damage for your next attack if you miss an at-will or encounter, and &#039;&#039;Supreme Stamina&#039;&#039; gives you THP whenever you kill non-minion enemies. &lt;br /&gt;
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A Thousand Ways to Die is simply a rider off any MBA or at-will that adds damage and inflicts the enemy with either immobilize or prone. Surge of Strength gives you THP equal to your surge value while also letting you roll twice for an attack if you&#039;re under Berserker Fury (that thing that requires you to use any barbarian power to cancel your aura and gain new benefits to attacks). Slake the Rage is another rider off an MBA or at-will that adds +2[W] damage and inflicts either 10 ongoing damage or save-ends dazed and slowed.&lt;br /&gt;
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==Druid==&lt;br /&gt;
===Blightbeast===&lt;br /&gt;
The undead-style path, this gives you a focus on necrotic damage, gaining ways to deal it at all costs and ways to resist it. &#039;&#039;Blight Action&#039;&#039; in particular uses an AP to force anyone to either back up or eat ongoing necrotic damage. &#039;&#039;Blighted Wild Shape&#039;&#039; acts as both your fluff to look undead-ish, but it also gives your beast form Resist 5 necrotic (Upped to 10 in Epic) as well as adding necrotic damage equal to Con whenever you use a beast form attack. &#039;&#039;Blightborn&#039;&#039; then negates all necrotic resistances while also making those not resistant gain Vulnerable 5 necrotic for the turn. Blighted Agony acts as a standard attack that slides a target and dazes them. Maggot Form is a handy movement trick, giving you a potentially sizable boost in movement that ignores all the movement penalties and halves any incoming damage for the turn. Blight Locus is a death-curse that not only deals ongoing damage and shifts a target, but it also makes anyone near the target eat necrotic damage.&lt;br /&gt;
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Guardian druids are the best picks for this path because of their focus on Con, which means that they&#039;ll have that much more ways to shove enemies around and curse them with damage.&lt;br /&gt;
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===Blood Moon Stalker===&lt;br /&gt;
This path is a very striker-themed power, meant for those who use their wild shape with abandon and little else. &#039;&#039;Blood Moon Action&#039;&#039;, for example, uses an AP to grant a free MBA while in beast form. &#039;&#039;Blood Moon Hunger&#039;&#039; allows you to use Second Wind as a free action whenever you kill an enemy up close. &#039;&#039;Frenzied Claws&#039;&#039; then just gets your beast powers to crit on a 19+. Blood Moon Frenzy is a basic burst, hurting bloodied enemies harder. Feral Accuracy allows for a re-roll on any beast powers. Nature&#039;s Grave requires either you or an enemy to be bloodied, but in return you get a gruesome amount of damage.&lt;br /&gt;
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===Coiled Serpent===&lt;br /&gt;
This is a path you pick because you think it&#039;s awesome to become a snake and use poison damage. &#039;&#039;Serpent Form&#039;&#039; immediately gives you +5 to stealth and Resist 15 poison (20 in Epic) whenever you go beast mode. &#039;&#039;Snake Fang Action&#039;&#039; uses an AP to afflict every target of your new attack with ongoing poison damage. &#039;&#039;Serpent&#039;s Poison&#039;&#039; adds +2d6 poison damage to your wild shaped melee attacks, making you even deadlier. Constricting Coils has you wrapping around the target, grabbing them and gaining +5 to all defenses for the turn if successful. If anyone tries to hit you and fails, they&#039;ll instead hit your victim. Serpent&#039;s Dash is a free bit of mobility, shifting three squares and then gaining concealment. Fazing Fangs is a bust power that dazes and deals ongoing poison damage whenever they attack until they make a save.&lt;br /&gt;
&lt;br /&gt;
This makes the path rather effective for wild-shape exclusive druids who specialize in poison, though it does make you feel a bit useless the moment the enemy comes up with resistance or immunity to poison.&lt;br /&gt;
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===Formless Predator===&lt;br /&gt;
Despite not explicitly being for druids, it does require the Wild Shape ability, meaning you either have to be a PHB2 druid, be a Sentinel with the Beastwalker Circle feat (Gaining Wild Shape and the ability to sacrifice a use of Summon Nature&#039;s Ally to gain normal Druid powers), or be multiclassed in Druid. This path focuses on granting some unusual properties with a few features for any build. &#039;&#039;Aberrant From&#039;&#039; is just flavouring, turning your Wild Shape to look aberrant, &#039;&#039;Jagged Metamorphosis&#039;&#039; adds +4 to damage the first time you hit with a beast power, and &#039;&#039;Reinstating Action&#039;&#039; uses an AP to end a single ongoing effect while also shifting for free. &#039;&#039;Fluid Form&#039;&#039; allows you to use one at-will whenever you&#039;re in normal form or beast form, which finally permits your beast form to get some at-will ranged combat. Confounding Pseudopod gives an interesting bit of mobility alongside dazing an enemy. Amorphous Return immediately ends one petrifying or polymorph effect while also gaining 10 THP. Touch of Dissolution dumps an enemy with blinded and an ongoing damage condition that worsens with each turn that it persists.&lt;br /&gt;
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===Guardian of the Living Gate===&lt;br /&gt;
This path acts as a control-based path, granting you several different ways to ensure your allies&#039; survival against any conditions or attack one enemy while affecting others. &#039;&#039;Entwining Evocation&#039;&#039; allows you to gain Combat Advantage whenever you fight an enemy with nobody next to them, granting you some solo usage. &#039;&#039;Guardian Action&#039;&#039; uses an AP to give you or an ally +5 to a saving throw and &#039;&#039;Enduring Spirit&#039;&#039; allows any ally to make a save whenever you fail yours. First Ward of the Living Gate is a pretty decent ranged attack that gives you a +2 to hit with any primal attacks you make at the same target or anyone around them. Second Ward of the Living Gate grants everyone a +4 to saves against conditions caused by one target. Third Ward of the Living Gate is a long-ranged attack that inflicts ongoing damage (halved if you miss) that knocks the target down if they take the damage and deals damage to those nearby.&lt;br /&gt;
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===Keeper of the Hidden Flame===&lt;br /&gt;
This path taps into the Hidden Flame, that predatory instinct that drives all creatures to combat, and uses it to hamper enemies and aid allies. &#039;&#039;Fury of the Hidden Flame&#039;&#039; adds +1 to hit with any attack targeting the nearest foe. &#039;&#039;Keeper&#039;s Action&#039;&#039; uses an AP and allows a re-roll for the next attack if it misses. &#039;&#039;Leap into the Fray&#039;&#039; is a stranger feature, allowing you and any nearby allies to shift when one ally makes a charge. Summon the Beast makes for a silly power, yanking an enemy forward 5 and proning and dazing them as well. Spark of Fury grants you and all allies +1 to hit and +2 damage. Spirit of the Beast makes a rather dicey proposition, inflicting a massive list of issues with the save-ends tag: Combat Advantage to all, restriction to only MBAs, and the need to hit the nearest foe. However, it can&#039;t save if someone whacks on them. Missing with this power just grants Combat Advantage against the target, still with save-ends. Really, this path is meant to ruin archers or artillery or casters who can&#039;t punch worth a shit, as any melee fighter worth their salt won&#039;t care as much about being locked into MBAs.&lt;br /&gt;
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===Luminescent Swarm===&lt;br /&gt;
One of two Primal Swarm paths, this path turns you into a bunch of fireflies that glow hard enough to deal radiant damage. &#039;&#039;Luminescent Lantern&#039;&#039; gives you the basic glowing aura that adds +2 to saves for anyone inside it. &#039;&#039;Radiant Swarm Action&#039;&#039; has you spend an AP to add +1/2 level to an attack&#039;s damage as radiant. &#039;&#039;Blaze of Light&#039;&#039; adds a bit of incentive to turn from swarm to man as you can inflict a -2 to hit you on a nearby enemy when you wild shape. Mystifying Lights has you smash and slide each enemy caught in the blast while also shifting for each hit. Light of Clarity is a beast-friendly sustainable aura that denies concealment. Brilliant Swarm is really remarkable, attacking several enemies on every NAD, dealing a separate effect for each defense you break through on top of the damage.&lt;br /&gt;
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===Pack Lord===&lt;br /&gt;
One of two summoning-centric paths, this one offers you more supporting ways to help your pets. &#039;&#039;Natural Pack Member&#039;&#039; gives you +1 to attack and all defenses at any time you have a pet summoned while &#039;&#039;Pack Intensity&#039;&#039; uses an AP to give you a free minor to command your pet or waste to provoke an Instinctive Action. &#039;&#039;Natural Vitality&#039;&#039; gives pets that get bloodied a regen value. &#039;&#039;Great Summoning&#039;&#039; acts in place of your Level 20 power, granting another level 19 summoning power. Alpha&#039;s Command lets you punch an enemy while also giving a pet (or an ally&#039;s basic attack if you roll high enough) a chance to punch too. Full Pack lets you spend a minor to order a pet to attack for the encounter, which can give some serious boosts in damage if given to the right pet.&lt;br /&gt;
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===Primal Summoner===&lt;br /&gt;
This path is focused on summoning, giving ways to support them as well as a unique summon, though it loses out in the mass damage potential. &#039;&#039;Feral Ways&#039;&#039; makes triggering an Instinctual Action heal the pet and give +2 to any involved attacks. &#039;&#039;Primal Summoner Action&#039;&#039; uses an AP to grant a free attack for a pet, but nothing else. &#039;&#039;Move as One&#039;&#039; grants you the ability to move a pet at the same time as you. Redfang Prophecy shoots a fool while also giving any pets bonus damage vs the target. Tightened Control is a stance that adds +2 to attack and damage for any ordered attacks. Summon Primal Slayer gives you a beast that can either be a big digger or a medium flyer. Either way, you get to attack at any time, even if you let an Instinctual Action take effect. &lt;br /&gt;
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===Sky Hunter===&lt;br /&gt;
While most druids just settle for being some sort of land animal, you decided to go more avian with your wild shape, resulting in this path. &#039;&#039;Master of Wings&#039;&#039; grants +2 to hit flying enemies, &#039;&#039;Sky Hunter&#039;s Action&#039;&#039; grants a free move when you spend an AP. &#039;&#039;Beast Senses&#039;&#039; is less astounding, using a Beast Form daily to gain +5 to Perception. Blinding Talons turns you into an eagle who flies at double speed and blinds one enemy before they could ever get an Opportunity Attack. Soaring Falcon gives you a third wild shape: a tiny falcon with a fly speed, +5 perception, and +4 AC vs opportunity attacks but an inability to do anything else. This form&#039;s really useful for mobility&#039;s sake. Primal Eagle is a fly-and-burst, slowing enemies with a save-ends effect and granting you the eagle&#039;s flight 1/turn for the remainder of the encounter.&lt;br /&gt;
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Though far from the ideal of flying all the time, it does offer some unique ways to go about the battlefield in a hit-and-fade sense.&lt;br /&gt;
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===Spiral Wind&#039;s Ally===&lt;br /&gt;
The druids who pick this path are those who prefer to stay normal and support your allies with more healing and ways to control enemies. &#039;&#039;Healing Spiral&#039;&#039; makes bloodied allies who use a surge while within range of you outside of wild shape gain Wis in additional HP. &#039;&#039;Spiral Wind Action&#039;&#039; then spends an AP outside of beast form to give an ally the ability to use a surge. &#039;&#039;Allied Winds&#039;&#039; is the only bit that doesn&#039;t assist anyone, as it only grants you a free 2-square shift whenever you use a Surge. Spiral Gust makes for a decent blast that also heals any allies near the enemies in range. Releasing Breath makes for a mild booster that makes one ally that spent a surge the centerpoint and gives everyone within range of that ally concealment. Three Shifting Winds gives you variable damage in a blast dealing damage regardless of type - Cold damage deals save-ends slowing, Radiant heals any allies in the blast, and Thunder dazes one foe in the area.&lt;br /&gt;
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While the Path only keys off Wisdom, thus making any subclass viable, the reliance on remaining normal-shaped does make Primal Swarm less than effective while Guardian and Predator have functionalities that never suffer because of mode. Sentinels also benefit from this path, as they never get Wild Shape naturally.&lt;br /&gt;
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===Storm Speaker===&lt;br /&gt;
This is your basic lightning-and-thunder class, giving a few perks on top of that. &#039;&#039;Storm Speaker&#039;s Action&#039;&#039; has you spend an AP for a free 8-space fly with no provoking. &#039;&#039;Storm Touched&#039;&#039; gives you the requisite Resist 5 Lightning &amp;amp; Thunder with an added bonus of +5 THP and +1 to hit whenever you get hit by lightning or thunder. &#039;&#039;Dancing Tempest&#039;&#039; just gives you a free shift whenever you hit with a lightning or thunder power. Storm Beast is your one beast attack and it&#039;s a big blast that dives you +2 to hit anyone caught inside that blast. Shield of Gales is a wind-shield that gives +2 to all defenses and the ability to shift any enemy next to you. Storm Child is an attack that triggers a transformation that&#039;s in effect for the whole fight and opens a new at-will that can be used in any mode, though it&#039;ll lack any tricks your normal at-wills possess. &lt;br /&gt;
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===Vermin Lord===&lt;br /&gt;
Predictably, being an evil druid in the [[Book of Vile Darkness]] makes you able to pick this path full of pest-themed powers. &#039;&#039;Vermin Action&#039;&#039; makes an AP deal immediate poison damage to nearby enemies and a +2 to defenses for nearby allies. &#039;&#039;Vermin Friend&#039;&#039; grants Resist 10 (15 on Epic) poison. &#039;&#039;Wings of the Swarm&#039;&#039; gives you a fly speed whenever you expend a primal encounter or daily. Maggots to Flies adds a bunch of sick things to anyone hit by it: damage, a slide for enemies, Combat Advantage, and Vulnerable 5 all. Hive Mind makes for a very unique leader-like power by granting allies instant telepathy, immunity to flanking, and the ability to shift an ally around instead of taking a move. From One to Many turns you into a literal swarm, gaining all the benefits as well as a new attack, inflicting 20 ongoing poison damage while also shifting around.&lt;br /&gt;
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Honestly, this path is a rather incredible grab, hampered only by alignment since otherwise everyone would want it.&lt;br /&gt;
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===Whirling Samara===&lt;br /&gt;
This is the second exclusive path for swarm druids, though this one works upon giving new uses for the swarm shape. &#039;&#039;Parting Swarm&#039;&#039; starts swarm by making your swarm form immune to any sort of forced movement.  &#039;&#039;Shed Bulk for Speed&#039;&#039; lets you spend an AP to gain two re-rolls for your next two attacks, but using one deals a rather decent amount of damage. &#039;&#039;Spinning Wings&#039;&#039; gives you a flight speed on the turn you Wild Shape into swarm form. Protective Spiral is a beast attack that attacks two enemies while also giving allies within range some THP. Dark Wings doubles with your flying feature by giving your swarm form insubstantial and the ability to move through occupied spaces. Great Winged Samara is your great big blast, putting in a save-ends blind on anyone and adding two new powers while in swarm form: a minor to shift 2 and a new dose of save-ends blinding when you crit.&lt;br /&gt;
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==Protector==&lt;br /&gt;
===Inner Circle Initiate===&lt;br /&gt;
This is the exclusive path for protectors, those druids who gave up wildshaping to make terrain and summon monsters, who now get a few pieces of ranged crowd management. &#039;&#039;Initiate&#039;s Action&#039;&#039; lets you spend an AP to deal extra damage equal to how many targets for the attack (ideal for large bursts or blasts), &#039;&#039;Sheltering Growth&#039;&#039; grants one ally near your Nature&#039;s Growth power THP equal to their healing surge value, and &#039;&#039;Fury of the Raging Storm&#039;&#039; gives security in dealing constant damage to anyone near you each turn.&lt;br /&gt;
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Thorny Vines gives a ranged burst that grants Combat Advantage to anyone inside it. Speak with Animals and Plants gives you a rather cosmetic ability to talk to wildlife and a less-cosmetic +5 to perception and inability to become surprised. Call Cyclone is another ranged burst that you don&#039;t need to sustain and can move whenever you need it to hurt someone.&lt;br /&gt;
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==Seeker==&lt;br /&gt;
===Crimson Hunter===&lt;br /&gt;
This is probably the seeker equivalent to the Kensei, mostly because it gives the most upfront benefits ever: &#039;&#039;Accurate Arrow&#039;&#039; (+1 to RBA), &#039;&#039;Keen Missile&#039;&#039; (RBAs crit on 19+), and &#039;&#039;Crimson Hunter&#039;s Action&#039;&#039; (+1 to speed when you spend an AP). &lt;br /&gt;
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Ravaging Shot is an RBA-alike that deals Vulnerable 5 all for a turn, Hunter&#039;s Mobility gives you a half-speed shift whenever an enemy is bloodied, and Bloody Despair slaps a bloodied creature with a save-ends weakened and a turn-long -5 to saves in case someone else hit them with something big.&lt;br /&gt;
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===Death Arrow===&lt;br /&gt;
Restricted to Bloodbond seekers, it gives you a couple new ways to hurt, but not much to redeem the class it comes from. &#039;&#039;Brutal Arrows&#039;&#039; lets you spend an AP to re-roll 1s or 2s for damage rolls, &#039;&#039;Rattling Arrows&#039;&#039; is an oddly specific setup requiring that you be hidden before attacking and all for a -2 for their allies to hit (Which is all subject to fear immunity on top of not being put on the actual target itself) and to trigger &#039;&#039;Death Arrows&#039;&#039;, which crits anyone subject to that effect on an 18+.&lt;br /&gt;
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Savage Archery is a ranged burst that slaps -2 to Fort and AC, which makes for an okay setup. Binding Aim is a 1/encounter +6 to shoot, which is nice, but nothing else. Cloud of Doom is a larger burst that not only pins any flyers, but also makes that area an AoE that deals 5 damage to anyone inside it.  &lt;br /&gt;
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===Moonrise Stalker===&lt;br /&gt;
If you&#039;re looking for a path that actually deals decent control and has mobility options, then you&#039;ve got this path. &#039;&#039;Entangling Moonlight&#039;&#039; slows enemies you teleport, &#039;&#039;Sly as Twilight&#039;&#039; uses an AP to exchange any forced movement to teleporting at half the distance, which is a bit less convenient but still useful, and &#039;&#039;Anchoring Spotlight&#039;&#039; denies any teleportation when you hit a target with an RBA.&lt;br /&gt;
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Lunar Transposition is an RBA-alike that lets you swap places with an enemy 10 spaces away, so you can make an escape button or set up a beatdown. Moonbeam Step teleports you 5 spaces and has places an aura that puts -2 to all enemy attacks. Distant Echo does some really lackluster damage, but it splashes onto enemies and lets you switch places with an enemy you hit, dazing them in the process.&lt;br /&gt;
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===Seven Fates Archer===&lt;br /&gt;
This path is something of a protecting path, but as with most things about the Seeker it doesn&#039;t really compare to the actual Defenders. &#039;&#039;Guarding Shot&#039;&#039; lets you take -2 to hit to add +2 to the AC of an ally hitting them, which is...iffy and demands that the ally be punching someone. &#039;&#039;Pinning Action&#039;&#039; spends an AP to slap on Immobilize and Combat Advantage on the target, which is pretty awesome. &#039;&#039;Opportunity Shot&#039;&#039; lets you shoot for an Opportunity Attack without provoking again, which honestly should have been available as by default or as a feat.&lt;br /&gt;
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Spirit Shackles targets in a burst and slows anyone inside it while also adding a bit of extra damage. Intercepting Shot lets you make a shot the instant someone hits a nearby ally, letting you shoot at -2 for the chance to add +5 to all defenses and halving damage if it still hits, but it demands that the hit be at range. Storm of the Five Spirits also hits in a ranged burst, but it also summons a bunch of ghosts who immediately slap a nearby foe while also penalizing enemy attacks.&lt;br /&gt;
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===Swift Strider===&lt;br /&gt;
Restricted to Spiritbond seekers, this path adds to your mobility. &#039;&#039;Defensive Shift&#039;&#039; adds +2 to AC and Ref whenever you shift, which can be practically all the time considering you can shift as a minor, &#039;&#039;Escaping Action&#039;&#039; uses an AP to permit you to shift as a minor as compensation for not going Bloodbond, and &#039;&#039;Swift Stride Assault&#039;&#039; adds +Str to damage on thrown weapons, though it demands that you move at least 3 spaces.&lt;br /&gt;
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Blurring Offensive is a pretty flexible move, usable either in melee or at range and ending any marks before shifting, then giving you a shift and a slide on the target (whom now gives Combat Advantage) once you hit.  Swift Vengeance gives you a response to enemies by shifting once you get hit, then gaining Combat Advantage and the ability to crit on a 19+ on this enemy. Striding Barrage is your other flexible move, letting you shift around and hit up to three enemies, though each hit is harder and all it does is save-ends slowing.&lt;br /&gt;
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All in all, while this path gives some decent mobility options, you get very little in terms of actual controlling power. It just adds to the question on whether or not the Seeker was really supposed to be a Controller.&lt;br /&gt;
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==Sentinel==&lt;br /&gt;
===Steadfast Sentinel===&lt;br /&gt;
This is your exclusive path for the Sentinel variant, giving various sorts of perks that could be useful for a friend or for your pet. &#039;&#039;Landwalker&#039;&#039; lets you ignore terrain, &#039;&#039;Improved Combined Attack&#039;&#039; adds yet another charge to your exclusive Combined Attack, and &#039;&#039;Sentinel&#039;s Action&#039;&#039; lets you spend an AP so an ally can shift around without regard to terrain. Bounty of Spring lets you and one ally gain Regen 5 when bloodied, which they can end at any time to use a surge and gain +Wis additional HP. A Thousand Faces is unusual as it&#039;s a level 16 utility power (where most usually get another feature), but the use is pretty familiar - you can shapeshift into any other person with a +3 to bluff added on. Verdant Harmony gives you an aura 2 that lets allies ignore terrain and add +5 to surges while enemies get 10 necrotic damage each turn.&lt;br /&gt;
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==Shaman==&lt;br /&gt;
===Animus Predator===&lt;br /&gt;
The Animus Predator acts as the last word in the matter of debuffing. Every ability you possess is meant to shut down something your enemy holds dear. &#039;&#039;Breaching Spirit&#039;&#039; negates insubstantial and regeneration when enemies near your spirit, &#039;&#039;Predator Action&#039;&#039; slaps an enemy with vulnerable 5 all when you spend an AP to attack, and &#039;&#039;Spiritual Piercing&#039;&#039; lets you and anyone near your spirit ignore 10 points of resistance to one type and count immunity as resist 20 - and this type can change each long rest!&lt;br /&gt;
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Exposing Spirit is a spirit attack that inflicts vulnerable 5 to one damage type for the turn. Symbiotic Spirits is a spirit-centered zone that grants allies inside it resist 10 to any types one enemy has resistance/immunity to. Animus Strike is another spirit attack that deals ongoing damage of any type as well as dealing a sliver of extra damage whenever the target hits anyone else.&lt;br /&gt;
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===Disciple of Winds===&lt;br /&gt;
This is another control-based path, focused on moving people around to get them in the right place at the right time. For example, &#039;&#039;Disciple of the Winds Action&#039;&#039; lets you move all allies within range 3 spaces whenever you spend an AP, &#039;&#039;Wind Shroud&#039;&#039; shifts an ally you healed with your powers a space, and &#039;&#039;Wind&#039;s Resilience&#039;&#039; lets you shift an ally after they got moved by an enemy.&lt;br /&gt;
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Snatching Winds is a spirit attack that snaps up two enemies and then lets allies move through their spots without triggering anything. Shielding Winds allows one ally to shift the instant an enemy gets close to them. Hurricane&#039;s Fury is a blast that slides all enemies and save-ends dazes enemies. The fact that allies get slid a little further means that they can move up and smash faster.&lt;br /&gt;
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===Disciple of the World Serpent===&lt;br /&gt;
This path empowers you with two things: poison and lockdown, but mostly the latter. &#039;&#039;Grasping Spirit&#039;&#039; already starts off well by making enemies near your spirit count as in difficult terrain, &#039;&#039;Spirit Shaman&#039;s Bounty&#039;&#039; lets allies near your spirit spend a surge when you use an AP, and &#039;&#039;Spirit Venom&#039;&#039; deals 10 poison damage whenever an enemy makes a save against your daily powers.&lt;br /&gt;
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Serpent&#039;s Rebuke immobilizes an enemy while hitting anyone who gets close to them. Seal of the Serpent kicks ass by enabling one person to negate cover, concealment, and line of sight on one ranged attack. Crush of the Serpent works well by doing save-ends immobilize and ongoing damage, with the only difference between hitting and missing being the amount of damage and immobilize becoming slowed.&lt;br /&gt;
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===Everflame Guardian===&lt;br /&gt;
Your elemental focus here is on fire, though you aren&#039;t the one that starts the fire - you just make sure that it catches on faster and without opposition. &#039;&#039;Everflame Action&#039;&#039; in particular embodies this by granting allies a bit of health while also stripping away any enemy&#039;s fire resistance or immunity and instead replacing it with vulnerable 5 fire, &#039;&#039;Guardian of the Flame&#039;&#039; stacks you with a small Resist 5 fire, and &#039;&#039;Renewing Flames&#039;&#039; burns someone next to an ally you just healed.&lt;br /&gt;
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Spark of Life gives you a ranged burst that burns the ally while giving a small heal to bloodied allies caught in it. Guardian&#039;s Shield is a burst that&#039;s best for first-turn protection with resist 5 all and the power to burn anyone attacking your team. Elder Flame lets you summon a little asset that grants nearby allies extra fire damage and can also explode on enemies.&lt;br /&gt;
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===Ghost Panther===&lt;br /&gt;
If you want a path that focuses on going on the offense, then you&#039;ll find plenty to like with this path. You start with &#039;&#039;Ghost Panther Action&#039;&#039; giving Combat Advantage over anyone near your spirit whenever you spend an AP and &#039;&#039;Ghost Panther&#039;s Wisdom&#039;&#039; giving +5 to stealth whenever near the spirit, and then you get &#039;&#039;Panther&#039;s Ancestors&#039;&#039; to add Wis to acrobatics, athletics, and stealth.&lt;br /&gt;
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Predator Spirit slaps enemies and then makes bloodied enemies near your spirit also weakened, which works handily with Panther or Eagle shamans. Great Cat&#039;s Dodge merely gives you a 3-space-shift whenever you get missed, which might make for a handy escape button. Ghost Panther Spiral is a big burst that opens a lasting AoE that allows any allies inside it to teleport towards enemies also trapped inside.&lt;br /&gt;
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===Great Bear Shaman===&lt;br /&gt;
In the event that you wanted to dedicate towards being more of a defender alongside being a leader, the Great Bear Shaman offers quite a bit to protect your lot. You start with &#039;&#039;Great Bear&#039;s Action&#039;&#039; to spend an AP for someone else to use an MBA and &#039;&#039;Great Protector&#039;s Prowess&#039;&#039; lets allies gain +2 to damage against marked enemies near your spirit, while &#039;&#039;Looming Presence&#039;&#039; lets allies near your spirit add +5 to hit with Opportunity Attacks.&lt;br /&gt;
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Bear Fang Defense makes for a useful attack that marks an enemy and knocks them prone if they stay near the spirit and attack. Galvanizing Bellow lets all allies shift 2 spaces. Call to the Great Bear is a devastating spirit attack that deals a save-ends penalty to attack and extra damage if the target does hit.&lt;br /&gt;
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===Great Elder===&lt;br /&gt;
Exclusive to World Speaker shamans, this is a very spirit-focused path that works by enabling mass-benefits. This main instrument is through &#039;&#039;Elder Presence&#039;&#039;, the ability to spend a minor to make your spirit to grow to large with all the benefits that implies, while &#039;&#039;Great Elder&#039;s Action&#039;&#039; gives everyone near your spirit a +2 to defenses when you spend an AP and &#039;&#039;Elder Counsel&#039;&#039; lets anyone near your spirit take your buffed up Will instead of theirs if someone attacks their Will defense.&lt;br /&gt;
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Great Reaching Spirit lets you slap two enemies with your spirit (gaining reach if it&#039;s big) while letting nearby allies gain +2 to defenses. Great Hymn of Nature requires you to test Nature and let an ally use the result of your test as a substitute for their defenses when nearby your spirit. An End to Tolerance gives a big blast with save-ends dazing that then makes your spirit a debuff beacon that either dazes or harms enemies with no means of saving.&lt;br /&gt;
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===Keen Eagle===&lt;br /&gt;
Available only to Watcher shamans, this path&#039;s big draw is making all your team&#039;s ranged attacks be even better. &#039;&#039;Eagle Summons the Fire&#039;&#039; kicks things off by letting your ranged and area powers start from the spirit rather than you, &#039;&#039;Keen Eagle Action&#039;&#039; lets you summon a second spirit that lasts a turn for an AP, and &#039;&#039;Eagle&#039;s Reach&#039;&#039; does the insane by making any ranged powers with a reach below 20 go to range 20. This pretty much means that you can sit back and shoot everything without ever leaving your seat.&lt;br /&gt;
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Winged Spirit Strike is pretty awesome in that it lets an ally crit the target on a 16+. Hunting Eagle lets your spirit move to an enemy your ally&#039;s about to shoot and give them +2 to hit for anyone near the spirit. Flurry of Spirit Talons always makes allies crit enemies in range of your spirit on an 18+ so long as it lives while also giving a burst that hits and save-ends dazes on a crit.&lt;br /&gt;
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===Phrenic Master===&lt;br /&gt;
This path requires the Summon Spirit Companion power, which essentially means that you need to be a shaman or be multiclassed into shaman. Selecting this path gives a bundle of features to improve your spirit&#039;s usefulness.&#039;&#039;Enervating Action&#039;&#039; lets you spend an AP to deal -2 to any attacks your target makes and also making them grant Combat Advantage, &#039;&#039;Spiteful Retaliation&#039;&#039; dazes anyone who kills your spirit, and Twin-Souled Projection lets you use your spirit as the origin point for any ranged or area powers without provoking.&lt;br /&gt;
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Intellect Pummel gives you a blast that can be used by your spirit that shoves and dazes anyone inside. Minion&#039;s Shield requires your spirit to be near you, letting it take the blow for one attack. Total Subjugation is a spirit attack that gives either save-ends dominated or save-ends dazed, both enabling your spirit to shove the target around.&lt;br /&gt;
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===Scarred Healer===&lt;br /&gt;
As noted by the name, this particular path is meant for shamans who want to maximize their healing prowess - a matter that&#039;s already pretty handy by Healing Spirit. You start with &#039;&#039;Scar&#039;s Gift&#039;&#039;, which lets an ally near your spirit gain +Con HP whenever you use a healing power, and &#039;&#039;Scarred Healer Action&#039;&#039;, which uses an AP to let an ally near your spirit gain 1/2 x level +Wis THP, while &#039;&#039;Healing Paths&#039;&#039; gives you and your spirit an aura 5 that lets allies spending a surge for HP gain +Wis HP.&lt;br /&gt;
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Sharing the Kill is a spirit attack that heals anyone near it. Spirit&#039;s Touch lets your spirit grant an ally THP and +2 to any saves they&#039;d have to take. The Burning Dance is a spirit-centered burst that deals ongoing fire and radiant damage, which your allies can benefit from by healing 10 HP whenever an enemy fails their save.&lt;br /&gt;
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===Soul Igniter===&lt;br /&gt;
This is another fire-focused path, but unlike the Everflame Guardian, this path&#039;s focus is upon energizing your allies as it focuses upon one power: Soulfire, which lets any ally who crits gain +2 Speed, +2 Reflex, and +Wis fire damage on any further attacks. &#039;&#039;Soulfire Action&#039;&#039; then lets you trigger this power with an AP and benefit yourself and two other allies, while &#039;&#039;Fiery Spirit&#039;&#039; makes your spirit explode upon death, dealing 1d6+Wis fire damage to anyone nearby.&lt;br /&gt;
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Soul Flare is a ranged burst that lets you trigger Soulfire on one ally in the burst. Soul Furnace makes it so that anyone who gets near your friends while they&#039;re under Soulfire gets a burn. Spirit Detonation is a spirit burst that doesn&#039;t deal much, but slightly improves if you have an ally using Soulfire within the burst.&lt;br /&gt;
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===Spirit Tempest===&lt;br /&gt;
This is another path that capitalizes upon the usefulness of your spirit. &#039;&#039;Spirit Guides&#039;&#039; maximizes Healing Spirit by also letting it heal anyone near your zones or summons, &#039;&#039;Spirit Wind Action&#039;&#039; lets allies teleport 2 spaces when they&#039;re near your spirit, and &#039;&#039;Spirit Combatant&#039;&#039; gives you instant Combat Advantage for any at-wills with the Spirit keyword.&lt;br /&gt;
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Spirit Tide is a spirit attack that deals splash damage to a rather wide area from the target. Spirit Flow lets you swap the positions of an an ally and  your spirit as a saving move. Spirit Storm is a ranged burst 2 hitting one target but it summons a zone that gives allies +1 to attack and damage while also letting them swap places with each other.&lt;br /&gt;
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===Voice for the Ravaged===&lt;br /&gt;
This [[Dark Sun]] path is not only available to Shamans, but also to anyone with the Primal Guardian theme. Considering the shithole that Athas is, it&#039;s little surprise that you get corrupted by their anger as well and become more destructive through giving the spirits fleshy prisoners to ride about and crash. &#039;&#039;Spirit Ride&#039;&#039; enables you to gift an ally with Resist 10 to a type of elemental damage as well as +1 to attacks dealing that same type, &#039;&#039;Wrathful Action&#039;&#039; deals multiple types of damage to nearby foes when you use an AP, and &#039;&#039;Bountiful Returns&#039;&#039; enables you to shift around and grant allies THP whenever you use a Daily.&lt;br /&gt;
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You can manipulate enemies with Hateful Binding, forcing them to whack another enemy once you hit them. Restorative Wind gives everyone a free heal as if they used a Surge and +2 to defenses. World&#039;s Vengeance is especially nasty, dealing save-ends stunned for the first turn and upgrades to dominated once the save fails. The issue is that this domination isn&#039;t explicitly save-ends in itself (or at least the wording could be better edited), which does kick in the teeth.&lt;br /&gt;
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===Warrior of Spring===&lt;br /&gt;
Unlike the more direct Scarred Healer, this path offers plenty of ways to help your allies, but not through direct heals. You get &#039;&#039;Revitalizing Presence&#039;&#039; to add +1d6 HP to any healing you give, &#039;&#039;Warrior of Spring Action&#039;&#039; enables a bloodied ally to spend a surge whenever you spend an AP, and &#039;&#039;Spring&#039;s Vigor&#039;&#039; allows an ally to spend an AP whenever you let them spend a surge, which can have some good setups.&lt;br /&gt;
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Spring&#039;s Dawning is a spirit burst that lets allies make saves with a +2 bonus if this is the first time you hit them with this power. Hope Beyond Death is an instant save for an ally, letting them turn a failure into a nat 20. Spring&#039;s Resurgence is a ranged burst centered on an enemy that dies and summons a zone that heals bloodied allies and heals everyone when another enemy dies inside it.&lt;br /&gt;
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==Warden==&lt;br /&gt;
===Bloodwrath Guardian===&lt;br /&gt;
This is a quite basic assault-centric path with a few extra tricks laid in, but nothing truly standout. &#039;&#039;Bloodwrath Stride&#039;&#039; adds +2 to movement when you&#039;re in a guardian form, &#039;&#039;Furious Action&#039;&#039; adds a rather mundane +Wis to attack, and &#039;&#039;Bloodwrath Fury&#039;&#039; adds +2 damage when you hit an enemy you marked.&lt;br /&gt;
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Bloodwrath Strike&#039;s your generic attack, Warding Frenzy is a stance that marks anyone near you, and Form of the Primal Beast adds reach to your attacks and has a special Encounter power that deals ongoing damage.&lt;br /&gt;
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===Breach Warden===&lt;br /&gt;
Essentially what happens when a warden is corrupted by the primordial energies of the elemental chaos. The key feature of this path is the &#039;&#039;Elemental Breach&#039;&#039; which makes you deal one type of elemental damage (picked each long rest) equal to your Con mod to all marked enemies when you crit; &#039;&#039;Elemental Action&#039;&#039; just lets you do the same thing for an AP without needing a crit and &#039;&#039;Elemental Wind&#039;&#039; makes nearby enemies vulnerable to whatever type you picked. Your powers similarly depend on what type you pick.&lt;br /&gt;
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Venting Breach is a big burst that lets you deal typed damage and teleport away. Recall the Breach adds extra damage to a Guardian Form attack while also entering a stance that lets you deal back Con/Wis elemental damage to anyone who hits you in melee. Form of the Living Breach is your big transformation, adding +2 to all defenses and letting you pull and slow enemies within range plus access to the exclusive Living Breach Attack, a burst that deals ongoing elemental damage that makes victims like little bombs every time they fail a save.&lt;br /&gt;
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===Child of the North Wind===&lt;br /&gt;
This particular path is a protective Warden, probably best matched with the Stormsoul&#039;s movement-based benefits. &#039;&#039;North Wind Action&#039;&#039; uses an AP to let your next attack either deal +5 extra damage or knock an enemy prone, &#039;&#039;North Wind Vortex&#039;&#039; lets you shift marked enemies by a space whenever you kill someone, and &#039;&#039;Staggering Critical&#039;&#039; lets you knock enemies prone when you crit with a melee attack.&lt;br /&gt;
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Call the Wind is a swing that pushes the target 2 spaces while also marking them and anyone next to them. North Wind&#039;s Embrace lets you summon a little sustainable whirlwind you can get on an Ally to add +2 to all defenses and Resist 10 all. Form of the Northern Whirlwind also gives you Resist 10 all, but it also adds +1 to all forced movement distances you make and doubles the reach of Nature&#039;s Wrath for marking- and this is before mentioning Form of the Northern Whirlwind Attack, which lets you slide every marked enemy in range and then teleport right next to one of them.&lt;br /&gt;
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===Earth Shaker===&lt;br /&gt;
If you just wanna be a big brute who likes knocking bitches around like stacks of cans, you can&#039;t go wrong here. &#039;&#039;Full Impact&#039;&#039; in particular is really strong by adding +1 to all attacks against Fortitude, which you have a bunch of. &#039;&#039;Surging Earth&#039;&#039; lets you knock an enemy prone when you spend an AP while in a Guardian Form and hit, and &#039;&#039;Certain Gravity&#039;&#039; makes that first feature even stronger by making your at-wills target Fortitude, and thus qualify for that +1.&lt;br /&gt;
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Shake the Earth is a rather big burst that ignores cover and shifts around burrowing creatures. Tread Earth gives a ridiculous double-speed burrowing speed that also grants Combat Advantage over whoever you end up near. Form of the Primeval Bullette makes you the biggest tank who ever tanked by granting +3 Fort, a burrow speed, and +20 extra HP whenever you spend a surge alongside the exclusive attack that lets you burrow before smacking fools and knocking them prone (or doing ongoing damage if they&#039;re prone).&lt;br /&gt;
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Earthstrength probably synergizes best with this path, especially since using a surge means gaining an obscene lot of HP and extra armor.&lt;br /&gt;
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===Emerald Guardian===&lt;br /&gt;
This path makes you a capable leader, probably best to work with Lifespirit Wardens. &#039;&#039;Distracting Action&#039;&#039; lets you spend an AP to allow an ally to shift around at full speed, &#039;&#039;Primal Blessing&#039;&#039; gifts an ally with a +2 to their next save when you make a save, and &#039;&#039;Emerald Fury&#039;&#039; has you shove an enemy 3 spaces with Warden&#039;s Fury while letting an ally next to that enemy gain 10 THP.&lt;br /&gt;
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Defiler&#039;s Doom is a decent lockdown attack that teleports an enemy right into your next attack if they try leaving. Preservation of the Wild just ruins all conjurations, zones, and necrotic damage you encounter. Form of the Life-Giver makes you large, gives Resist 20 necrotic, and gives allies free HP while also having a special power that always deals save-ends stunning (while letting allies spend a surge if the save fails) and knocks the bitch prone if it hits.&lt;br /&gt;
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===First Hunter===&lt;br /&gt;
First Hunter is a very conflicted path, being dedicated to the warden, but specializing entirely on the spear as both a melee and thrown weapon (yeah, remember how many ranged attacks the warden has? Yeah, I though as much) and requires teamwork of a certain sort to be useful. What results is honestly hard to recommend to anyone. Maybe if you multiclassed into warden, but even then there could be better for you. &#039;&#039;First Hunter Action&#039;&#039; lets you spend an AP to give an ally Combat Advantage over whoever you hit, &#039;&#039;Spear&#039;s Master&#039;&#039; lets you throw any one-handed weapon while adding Con to damage and gaining +2 to hit when an ally&#039;s with the target, and &#039;&#039;Hunters Together&#039;&#039; lets you give an ally shooting your target +Con to damage.&lt;br /&gt;
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First Hunter&#039;s Spear makes you chuck your spear and give an ally Combat Advantage over your target. Marked Prey has you and an ally shift over to a fleeing marked foe at half-speed. Form of the First Hunter gives you +2 to saves and slows marked enemies (confusing combo) while also having a special power that&#039;s flexible with range and gives Combat Advantage over the target while letting allies add +Con to damage against them.&lt;br /&gt;
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===Guardian of Two Worlds===&lt;br /&gt;
A Guardian of Two Worlds is a warden who seeks to cross over the purity of nature with the ingenuity and spirit of civilization. This results in giving a sort of mix between support and defense. &#039;&#039;Guardian Trick&#039;&#039; lets you spend an AP to re-use a guardian form&#039;s attack if you&#039;re in guardian form, &#039;&#039;Tangling Wild&#039;&#039; slows any marked enemies next to you as a guardian form, and &#039;&#039;The Warden of Two Worlds&#039;&#039; lets you roll a saving throw when you hit a marked enemy.&lt;br /&gt;
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Strike of the Sentinel hits one and immobilizes any marked enemy next to you. Stand of the Protector is a stance that lets nearby allies roll a save when you trigger Font of Life (your early save roll). Form of the Stag Knight only gives you reach on your marking, but it has a special attack that interrupts an enemy hitting an ally for beefy damage and gives the ally +4 to the targeted defense - something well worth the AP to restore.&lt;br /&gt;
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===Horned Champion===&lt;br /&gt;
The Horned Champion makes for a more defensive-focused power with means to lock down enemies while also keeping up the offense. You have &#039;&#039;Fervent Pursuit&#039;&#039; to slow down anyone you hit with Opportunity Attacks (Essentially the Sudden Roots feat, lookie there at that free feat), &#039;&#039;Vicious Action&#039;&#039; spends an AP to re-roll an attack, and &#039;&#039;Blessing of Spring&#039;&#039; lets you use a Healing Surge whenever you spend a Polymorph Power.&lt;br /&gt;
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Zealous Strike is a pretty decent double attack that prones enemies with a minor boost on bloodied foes. Impetuous Stride is an intentional fire-target, throwing damage at those who throw Opportunity Attacks. Your daily is the crazy Form of Leaping Stag, which boosts your movement by +4, mark anyone you run over, and add +2 to AC vs Opportunity Attacks when you move - and this is on top of the special Encounter power that stuns after moving towards them.&lt;br /&gt;
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===Icewrought Sentinel===&lt;br /&gt;
This is another frost-centric path, similar to the Barbarian&#039;s Winter Fury. &#039;&#039;Cold Snap Action&#039;&#039; gives a handy start by using an AP to deal cold damage to marked or nearby enemies while also giving a +1 to cold attacks, &#039;&#039;Frigid Embrace&#039;&#039;&#039; grants scaling resistance to cold damage, and &#039;&#039;Winter&#039;s Winds&#039;&#039; slides enemies you hit with cold powers.&lt;br /&gt;
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Rime Shackles lets you freeze your target for a turn, giving you an extra chance to keep the freeze up a turn longer if you hit with another cold power. Icewrought Armor gives you or an ally a +2 to all defenses that can break upon getting hit and freeze the attacker. Form of the Icewrought Sentinel gives an aura of difficult terrain/no-running on top of +2 to AC and Fort with a special attack that save-ends blinds the target.&lt;br /&gt;
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===Radiant Serpent===&lt;br /&gt;
Taking inspiration from the Couatl, the Radiant Serpent has you specializing in radiant damage and attracting attention from others. You start with &#039;&#039;Radiant Glow&#039;&#039;, which gives quite a lot of crap (scaling resistance to radiant damage, +2 to saves vs immobilized or restrained, extra radiant damage when hit by radiant damage), &#039;&#039;Radiant Serpent Action&#039;&#039; gives you insubstantial, phasing, and flying when you spend an AP in a guardian form, and &#039;&#039;Mark of Sacrifice&#039;&#039; forces anyone you crit to attack you next turn.&lt;br /&gt;
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Radiant Coils gives you an attack and an equivalent of the paladin&#039;s divine challenge (marking and if the target tries move, they eat extra damage). Shining Pass lets you walk through an ally and sacrifice a healing surge so they can heal up instead. Form of the Radiant Couatl is a guardian form that grants a fly speed and a hefty save towards anything trying to steal your movement, with a special ranged burst lets an ally caught inside to spend a surge.&lt;br /&gt;
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===Scion of the All-Spirit===&lt;br /&gt;
This path offers a few tricks here and there, but lacks a unifying theme aside from a devotion to the All-Spirit, a super-primal entity. &#039;&#039;All-Spirit Action&#039;&#039; grants insubstantial and phasing for an AP, &#039;&#039;All-Spirit Strike&#039;&#039; negates any resistance and insubstantial on a crit (but nothing about immunities, sorry), and &#039;&#039;Share the All-Spirit&#039;&#039; lets you grant an ally a saving throw with a +Con bonus when you spend a healing surge.&lt;br /&gt;
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Voice of the All Spirit is a burst with a few effects, knocking them prone, marking them, and deafening them. All-Spirit Step lets you mark any enemies near you and then lets you shift around to get out of a sticky situation while still in range of a mark. Form of the All-Spirit is a guardian form that grants Resist 5 all, +1 to all defenses, and a special attack that lets you teleport to an enemy and then save-ends dominate them.&lt;br /&gt;
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===Storm Sentinel===&lt;br /&gt;
A rather basic path that themes itself upon thunder and lightning and all that stuff. &#039;&#039;Critical Jolt&#039;&#039; just adds +Str lightning damage whenever you crit, &#039;&#039;Invigorating Action&#039;&#039; conveniently lets you spend an AP for both a surge and an attack, and &#039;&#039;Undying Wind&#039;&#039; adds +Con to Surge recoveries, thereby making Stormheart and Earthstrength Wardens even more impossible to kill.&lt;br /&gt;
&lt;br /&gt;
You have Thunder Smash to be your basic burst that knocks foes prone, Storm Step to turn insubstantial and fly, and Form of Storm&#039;s Wrath, which marks and hits anyone nearby while also hitting someone else slightly harder before your turn starts.&lt;br /&gt;
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===Tribal Champion===&lt;br /&gt;
The Tribal Champion is a power that builds around what the warden already has, but doesn&#039;t try to do anything different with them. &#039;&#039;Allied Champions&#039;&#039; lets you deal damage to marked enemies when you spend a second wind, &#039;&#039;Tribal Champion Action&#039;&#039; lets you spend an AP to enter a guardian form for a turn but unable to use the special power, and &#039;&#039;Ferocious Defender&#039;&#039; lets you add +1 to hit when a nearby ally is bloodied.&lt;br /&gt;
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Fell the Mighty is an attack that depends on how much stronger your enemy is; normally it&#039;s just a plain attack, but if they have more HP than you, the power crits on a 19+ and knocks the target prone. Pure Power just adds +2[W] to a guardian form&#039;s attack power. Form of the Tribal Champion nets you +1 to all defenses and doubles the penalties of marking, while the special attack doubles those penalties over again and guarantees that nobody wins when you mark.&lt;br /&gt;
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===Verdant Lord===&lt;br /&gt;
This path takes on a more plantlike vibe, with ways to grow and make roots that mess with people. &#039;&#039;Reaching Action&#039;&#039; spends an AP to grant you reach (decent, but limiting) while &#039;&#039;Writhing Roots&#039;&#039; makes all nearby spaces difficult terrain while also giving allies +1 to AC in this area when using a Guardian Form and &#039;&#039;Iron Boughs&#039;&#039; just adds a basic +2 to damage when you hit a marked enemy.&lt;br /&gt;
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You have a basic strike prone with Falling Tree Strike. Awaken the Forest is a big AoE that makes cover for allies and difficult terrain for enemies, which is handy. Form of the Verdant Lord grants reach, heals allies, makes breaking shit easier, and has a sorta-passable power that save-ends immobilizes.&lt;br /&gt;
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&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
===Gatekeeper Mystagogue===&lt;br /&gt;
An [[Eberron]]-exclusive path to all primal characters allied with the Gatekeepers, you become aware of the terrors residing in Khyber, especially the daelkyr, and are now dedicated to sealing them away for good. You get &#039;&#039;Aberrant Bane&#039;&#039; to crit bloodied aberrants on a 19+, &#039;&#039;Resolute Action&#039;&#039;, which uses an AP to grant you resist 20 psychic and allow anyone near you to roll a save against psychic effects, and &#039;&#039;Aberrant Disruption&#039;&#039; to stun aberrants you crit.&lt;br /&gt;
&lt;br /&gt;
Nature&#039;s Balance is a single-target attack that inflicts the target and anyone near them with vulnerable 5 all. Gate Seal is a large AoE that denies teleportation and gives allies a +2 to speed. Nature&#039;s Purge is a burst that save-ends dazes and stuns enemies while also stacking aberrants with a condition that makes them take damage when they use a psychic power.&lt;br /&gt;
&lt;br /&gt;
===Nocturnal===&lt;br /&gt;
This particular primal-exclusive path isn&#039;t a very direct one. It works by messing around with phasing and shadows. &#039;&#039;Nightstrider&#039;&#039; starts you off by making you phasing during a charge, &#039;&#039;Nocturnal Frenzy&#039;&#039; lets you charge after using an AP to make a melee at-will and hitting, and &#039;&#039;Hunter of Two Worlds&#039;&#039; lets you sacrifice a standard for a move and spend a surge to gain phasing for the move.&lt;br /&gt;
&lt;br /&gt;
Savor the Black Blood rides off a melee attack, dealing +10 extra damage and gaining an equal amount of THP. Summon the Shadow Pack is a sustainable summon that gives you 5 immaterial pets to flank with. Tainted Predator makes your melee attacks deal 5 ongoing necrotic+poison damage, doubling on crits.&lt;br /&gt;
&lt;br /&gt;
===Primal Mapper===&lt;br /&gt;
This primal-exclusive path gives you a few mobility-related bits and an interest in controlling terrain - matters better tied to druid and shamans than wardens and barabrians. &#039;&#039;Rerouted Action&#039;&#039; lets you move or shift at half-speed when you spend an AP while &#039;&#039;Revitalizing Run&#039;&#039; gives the same when you use Second Wind and &#039;&#039;Lay of the Land&#039;&#039; lets you flat-out ignore terrain.&lt;br /&gt;
&lt;br /&gt;
Pale Wolf&#039;s Lure rides off an at-will, dealing more damage and placing a pale wolf that injures anyone leaving its reach. Allied Terrain gives a sustainable aura that lets allies ignore terrain while enemies suffer difficult terrain. Lugos&#039; Hunt also rides off an at-will and deals bigger damage, but it also lets you ignore any concealment for the rest of the fight.&lt;br /&gt;
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=Psionic Paragon Paths=&lt;br /&gt;
==Ardent==&lt;br /&gt;
===Anarchic Adept===&lt;br /&gt;
Here be another random-chance benefits path, though it never seems to actively harm you. You get your default +2 &#039;&#039;Paragon Power Points&#039;&#039;, &#039;&#039;Anarchic Surge&#039;&#039; improves your Ardent Surge by a 50/50 shot of either teleporting or healing an ally, &#039;&#039;Chaotic Action&#039;&#039; uses an AP and gives an ally a random benefit, and &#039;&#039;Clarity in Confusion&#039;&#039; denies Combat Advantage when you&#039;re dazed or stunned while also gaining a minor for use when stunned. Anarchic Strike hits an enemy and slides them over to hit another enemy with an Augment 2 to improve the damage and movement. Chaos Unbound is a sustainable AoE that forces anyone who rolls to roll a 1d4, adding on evens and subtracting on odds. Chaos Breach can save-ends immobilize an enemy and then let you teleport them around for priority control.&lt;br /&gt;
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===Argent Soul===&lt;br /&gt;
This is the path you select if you want to dedicate on healing by giving many opportunities for recovery. +2 &#039;&#039;Paragon Power Points&#039;&#039; are there as always, &#039;&#039;Restoring Critical&#039;&#039; gives an ally a chance to spend a surge if you crit, &#039;&#039;Vitalizing Action&#039;&#039; spends an AP to give you and anyone in range some THP, and &#039;&#039;Argent Devastation&#039;&#039; makes your powers crit on a 19+. Argent Strike has plenty of utility, giving you and an ally a shot at either a Surge or 10 THP on top of a free shift; the Augment 2 just gives this benefit to more allies while upping the damage. Burgeoning Reserves is your resurrect ability, permitting the ally to burn a surge to stop dying while also gaining regeneration 5 so long as you sustain it until they&#039;re no longer bloodied.  Argent Flood is your big hitter while also giving your allies either a chance to use a surge or gain THP equal to a surge.&lt;br /&gt;
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===Awakened Visionary===&lt;br /&gt;
If you need to add a few more marks for your party and help set up some punishment through teleports, you can pick this path for some decent support. Alongside your +2 &#039;&#039;Paragon Power Points&#039;&#039;, you get &#039;&#039;Dimensional Action&#039;&#039; to teleport whenever you spend an AP to attack, &#039;&#039;Unnerving Vision&#039;&#039; to mark whenever you hit an enemy with an unaugmented at-will power, and &#039;&#039;Instant Adjustment&#039;&#039; to teleport a marked enemy nearby you to a slightly more advantageous position. Yawning Portals doesn&#039;t just mark an enemy, but it also lets you teleport them when they move and the Augment 2 increases the damage and the teleport distance. Clear Horizon swaps places with an ally while also gaining Combat Advantage against anyone near the ally for a decent escape button. Warping Landscape is a bit confusing, first swapping places with an ally so you can target a nearby enemy and permamark them, then you can swap the ally and target if you hit, making for some complex working.&lt;br /&gt;
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===Catalyst===&lt;br /&gt;
Selecting this particular path turns you into a pseudo-warlord, gaining abilities that let you smack enemies with allies or just make allies better. You get &#039;&#039;Adaptive Expertise&#039;&#039; to gain training in any skill once per long rest, &#039;&#039;Goading Action&#039;&#039; has you spend an AP to follow your attack with one nearby ally shifting and another one making a basic attack, your default +2 &#039;&#039;Paragon Power Points&#039;&#039;, and &#039;&#039;Erupting Critical&#039;&#039; to boost allied damage whenever you crit. Violent Impulse lets you use up to three allies to smack someone, but if you use less than three, you gain bonus damage and an Augment 2 to make everyone deal extra damage. Serene Mind gives an ally Resist 10 psychic, +2 to untrained skills, +2 to Opportunity Attacks, and the chance to spend a minor and the power for a Healing Surge. Unleash the Power Within also boosts an ally with +2 to speed, Opportunity Attacks, and defenses while also letting them end it to add extra damage and save-ends dazing on an unaugmented at-will attack.&lt;br /&gt;
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===Contemplative Ardent===&lt;br /&gt;
Telepathic Control&#039;s the name of the game here, as everything in this path focuses mostly on either getting things to your allies just when they need it or denying enemies their mobility. In addition to your mandatory +2 &#039;&#039;Paragon Power Points&#039;&#039;, you get &#039;&#039;Telepathic Mind&#039;&#039; to get telepathy 5 as well as giving your allies a +2 bonus to hit if you drop, &#039;&#039;Contemplative Action&#039;&#039; to add a bonus to hit equal to the amount of bloodied creatures around whenever you spend an AP, and &#039;&#039;Inverted Corona&#039;&#039; to pull up to two allies two spaces whenever you spend a surge.  Thought Harvest rides off an unaugmented at-will attack, dealing additional damage (Doubled with Augment 2), denying them shifting and penalizing any attack or defense against allies you can contact telepathically. Sleeper Awakens is a stance that adds +5 to Insight and makes you immune to flanking while also gaining a reaction to shift whenever you or a nearby ally gets hit. Open the Floodgates is a blast that slams enemies with ongoing damage and save-ends weakening while also gaining a free shift to close the gap with your victims.&lt;br /&gt;
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===Phrenic Invader===&lt;br /&gt;
Whereas the Contemplative Adept used telepathy to lock enemies and boost allies, this one just goes for pure mindrape. You get &#039;&#039;Opened Mind&#039;&#039; for telepathy 5, &#039;&#039;Reflexive Action&#039;&#039; to spend an AP whenever injured to make an immediate unaugmented at-will, &#039;&#039;Shared Senses&#039;&#039; to ignore blindness and deafness whilst near someone else who can see/hear, your requisite +2 &#039;&#039;Paragon Power Points&#039;&#039;, and &#039;&#039;Wary Mind&#039;&#039; to add +2 to Opportunity Attacks and immediate action attacks. Phrenic Strike hits back at an enemy who hurt you and gain Combat Advantage (or dazing on an Augment 2) for the turn. Mind&#039;s Bitter Betrayal slows you, but you get an aura 3 that gains Combat Advantage vs all enemies inside the aura and gives allies +2 to defenses. Thought Interloper is the most mindrapey, cursing the target with a save-ends condition that provokes Opportunity Attacks whenever they attack or fail their save.&lt;br /&gt;
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===Psionic Binder===&lt;br /&gt;
Selecting this path gives you a bit of Controller potential, giving a new way to set up enemies, but little else. Alongside your +2 &#039;&#039;Paragon Power Points&#039;&#039;, &#039;&#039;Constant Jailer&#039;&#039; makes you reject any saves whenever you hit an immobilized enemy with a close or melee power, &#039;&#039;Imprisoning Action&#039;&#039; uses an AP to add a save-ends restrained condition to an attack, and &#039;&#039;Crushing Walls&#039;&#039; gives Combat Advantage against any immobilized enemies. Binding Strike gives you a turn-long immobilize while the Augment 2 just ups damage. Executioner&#039;s Summons needs you to be near an immobilized enemy and find an ally you can call over so they can smack it with your gift of +2 to hit and +Wis to damage. Perfect Prison summons an AoE that dazes and slows targets while also locking them in while the AoE exists.&lt;br /&gt;
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===Siphon===&lt;br /&gt;
Congratulations! You are now a psionic vampire! Now you can take health from enemies. You get &#039;&#039;Psychic Vampire&#039;&#039; to gain +Wis THP when you hit someone dazed, stunned, slowed, or taking persistent psychic damage with an unaugmented at-will, &#039;&#039;Torpid Action&#039;&#039; to slow enemies around you when you use an AP and hit someone, the requisite &#039;&#039;Paragon Power Points&#039;&#039;, and &#039;&#039;Draining Surge&#039;&#039; to add +Wis to your Ardent Surge heal when someone dies or gets dazed, stunned, or weakened. Insidious Distraction is your setup for other things as it dazes and slows (or dazes and immobilizes on an Augment 2).  Feast of Death gives you +Cha THP, but anyone near you just gets +Wis THP. Emotion Leech is your terrifying curse, dealing save-ends slowed and weakened on top of giving you and nearby allies +Wis HP every turn you see the target.&lt;br /&gt;
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===Stygian Adept===&lt;br /&gt;
Wanna be terrifying? The Stygian Adept does that. In addition to your mandatory +2 &#039;&#039;Paragon Power Points&#039;&#039;, &#039;&#039;Fleeing Fear&#039;&#039; lets you push anyone you hit with a Fear power, &#039;&#039;Unraveling Action&#039;&#039; slaps vulnerability to any fear power when you use an AP, and &#039;&#039;Fearsome Zone&#039;&#039; puts -2 to the attack rolls of any enemy inside the zone (unless they&#039;re immune to fear). &#039;&#039;Stygian Strike&#039;&#039; serves as an attack that shoves, while the Augment 2 lets you or an ally make an Opportunity Attack while moving that target. Haunting Shadows is a bit of a support element, being a sustainable AoE that conceals any allies against enemies inside it. Subconscious Horror is your sustainable pseudo-summon that can&#039;t attack, but everyone who notices it has to GTFO or eat damage and grant Combat Advantage.&lt;br /&gt;
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With all the powers using Con as a rider, it&#039;s pretty easy to see that you&#039;d be best served with a Con-secondary and powers make act more like a controller.&lt;br /&gt;
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===Talaric Strategist===&lt;br /&gt;
The Talaric Strategist is a rather basic but effective Ardent Path, giving some all-rounding utility. &#039;&#039;Anticipatory Action&#039;&#039; lets you spend an AP to interrupt any enemy next to you with an attack, &#039;&#039;Battle Instinct&#039;&#039; gives a +2 bonus to Initiative for all allies, which can be handy alongside other perks like a Warlord, you get your +2 &#039;&#039;Paragon Power Points&#039;&#039;, and &#039;&#039;Tactician&#039;s Surge&#039;&#039; lets you slide any allies affected by Ardent Surge. Anticipation Tactics allows you to slide an ally around to attack someone attacking them while the Augment 2 gives you the chance to give another ally the same benefits while also doubling the movement range of your allies. Insightful Command gives allies a half-speed shift and +3 to all defenses. Combined Effort is your only real attack, adding to your attack roll if you have allies nearby the enemy while also save-ends dazing on a hit.&lt;br /&gt;
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==Battlemind==&lt;br /&gt;
===Blackstone Guardian===&lt;br /&gt;
Once, in a bygone age, a massive edifice was built and marked with psionic seals meant to lock away the Far Realm. Somehow, you have been chosen by this edifice and now it is your duty to continue their battle. Aside from the initial +2 &#039;&#039;Paragon Power Points&#039;&#039;, you also get &#039;&#039;Blackstone Action&#039;&#039; to gain resist all 3+Wis when you use an AP, &#039;&#039;Monolithic Vision&#039;&#039; has Mind Spike slide the target 3 spaces and then slows them, and &#039;&#039;Blackstone Chains&#039;&#039; immobilizes marked enemies when you kill another enemy.&lt;br /&gt;
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Blackstone Curse is a basic MBA that immobilizes with an Augment 2 that instead petrifies for the turn. Monolithic Action is a sustainable buff that gives tremorsense 5 and resist all 10. Aspect of the Blackstone Gaoler is a complicated bit: it&#039;s an attack that deals 10 ongoing psychic damage, with the first failed save save-ends restraining it and the second petrifying with a -2 to save. Then you transform while pushing back any nearby enemies and gain an Augment 2 to all at-wills: this gives you resist all equal to con and restrains one target of your at-will.&lt;br /&gt;
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===Eternal Blade===&lt;br /&gt;
The Order of the Eternal Blade is a secretive group of psionic warriors whose minds have been touched by the psychic energy of the order&#039;s founders.  The founders have taught you new techniques, meaning that now you too may be able to teach future descendants of these powers. You get the mandatory +2 &#039;&#039;Paragon Power Points&#039;&#039; and &#039;&#039;Blade Guide&#039;&#039; (an encounter power that gives +2 to Opportunity Attacks against the nearest creature to you and gives Combat Advantage over it if you&#039;re the only one near it. If you kill them, you recharge the power), while level 16 gives &#039;&#039;Eternal Warrior&#039;&#039;, which gives you an extra turn of activity between reaching 0 HP and falling down.&lt;br /&gt;
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Eternal Vigilance is an MBA that makes shifting away provoke an Opportunity Attack with an Augment 2 that doubles the damage. Blade Guide&#039;s Counsel trains you in one skill until your next short rest. Guided Aggression lets you knock the target prone, recover 2 PP, and lets you use Eternal Vigilance as an at-will against the target.&lt;br /&gt;
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===Iron Guardian===&lt;br /&gt;
This path is the absolute choice you want if you&#039;re hellbent on becoming a tank. With your mandatory &#039;&#039;Paragon Power Points&#039;&#039; are &#039;&#039;Indomitable Iron&#039;&#039;, adding +4 to AC and damage when you spend an AP, &#039;&#039;Iron Control&#039;&#039;, which slides an enemy 2 spaces after you get forcibly moved, and &#039;&#039;Impenetrable Iron&#039;&#039;, which gives a 50-50 chance of ignoring crits.&lt;br /&gt;
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Guardian&#039;s Might might have limited damage (Though adding Con and Wis), but it also knocks the target prone, lets you slide, and grants you +2 AC with an Augment 2 that allows an extra target. Iron Defense is an at-will ability that trades your attack for a chance to either nullify damage or halve it. Aspect of the Iron Guardian is a burst that knocks enemies prone while also giving an Augment 1 to all at-wills that adds +2 to AC, deals +Con damage to prone foes, and adds +Wis to the target of the at-will.&lt;br /&gt;
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===Steel Ego===&lt;br /&gt;
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===Wielder of the Way===&lt;br /&gt;
A [[Dark Sun]] path exclusive to battleminds and those with the Wilder theme, you gain the power to empower your equipment using psionic powers and scraps of your own psyche. +2 &#039;&#039;Paragon Power Points&#039;&#039; are given as always, &#039;&#039;Fragment of the Way&#039;&#039; lets you spend 1 PP each rest to empower your weapon to deal +1[W] damage on the next hit, &#039;&#039;Wielder&#039;s Action&#039;&#039; recovers 1 PP when you spend an AP, and  &#039;&#039;The Way Made Real&#039;&#039; adds +2 to saves whenever you hit with an augmented psionic weapon attack.&lt;br /&gt;
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Impose Your Will is a basic attack that makes the target give Combat Advantage to everyone with an augment 2 that adds that their every action provokes Opportunity Attacks. Rebind Your Will lets your next weapon attack daze enemies. Subjugate the Will is a lacking attack, but it grants save-ends dominate and adds your primary stat to any attacks your mind-slave makes.&lt;br /&gt;
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===Zephyr Blade===&lt;br /&gt;
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==Monk==&lt;br /&gt;
===Basilisk&#039;s Fury Adept===&lt;br /&gt;
This path fills itself with a variety of ways to debuff with the ability to strip mobility from your enemies. &#039;&#039;Baleful Action&#039;&#039; lets you spend an AP to grant slow to all enemies within range, though anyone you hit that turn gets save-ends slowed instead, &#039;&#039;Basilisk&#039;s Boon&#039;&#039; adds +2 to saves vs slowed, immobilized, and restrained while also allowing saves vs petrification, and &#039;&#039;Basilisk&#039;s Fury&#039;&#039; gives you the kickass ability to save-ends petrify whenever you crit.&lt;br /&gt;
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Eyes of the Basilisk is a discipline with an attack that shoves and immobilizes enemies and a move that grants extra distance and slows anyone who dares make an Opportunity Attack on you. Basilisk Nature Defense turns any stun or unconscious effect into a petrify effect that grants you +2 to any saves until you break the effect - and then you get to spend a surge afterwards. Stone-Shatter Strike is a ranged attack that save-ends immobilizes an enemy and then petrifies them if they don&#039;t make a save; then you get a second attack that&#039;s usable on a charge and knocks the target prone and inflicts save-ends prone (and extra damage if the enemy&#039;s petrified).&lt;br /&gt;
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===Falling Needle Itinerant===&lt;br /&gt;
While the Falling Needle Itinerant offers a passable array of movement abilities with a few defensive perks, it offers little in the main role of a monk - that is, it doesn&#039;t really deal damage in a striker class. &#039;&#039;Falling Needle Training&#039;&#039; starts you off by adding +1 to any shifts made in an attack, &#039;&#039;Itinerant Action&#039;&#039; adds +4 to all defenses when you spend an AP as an immediate interrupt, &#039;&#039;Path of the Itinerant Monk&#039;&#039; adds +2 to endurance and gives a boost to overland movement, and &#039;&#039;Falling Needle Mastery&#039;&#039; adds a flat +1 to AC and Reflex.&lt;br /&gt;
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Fallen from the Thread has an attack that lets you shift before or after attacking two blokes and a move that breaks any grab and lets you step away. Wind-Blown Pine gives you a double-speed shift that works as your instant escape key. Threading the Eye gives you an attack and then permits you to use any movement technique you have for the turn for free, even if you already spent it.&lt;br /&gt;
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===Four Winds Master===&lt;br /&gt;
Anyone taking this path does so because they are interested in dealing elemental damage, but in truth the elemental aspects is rather absent and you instead get some more mobility options with some defenses. You have &#039;&#039;Gusting Action&#039;&#039; to grant you a shift after attacking with an AP, &#039;&#039;Mystery of the Four Winds&#039;&#039; gives you one of four benefits (all of them granting resistance to one damage type and one other benefit), and &#039;&#039;Mysteries Unveiled&#039;&#039; improves by letting all shifts count as flying and enabling two mysteries to work at once.&lt;br /&gt;
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Four Winds Assault is a discipline that can either immobilize an enemy and shift away their friends or grant a flying speed. &#039;&#039;Breath of the Four Winds&#039;&#039; is an immediate interrupt that turns you insubstantial and gives you a free fly speed to escape the attack. Four Winds Tempest has you fly and then smack someone with a save-ends condition that deals a random damage type and another affect for every turn.&lt;br /&gt;
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===Ghostwalker===&lt;br /&gt;
This path is keyed to a very mobile and sneaky sort of monk, the sort who wants to dart around and hurt many rather than focus on one. &#039;&#039;Ghostwalker&#039;s Action&#039;&#039; weakens an enemy granting Combat Advantage when you hurt them with an AP attack. &#039;&#039;Of Two Worlds&#039;&#039; grants you concealment against enemies granting Combat Advantage while also allowing a free shift whenever an enemy misses you while under concealment. &#039;&#039;Ride the Spirit&#039;&#039; is your move-after-kill, teleporting towards the next targets and gaining Combat Advantage against those near you when you teleport.&lt;br /&gt;
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Tormented Spirit is a discipline with an attack that weakens and a move that teleports you and an enemy while also gaining Combat Advantage against that enemy. Soul Dance is a stance that gives concealment as well as a free teleport and Combat Advantage against an enemy if they miss. Vengeful Ghost stuns a target (Dazing if they miss) with a save-ends while also dazing them until they either hurt you or get hurt, making it best to lock up a foe for a while.&lt;br /&gt;
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===Initiate of the Dragon===&lt;br /&gt;
If you want a kickass fire-based offensive build for your monk, then the Initiate of the Dragon works wonders. You get &#039;&#039;Dragon&#039;s Action&#039;&#039; to deal fire damage (scaling on Str, so points for Stone Fist monks) in a Blast 3 faux dragon&#039;s breath when you spend an AP, &#039;&#039;Strength of the Dragon&#039;&#039; grants resist 5 fire and gives +2 to damage if you get hit by fire, and you eventually gain &#039;&#039;Dragon&#039;s Claws&#039;&#039;, which adds +2 to Flurry of Fists and makes it ignore resistances.&lt;br /&gt;
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Draconic Torrent is a straightforward discipline, giving either a blast 5 of fire or a fly speed. Dragon&#039;s Vengeance is a stance that deals fire damage to nearby enemies while you&#039;re bloodied (a plus on dragonborn or longtooth shifters). Draconic Avatar is a sick attack that turns you into a goddamn dragon with +2 AC, +4 to damage on all attacks, and a fly speed.&lt;br /&gt;
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===Mountain Devotee===&lt;br /&gt;
This path is exclusive to Stone Fist monks, with those best suited being the ones who went all-in on melee damage. As proof, &#039;&#039;Inorexable Mountain&#039;s Action&#039;&#039; adds your Str again to your Flurry of Blows when you spend an AP, &#039;&#039;Shattering Fists&#039;&#039; adds +2 to the damage of your unarmed attacks and Flurry of Blows (adding +Str as well if you hit constructs), while &#039;&#039;Avalanche Flurry&#039;&#039; lets you knock down an enemy who wasn&#039;t the initial target of your Flurry of Blows.&lt;br /&gt;
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Tumbling Boulder is a discipline that either knocks an enemy prone for a turn or gives a half-speed shift and +2 to all defenses. Root the Mountain is a stance that slows you, but it also flat-out denies any forced movement. Avalanche Throw is an immediate reaction that has you shove back the enemy (and knock them prone on a hit) and then lets you jump ahead and strike them again, dealing a save-ends daze if successful.&lt;br /&gt;
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===Radiant Fist===&lt;br /&gt;
This path (obviously) has you focus on radiant damage, but all you need to get in is a monk with training in religion. No multiclass needed. &#039;&#039;Channel Divinity - Radiant Fist&#039;&#039; grants you both a Channel Divinity Encounter power and a Divinity feat so you don&#039;t need to worry about feats. &#039;&#039;Radiant Fist&#039;s Action&#039;&#039; not only uses an AP to heal you, but it also adds an additional amount of radiant damage equal to Wis to any attacks you make for the turn, benefiting Centered Breath monks heavily. &#039;&#039;Radiant Hammer Fists&#039;&#039; then makes your Flurry of Blows deal radiant damage as well as blinding a foe whenever you crit with a power.&lt;br /&gt;
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Divine Sun is a discipline with an attack that deals Vulnerable 5 radiant for a turn and  a move that teleports you and an ally a rather far distance. Undimmed Sun is a free surge that&#039;s used whenever bloodied, but it also grants Resist all equal to Wis. Blinding Sun Technique is a big setup, making you add +4 damage, a crit on 19+, and a save-ends blind effect on the target. Though a monk&#039;s specialty isn&#039;t in single-target damage, this does allow you to take the pressure off needing to seriously hurt one big enemy while also managing his goons.&lt;br /&gt;
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===Soaring Blade===&lt;br /&gt;
This path only requires a monk to be trained in acrobatics, but to maximize your benefits, you&#039;d want to have an Iron Soul monk because you use weapons a lot, though not so much for damage. &#039;&#039;Soaring Blade Style&#039;&#039; grants you +3 to acrobatics with the ability to use it in place of athletics, &#039;&#039;Soaring Blade Training&#039;&#039; gives proficiency in simple and military heavy blades while also letting them be used on any powers keyed for light blades, &#039;&#039;Focused Attack Action&#039;&#039; lets you spend an AP to attack and then get +Con to all defenses until you attack next, and &#039;&#039;Ki Blade&#039;&#039; lets you deal +Con in typed damage with a heavy blade while also adding +2d10 extra damage when you crit.&lt;br /&gt;
&lt;br /&gt;
Sword Fall Leap lets you either swipe at people next to you or make a leap with some insane bonuses. Charge the Clouds grants a flying speed that can&#039;t provoke Opportunity Attacks. Storm of Raining Blades is the a ridiculous attack, having you hop back and forth to swat enemies before making a burst with fixed damage.&lt;br /&gt;
&lt;br /&gt;
===Tiger Claw Master===&lt;br /&gt;
The Tiger Claw Master is another path that focuses on dealing a lot of damage using Str and being a bit of a tank, though this one is not exclusive to Stone Fist monks. You get &#039;&#039;Pouncing Action&#039;&#039; so you can spend an AP for a charge (with extra distance and Opportunity-nullification) and attack with a re-roll, you have &#039;&#039;Tiger Claw Style&#039;&#039; to act as a Power Attack analog that deals -2 to hit for +4 damage on Flurry, and &#039;&#039;Tiger&#039;s Endurance&#039;&#039; adds +Str HP and +Str  to all defenses when using second wind.&lt;br /&gt;
&lt;br /&gt;
Tiger Claw Rake gives you either an attack that penalizes the target&#039;s attacks on top of hurting if they move or a terrain-ignoring move that hits and marks anyone taking Opportunity Attacks. Tiger Frenzy is a stance that gives you an aura of constant damage while you&#039;re bloodied. Awaken The Celestial Tiger is a double attack (dealing more damage if both hit) that turns you into a literal tiger with immunity to fear, +2 speed and adding +Str to Flurry.&lt;br /&gt;
&lt;br /&gt;
===Transcendent Perfection===&lt;br /&gt;
In case you&#039;ve forgotten why the hell monks are considered psionic, this path manages to give you some interesting amounts of mindfuckery, chiefly in that this path gives you abilities that target will in a primarily melee-based class. Your most powerful feature is &#039;&#039;Enlightened Action&#039;&#039;, which uses an AP to turn you insubstantial, shift you at full speed, and grant you the ability to ignore terrain and walk on water, though you also get &#039;&#039;Riddle of Conversation&#039;&#039; to grant +2 Bluff, Diplomacy, Insight, and Intimidate (plus training in one of them) as well as the ability to shift a nearby ally when you use Flurry, and &#039;&#039;Riddle of Awareness&#039;&#039; lets you see invisible things right near you and makes you require 3 enemies to be considered flanked.&lt;br /&gt;
&lt;br /&gt;
Riddle of Motion gives you either an attack that can either immobilize or push or a move that either doubles your speed and adds +2 to defenses or ignores forced movement. Riddle of Health lets one ally spend a surge and roll a saving throw (+5 if the save&#039;s vs poison). Riddle of Invulnerability is a small burst that forces save-ends vulnerable 5 all to enemies you hit while you enter a stance that grants resist 5 all.&lt;br /&gt;
&lt;br /&gt;
===Unseen Hand===&lt;br /&gt;
Available only to monks trained in stealth, this is a rather peculiar path that opens rogue-like tricks to give you something akin to a ninja with weapon tricks fit for an Iron Soul monk. Your most unusual feature is &#039;&#039;Arms of the Unseen Way&#039;&#039;, which grants proficiency in hand crossbows (and enables you to shoot it as part of a Flurry), while &#039;&#039;Unseen Action&#039;&#039; uses an AP to turn you invisible and &#039;&#039;Flit Through Shadows&#039;&#039; lets you add +2 to shift moves when you&#039;re concealed.&lt;br /&gt;
&lt;br /&gt;
Unseen Hunter&#039;s Pounce is a discipline that either gives you invisibility upon hitting (and adding +Con to damage when using a weapon to hit) or a move that grants a full-speed shift with concealment and gives a chance to hide with stealth at the end. Unseen Scrutiny lets you turn invisible to one enemy you&#039;re hidden from until you attack them and you can shift whenever this dope moves. Unseen Ambush teleports you in to attack (with Combat Advantage when using a weapon) and dealing save ends vulnerable 5 all and then teleporting out so you can hide.&lt;br /&gt;
&lt;br /&gt;
==Psion==&lt;br /&gt;
===Alienist===&lt;br /&gt;
In the battle against the aberrant threats of the Far Realm, you decided to touch into that Far Realm, gazing into the abyss...and then getting messed up in a rather peculiar way. &#039;&#039;Insane Action&#039;&#039; is the most blatant of them, giving one of four different effects whenever you spend an AP (two of them bad, two of them pretty good, though you&#039;ll never get to choose which). &#039;&#039;Alien Perspective&#039;&#039; gives you a neat +1 to Will and Resist Psychic equal to half your level and you get the requisite 2 &#039;&#039;Paragon Power Points&#039;&#039;. &#039;&#039;Alien Summoning&#039;&#039; gives all summons +2 to defenses, +5 psychic damage to all attacks, but they give Combat Advantage when facing enemies immune to fear (a total downer).  Far Realm&#039;s Gift turns the enemy into a horrible abomination with plenty of penalties for the turn with an Augment 2 sharing the love with a few friends. Mad Certainty has you sacrifice 2 to all defenses for a turn to gain +2 PP. Summon Far Realm Abomination has you summon a very complex fiend which can grab and suffocate enemies or just daze everyone when left to its own devices.&lt;br /&gt;
&lt;br /&gt;
===Anathema===&lt;br /&gt;
This path is very conflicting between intent and practicality. See, a lot of the features key off Charisma, a secondary used by Telepathy Psions, yet the fluff and powers all talk about reshaping reality and shutting down enemies. &#039;&#039;Entropic Recovery&#039;&#039; has you deal psychic+necrotic damage to those nearby when you use a surge, &#039;&#039;Eroding Action&#039;&#039; uses an AP to deal vulnerability to psychic+necrotic whenever you use an AP to hit an enemy (and that&#039;s quite specific to find), &#039;&#039;Paragon Power Points&#039;&#039; give the mandatory +2, and &#039;&#039;Abhorrent Devotee&#039;&#039; gives one of two effects if you use an at-will while out of PP: Either you +Cha deal extra necrotic damage (odd roll) or you pull the target a space (even roll). Scattered Discorporation makes the target insubstantial as part of the attack (baffling as it sounds) before shoving them away, hurting anyone in the way of the ghostly enemy while the Augment 2 just boosts the range of this throw. &#039;&#039;Magical Disruption&#039;&#039; just dispels any summons or zones (a power the Wizard gets by level 6 rather than level 12 using a specific PP) and locks the enemy into basic attacks for the turn. Oblivion Sphere is an enemy-lockdown that restrains the target while dealing ongoing damage to the target and those nearby that doubles while the target is bloodied (though the ongoing damage is lessened on a miss), but both are solved by one save.&lt;br /&gt;
&lt;br /&gt;
If you decide on this path, you need to have a very specific reason to take this. None of the powers exactly stand out among the paths and the Cha focus is just confusing.&lt;br /&gt;
&lt;br /&gt;
===Cerulean Adept===&lt;br /&gt;
A rather basic path with a few perks for fighting aberrants, but little else. &#039;&#039;Cerulean Action&#039;&#039; has you spend an AP to use an At-Will with Augment 1 at no cost, &#039;&#039;Cerulean Sign Focus&#039;&#039; adds +1 to Will, &#039;&#039;Paragon Power Points&#039;&#039; is your requisite +2 PP, and &#039;&#039;All-Seeing Eye&#039;&#039; lets you either crit on a 19+ with an augmented power or on an 18+ when you hit an aberrant with an unaugmented power. Cerulean Blaze is a basic attack that knocks back and prones the target with an augment 2 to turn that single target into a burst. Harden Mind gives you a response to psychic damage by giving a temporary Resist Psychic equal to 5+1/2 level. Seal the Threshold is a rather basic attack that deals some decent damage, some ongoing damage that doubles against aberrants, and a recovered PP.&lt;br /&gt;
&lt;br /&gt;
===Firestarter===&lt;br /&gt;
Another legacy Prestige Class, this one gives a rather manic focus on fire, a matter mostly appreciated by the tiefling. &#039;&#039;Fear No Fire&#039;&#039; gives scaling fire resistance, &#039;&#039;Paragon Power Points&#039;&#039; give the +2 PP all psionic PPs give, &#039;&#039;Force and Flame&#039;&#039; lets you deal fire damage any time you deal force damage, &#039;&#039;Wildfire Action&#039;&#039; uses an AP to deal +Wis fire damage to anyone nearby and +Int fire damage to the sap who&#039;s attacked, and &#039;&#039;Fiery Nimbus&#039;&#039; has a crit deal +Wis fire damage to closeby enemies near the target while also gaining a damaging aura that gives access to a free at-will that does more fire damage. Hungry Flames summons 2 bonfires (4 when using Augment 2) that attack nearby suckers. Fire Walk gives an increased move for the turn with a trail of mildly-harmful flame behind them (a shame it can&#039;t be used more than once per encounter). Spontaneous Combustion marks (though not with a real mark like a defender) an enemy with Vulnerable 10 Fire and the chance to trigger a massive explosion that sets the target to explode and burn in flames that increase in power with each failed save against the ongoing damage inflicted.&lt;br /&gt;
&lt;br /&gt;
===Uncarnate===&lt;br /&gt;
Those who recall this path would expect to hear the ability to become immaterial and fight ghosts on their field just like the Prestige Class of yore. Well, they&#039;d be right. &#039;&#039;Flicker Into Nothing&#039;&#039; lets you spend an AP on an attack to become insubstantial, &#039;&#039;Misty Step&#039;&#039; negates anyone attempting to use insubstantial on you, you get 2 mandatory &#039;&#039;Paragon Power Points&#039;&#039;, and &#039;&#039;Disincarnate Form&#039;&#039; gives you insubstantial whenever you spend 4 PP on a power. Phantom Hook lets you negate insubstantial on an enemy while also yanking them forward with an augment 2 to improve both the pull and damage. Shed Body gives you the advertised immaterial form, replete with fly 6, insubstantial, and +2 on AC and Will, but now can&#039;t use standard actions to negate fighting potential. Dissolve the Flesh is your basic blast of ongoing damage, adding dazed on the first failed save if you hit.&lt;br /&gt;
&lt;br /&gt;
===Dreamwalker===&lt;br /&gt;
This particular path focuses almost entirely on the summoning of a proxy that you can use for a greater range for your powers. This power is &#039;&#039;Manifest Dream Form&#039;&#039;, which allows you to summon a duplicate whenever you spend PP on an augment that can see everything you can, flank enemies when you can, and use powers as if you did. The one flaw to this is that any attack that isn&#039;t from you can unmake it. &#039;&#039;Dreaming Advantage&#039;&#039; lets you spend an AP and gain Combat Advantage over anyone near your duplicate. Your 2 &#039;&#039;Paragon Power Points&#039;&#039; are next, and then there&#039;s &#039;&#039;Dreaming Manifestation&#039;&#039; which triggers when you use an area burst and lets you hit an enemy near the duplicate as if they were in the blast. Dream Blade makes for a melee attack that whacks an enemy near the copy with an Augment 2 to make it hit everyone nearby. Dream Stride just lets you swap places with the copy. True Dream Form is the true summoning spell, allowing the copy to finally do things without you doing it first as well as being able to do at-wills without you ordering it to.&lt;br /&gt;
&lt;br /&gt;
===Time Bender===&lt;br /&gt;
Know what&#039;s fun about time? Getting the ability to tamper with it. This particular path gives you several ways to influence time for your own benefit, either for support or to screw with enemies. Aside from your mandatory 2 &#039;&#039;Paragon Power Points&#039;&#039;, you get &#039;&#039;Loan from the Past&#039;&#039; to gain a floating d20 to replace any roll during a fight, &#039;&#039;Time Lapse&#039;&#039; to spend an AP for +1 to hit and a teleport, and &#039;&#039;Borrow from the Future&#039;&#039; to steal a move from the next turn. Bonds of Time locks enemies into making only one move with an Augment 2 to daze enemies. Time Strider gives you a +2 to all rolls as well as adding Wis to your speed. Lost of Time knocks an enemy out of time and into a place where they eat ongoing damage until they make a save, where they take some more damage and save-ends dazing.&lt;br /&gt;
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=Shadow Paragon Paths=&lt;br /&gt;
==Assassin==&lt;br /&gt;
===Gloaming Dancer===&lt;br /&gt;
This particular path specializes in teleportation. Being mobile is the most important factor in order to get the most of this path. &#039;&#039;Dancing Action&#039;&#039; lets you teleport whenever you spend an AP, &#039;&#039;Sinister Shadows&#039;&#039; gives a +2 to Stealth and a +1 boost to any teleport distance offered by your powers. &#039;&#039;Shadow Blend&#039;&#039; requires an enemy to have at least three shrouds on them before spending two to grant you lasting Combat Advantage and concealment against the enemy until you switch targets for your shrouds. Penumbral Leap is very weak, but it weakens an enemy and permits you to spend a minor for Shadow Step. Shadow Dance is a stance that triggers whenever you use a Shadow Step and thereafter lets it only cost a minor whenever you&#039;re within 2 spaces of anyone. Flickering Shadow is the real deal, giving an AoE that obscures, lets you teleport whenever you use an assassin power so you can hide, and grants you insubstantial to attacks when hidden.&lt;br /&gt;
&lt;br /&gt;
===Obsidian Stalker===&lt;br /&gt;
This path is your more about keeping close to your target while being able to always hit them where they&#039;re weakest. &#039;&#039;Stalker&#039;s Action&#039;&#039; lets an AP turn you insubstantial and phasing for a turn while &#039;&#039;Stalker&#039;s Form&#039;&#039; gives your insubstantial form +5 to defenses against Opportunity Attacks and gain phasing 1/day when you use Shade Form. &#039;&#039;Stalker&#039;s Tread&#039;&#039; makes you incredibly mobile by making you walk through opponents&#039; spaces for immediate flanks. Blade from the Mist gives you a free full-speed shift with phasing before or after the attack, which deals bonus damage if the enemy couldn&#039;t see you. Hunter&#039;s Eye targets the last victim of Assassin&#039;s Shroud and gain +2 to hit them as well as the ability to track them practically anywhere.  Grasp of the Obsidian Tomb is pretty wicked in that it stacks a save-ends immobilize and no-teleport condition on the target as well as permitting you to use up to four shrouds on their ass for super kill.&lt;br /&gt;
&lt;br /&gt;
===Shadowblade===&lt;br /&gt;
This edgy-sounding path is a little special in that it forces you to use a particular weapon that&#039;s provided to you. This &#039;&#039;Weapon of the Night&#039;&#039; is essentially a light blade that you can throw, deals appreciable damage, and has a +3 proficiency mod. Unfortunately, this shadowblade has no way of being improved, locking you into ki foci for any implements. &#039;&#039;Master of Shadows&#039;&#039; gives your shadowblade a neat little trick whenever your shadowblade kills someone: you gain a gloom shard which you can then spend on a few thematic little perks. &#039;&#039;Shadowblade Action&#039;&#039; uses an AP to grant you instant Combat Advantage for your turn as well as the ability to spend your last action that turn for a range 10 teleport in case you needed to be somewhere urgently. &#039;&#039;Eyes of the Night&#039;&#039;...just gives you darkvision, which is wasted on many of the races. Soul Reaver is a basic attack with your shadowblade that gives you an instant shard. Veil of Unsight grants you or an ally instant invisibility. Shadow Curse is an attack that could use the shadowblade if you wanted to hit Reflex rather than AC and as a result you gain the ability to spend a gloom shard each turn to inflict damage and gain Combat Advantage.&lt;br /&gt;
&lt;br /&gt;
Compares to the Soul Thief, this path dedicates you not only to a mundane-ish weapon, but also to the idea of softening up enemies. While the damage is decent, your bigger advantage is your ability to run around and use shards for Combat Advantage or hiding in darkness.&lt;br /&gt;
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===Soul Thief===&lt;br /&gt;
Compared to the Shadowblade, this path focuses more on the kill than the setup. &#039;&#039;Soul Killer&#039;&#039; may be just fluff that negates any attempts to resurrect your kills by lower-level casters, but it plays into &#039;&#039;Soul Theft&#039;&#039; which takes a kill and turns it into a gloom shard; these ones have more direct applications, stacking a new shroud, gaining +1 to any roll, or even regaining Shade Form for the cost of 3 shards. &#039;&#039;Soul Thief&#039;s Action&#039;&#039; uses an AP to give you a bonus to attack and damage equal to 2+gloom shard quantity, which could hinge to either meh to decent depending on your kills. &#039;&#039;Soul Reaper&#039;&#039; then lets any enemy who dies around you become a shard. Soul Shadow is a rather basic attack, though spending a shard allows it to maintain Shade Form in case you wanted the sneaking. Stalking Phantom is your Shade Form at-will that gives you the ability to full-speed shift and ignore enemy placement. Final Ending is a more impressive attack that curses an enemy so you can spend a shard for +2 to hit them.&lt;br /&gt;
&lt;br /&gt;
This path gives you more direct ways to kill compared to the Shadowblade, though the other path does give better sneaks and gain easy Combat Advantage.&lt;br /&gt;
&lt;br /&gt;
===Venomed Soul===&lt;br /&gt;
This path is a poison-centric path, which while sounding cool does pale in comparison to teleporting around or grabbing weapons of literal darkness. &#039;&#039;Poisoned Soul&#039;&#039; does at least give poison resistance and &#039;&#039;Master of Poisons&#039;&#039; gives you a chance to apply an effect (Bonus damage, immobilization, or a reduced field of vision) to your first attack after taking a rest. &#039;&#039;Venomous Action&#039;&#039; lets you spend an AP to add Con to ant attacks against those suffering ongoing damage as well as getting to use Master of Poisons again. &#039;&#039;Persistent Poison&#039;&#039; then just makes it so that the abovementioned poison power doesn&#039;t get wasted if you miss. Inescapable Venom just gives an enemy Vulnerable 5 poison while Venomous Kiss adds poison damage to your next attack. Soul Venom marks your enemy so that your next attack can deal ongoing poison damage that eats a -5 save penalty if under your shrouds.&lt;br /&gt;
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==Blackguard==&lt;br /&gt;
===Grim Blackguard===&lt;br /&gt;
The only path exclusive to blackguards. &#039;&#039;Grim Blackguard&#039;s Action&#039;&#039; is an AP feature that keys itself off of your chosen vice (Domination gives a bonus to hit based on how many allies are nearby, Fury gives Combat Advantage against all foes), &#039;&#039;Vice&#039;s Strength&#039;&#039; gives +2 to all saving throws, only doubling when suffering from a fear effect, and &#039;&#039;Dark Blessing&#039;&#039; gives you a random perk whenever you kill someone: either a bonus to attack, a bonus to defense, THP, or a small heal.&amp;lt;br&amp;gt;&lt;br /&gt;
Blackguards of Domination gives you features that keep the enemy suffering. Proof of Domination is an burst that weakens enemies inside it while also gaining THP. Altar of Fury has you set up a small patch of difficult terrain with an aura that gives you +2 to hit while inside it. Mortal Dread is particularly evil in that when successful, it stacks the enemy with ongoing damage that it can never make a save against while any ally is next to them.&amp;lt;br&amp;gt;&lt;br /&gt;
Blackguards of Fury gives you opportunities to make more damage if you set your foes up properly. Slave to Fury seems like a trap by making you grant Combat Advantage for the turn, but if nobody hits you your next attack deals 1[W] extra damage, meanwhile doing so provokes a secondary attack that dazes the attacker. Altar of Fury has a small patch of difficult terrain make an aura that gives you a bonus to damage based on how many enemies are inside it, capping at your Cha bonus. Uncontrolled Fury inflicts a save-ends dazed condition on the target, but for every turn the condition persists, it gains a secondary effect that lasts for the turn.&lt;br /&gt;
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==Executioner==	&lt;br /&gt;
===Guild Executioner===&lt;br /&gt;
The lone path open to the Executioners. &#039;&#039;Blindside&#039;&#039; gives you +4 to hit enemies who don&#039;t see you during the first turn, &#039;&#039;Devastating Assassination&#039;&#039; ups Assassin&#039;s Strike to +2d10 damage, and &#039;&#039;Executioner&#039;s Action&#039;&#039; uses an AP to ensure that your next attack never rolls below 4 on the damage die. &#039;&#039;Vital Strike&#039;&#039; makes for a nifty trick by making any at-will weapon attacks deal half-damage on a miss. &#039;&#039;Poisoner&#039;s Secrets&#039;&#039; not only nets you a new Poison as your new Daily power, but you also get the chance to prep up a second L20 poison as a free slot. Your u12 power is Daring Escape, which has you kill someone for an immediate full-speed shift, while your d20 is Wyvern Venom, which deals either 25 Necrotic+Poison damage on a weapon or &#039;gifts&#039; the victim to reduce their max HP by half their bloodied value for the day.&lt;br /&gt;
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==Vampire==&lt;br /&gt;
===Vampire Noble===&lt;br /&gt;
The only paragon path exclusive to vampires, since [[vryloka]] lack any. &#039;&#039;Blood Lord&#039;&#039; gives a second usage of Blood Drinker each Encounter. The &#039;&#039;Bloodline Features&#039;&#039; for levels 11 and 16 are defined by the bloodline chosen: Beguilers gain a +2 to bluff (+3 if you want to pass off as someone of your own race) as well as the ability to spend a minor to test bluff for Combat Advantage (where you find out that you get a +3 damage bonus when you have Combat Advantage) and eventually a +2 to Stealth (doubling outside of combat or when moving under half speed) and a resistance to sunlight so it no longer hurts you and get Cha to saves caused by it. Stalkers gain a +2 to Intimidate as well as a +2 to damage with any class or path attacks with an eventual +2 to nature (doubled when calming a beast) and a resistance to sunlight&#039;s damage and Cha to saves caused by it. &#039;&#039;Vampiric Action&#039;&#039; uses an AP to grant you +4 to attack if you have THP or an excess of surges.&amp;lt;br&amp;gt;&lt;br /&gt;
Aura of Grandeur grants Beguilers an aura that negates any Opportunity Attacks made by enemies and allows you to slide enemies around when inside the aura. Darkwolf Form is a burst that pushes enemies back and immobilizes them while you turn into a wolf. While this form is faster an stealthier, it only has a single attack - thankfully you can switch back and forth after using it.&amp;lt;br&amp;gt;&lt;br /&gt;
Stalkers get Hunter&#039;s Frenzy, which has you bloody or kill an enemy so you can get a free full-speed shift and Combat Advantage to anyone near you once you move. Predatory Splendor is a burst that deals save-ends immobilize and Combat Advantage to all foes (downgraded to save-ends slowed and Combat Advantage on a miss) while also gaining an Aura that either harms or knocks down anyone who dares leave it.&lt;br /&gt;
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=Racial Paragon Paths=&lt;br /&gt;
==Changeling==&lt;br /&gt;
===Chameleon===&lt;br /&gt;
Restricted to [[changeling]]s, boosts the changeling&#039;s natural talent for shapeshifting and makes even their abilities take on a new form by copying abilities from allies. &#039;&#039;Coordinating Action&#039;&#039; permits the Chameleon to spend an AP as an immediate reaction after an ally spends their own AP for a spare action. &#039;&#039;Shifting Skill&#039;&#039; allows the Chameleon to have training in a skill an ally is trained in after an extended rest, while &#039;&#039;Power Focus&#039;&#039; allows them to swap out their Imitating Strike (Their level 11 action that imitates an ally&#039;s encounter power of level 11 or lower) with another ally&#039;s Level 11 power. Imitating Strike also uses Cha for the attack/damage stat, while Perfect Mimicry has them copy a Utility power of level 12 or lower and Deadly Duplication copies a daily power of level 20 or lower. &lt;br /&gt;
All said, this is a very strange path to pick, as there&#039;s nothing unique to it, but instead the ability to copy other powers. Especially for Implement powers (which can be an issue when the Chameleon lacks implement proficiency), it can potentially become an issue if these powers can&#039;t be used.&lt;br /&gt;
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==Deva==&lt;br /&gt;
===Ancestral Incarnate===&lt;br /&gt;
Restricted to [[deva]]s, this path focuses on tapping into and enhancing the deva&#039;s connection to its many past incarnations as resources. &#039;&#039;Resurgent Action&#039;&#039; uses an AP to recover an encounter action of a lower level and then use it immediately, while &#039;&#039;Serene Countenance&#039;&#039; gives +2 to saving throws against dazing and stuns. &#039;&#039;Past-Life Acolytes&#039;&#039; gives access to several past lives as minions for any rituals, each granting a +2 to a check or pay a healing surge if the ritual demands it, making classes with Ritual Magic as a feature a preference. For powers, it has Past-Life Guardian to summon a past life to make an attack when summoned or for an opportunity attack, Past-Life Servant to recreate Unseen Servant, and Past-Life Vanguard makes a burst attack that hits nearby enemies before restoring HP for each hit.&lt;br /&gt;
This does make it a bit of a choice as to how to proceed with proceeding into this path considering how none of the powers have any power words but do use implements. Similarly, if rituals aren&#039;t a big thing, there&#039;s a whole feature that won&#039;t see much use.&lt;br /&gt;
&lt;br /&gt;
===Dark Star===&lt;br /&gt;
Restricted to [[deva]]s who want to redeem themselves for a past lifetime of evil. Several abilities benefit off using the deva racial power, with some abilities granting necrotic damage. &#039;&#039;Horrifying Action&#039;&#039; uses an AP to make a free Memory of a Thousand Lifetimes power which then locks anyone from making an opportunity attack, while &#039;&#039;Maddening Delusion&#039;&#039; makes a use of that power that makes a hit inflict -2 to attack on the target and makes them grant Combat Advantage. &#039;&#039;Vile Rebirth&#039;&#039;, meanwhile, gives the Dark Star a chance to make a death save with a +10 in exchange for their radiant resistance. Excruciating Transposition forcibly teleports an enemy that hurt them, Tangled Fate gives a d6 to add or take away from a roll on the turn after using the racial power, and Soul Scourge deals both radiant and necrotic damage.&lt;br /&gt;
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===Heavenly Deceiver===&lt;br /&gt;
Restricted to [[deva]]s who want to travel the less honorable path. All the powers focus on making illusions while moving about to confuse the enemy further. &#039;&#039;Deceitful Action&#039;&#039; spends an AP to grant invisibility for a turn, &#039;&#039;Snake-Tongued Mastery&#039;&#039; gives +2 to Bluff, and &#039;&#039;Deceitful Terrain&#039;&#039; gives a free action to shift to a nearby square. This path also grants four powers: Deceitful Image to build an illusion, Illusion-Sheathed Strike to boost an at-will attack&#039;s damage and shift the victim 3 squares, Duplicate Image to grant +5 to defenses vs Opportunity Attacks and +2 vs anything else while also allowing an enemy to re-roll a successful hit with a penalty, and Illusion of Solitude to daze and block off allies on top of the extra damage granted to the triggering at-will, with a final insult of making the enemy unable to see the Deceiver.&lt;br /&gt;
While Controllers are a very obvious choice considering how many other ways you can screw over enemies with conditions, but the ability to shove folks around and the invisibility can also make a sorta neat theme for a rogue or assassin.&lt;br /&gt;
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==Dragonborn==&lt;br /&gt;
===Adamant Instructor===&lt;br /&gt;
Restricted to [[Dragonborn]] in any divine class, this grants them some support and leader-like abilities as taught by a legendary dragon who fought in the underdark. &#039;&#039;Thunderous Teachings&#039;&#039; makes Dragon Breath deal thunder damage on top of dealing bonus damage and pushing 1 square and &#039;&#039;Instructed Action&#039;&#039; makes everyone within 5 squares of the Instructor gain +2 to their next attack. &#039;&#039;Insightful Negotiator&#039;&#039; meanwhile gives +3 to Insight and allows it to be used in place of Diplomacy. Thunderous Blast is an AoE attack that gives combat advantage against all enemies that got hit, while Great Speech gives all nearby allies +2 to all defenses, and Demand Fealty can potentially dominate a victim on top of ongoing damage.&lt;br /&gt;
This path is particularly handy for Clerics and Invokers in particular, who especially benefit from the Insight for Diplomacy on top of all the powers being Cha or Wis focused.&lt;br /&gt;
 &lt;br /&gt;
===Argentum Alliance===&lt;br /&gt;
This particular path signifies the player as an agent of a powerful silver dragon. This path does focus on more defender stuff, between  &#039;&#039;Argent Action&#039;&#039; marking all nearby enemies for an AP and &#039;&#039;Argent Protection&#039;&#039; granting Cold resistance, while &#039;&#039;Argent Breath&#039;&#039; makes Dragon Breath deal cold damage and slow enemies. The powers are a mix between martial and cold: Argent Judgment is both and restrains an enemy, while Defend the Fallen is a martial power that makes the dragonborn rush over to a fallen ally and grant +2 to defenses, and Sephitherax&#039;s Breath restrains and possibly slows an enemy that gets hit by the cold.&lt;br /&gt;
As mentioned, the chance for mass-marking like this can definitely be of use for a particular defender, though the ability to slow can give anyone a possible glance over.&lt;br /&gt;
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===Fear Walker===&lt;br /&gt;
Restricted to [[dragonborn]] who have the Dragonfear ability and want to scare all the things.  This path is rather frontloaded with &#039;&#039;Fear Mastery&#039;&#039; giving +2 to damage with Fear attacks, &#039;&#039;Fear Walker&#039;s Action&#039;&#039; forbidding any one enemy from hitting them upon spending an AP, and &#039;&#039;Understanding of Fear&#039;&#039; giving +2 to Insight and Intimidate while becoming immune to frightful presence. &#039;&#039;Walking with Terror&#039;&#039; just gives +2 to Fear attacks against nearby enemies. Wave of Terror is a burst that smacks enemies prone and forbids them from standing up while next to them, Aura of Fear is a stance that forces anyone nearby to flee or take damage, and Dragonfear Overwhelming deals damage, stuns, and penalizes any attacks afterwards.&lt;br /&gt;
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With the attacks keying off Str or Cha, the options for classes is rather diverse, from Thaneborn Barbarians and Paladins rushing in and making sure everything eats the damage and terror to Bards and Clerics who want to use the path as a means for crowd control.&lt;br /&gt;
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===Glee-born===&lt;br /&gt;
Restricted to [[dragonborn]] of arcane classes and an uncharacteristically cheery demeanor. Joining in gives &#039;&#039;Glib Tongue&#039;&#039; for a +3 Bluff and Diplomacy bonus and &#039;&#039;Insulting Action&#039;&#039; to spend an AP to re-roll a missed attack against an enemy granting Combat Advantage while also giving a +2 bonus to hit. &#039;&#039;Captive Audience&#039;&#039; meanwhile makes anyone nearby an enemy hit by an arcane attack grant combat advantage. Flip and Blast is a move-and-shoot power that puts a penalty to the enemy&#039;s next attack. Revealing Feint just denies granting combat advantage for a turn while the Glee-born attempts to slide out of danger, and Set a Riddle is a stunning attack based on wordplay.&lt;br /&gt;
While all the powers are keyed off Int or Cha, the Dragonborn&#039;s innate bonus to Cha makes Bard and Sorcerer ideal options that play well with it.&lt;br /&gt;
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===Honorable Blade===&lt;br /&gt;
Found in the Player&#039;s Handbook Races: Dragonborn splatbook, the &#039;&#039;&#039;Honorable Blade&#039;&#039;&#039; is the Martial Dragonborn PP for that booklet. Backstory-wise, Honorable Blades are members of dragonborn warrior-societies that revere dragons and seek to celebrate their own &amp;quot;inner dragon&amp;quot;. Through secret martial techniques, they learn to tap into the draconic magic that lies within their fundamentum, the organ that all dragons use to produce their breath weapon, and channel that energy through their limbs and weapons, letting them achieve superhuman physical feats with a distinctly draconic cast.&lt;br /&gt;
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Membership in this PP is easy to qualify for; you just gotta be a dragonborn and belong to a Martial class - that means [[Fighter]]s, [[Ranger]]s, [[Rogue]]s and [[Warlord]]s all qualify. Flavorwise, it arguably meshes best with the Fighter, although the Warlord is also a good qualifier (and mechanically meshes better with the dragonborn&#039;s stats).&lt;br /&gt;
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&#039;&#039;Draconic Blade&#039;&#039; turns the weapon into inflicting that damage type while &#039;&#039;Dragon Breath Action&#039;&#039; gives a free use of Dragon Breath whenever an AP is spent and &#039;&#039;Draconic Resistance&#039;&#039; boosts resistance to that damage type. Draconic Sidestep is a reaction that foils an attempt to flank and then gives them a dose of free Dragon Breath. Draconic Leap is gives a temporary fly speed, but it&#039;s more fluffed as a super-jump. Whirling Dragon is a weapon-using burst that inflicts breath-typed damage.&lt;br /&gt;
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===Inner Dragon===&lt;br /&gt;
Restricted to [[dragonborn]] fighters who want to merge all the bloodied boons of dragonborn with the tankiness of fighters. &#039;&#039;Breath Action&#039;&#039; makes an AP spent while bloodied grant a free action breath weapon, while &#039;&#039;Improved Dragonborn Fury&#039;&#039; makes all attacks gain a +2 bonus rather than the race&#039;s +1 while bloodied. &#039;&#039;Eternal Breath&#039;&#039;, meanwhile, makes anyone hit by Dragon Breath take ongoing damage, which is kickass. &#039;&#039;Dragon Blast&#039;&#039; makes anyone nearby the chump who hurt the Dragon eat boiling blood. Ancestral Manifestation drops HP to bloodied, but whatever HP was lost returns as THP and while that THP exists, the Dragon gains Resist All equal to Con Mod.&lt;br /&gt;
Battleragers would probably just take this to cheese off the THP and Invigoration while still enjoying the boons of being bloodied.&lt;br /&gt;
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===Mercurial Assassin===&lt;br /&gt;
Restricted to [[dragonborn]] who are trained in Bluff or Stealth, making them prime agents to become freaky liquid-metal dragon-men. &#039;&#039;Mercurial Action&#039;&#039; lets an AP give a free move action while &#039;&#039;Quicksilver Speed&#039;&#039; gives +1 to speed and +3 to stealth.  &#039;&#039;Fluid Shape&#039;&#039; forces anyone making an opportunity attack reroll the hit and take the lowest. Fluid Counterattack is an interrupt that shifts the liquid-dragon around to make a counter. Mercurial Disguise is a classic T-1000 type &amp;quot;Turn into someone else&amp;quot; trick and Streaking Mercury coats a weapon in poison to hurt one guy while blinding another guy within range.&lt;br /&gt;
Both these attacks key off Dex, so a very obvious route is to be a rogue, who fits both without much effort, as could a bard.&lt;br /&gt;
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===Mithral Arm===&lt;br /&gt;
Resticted to [[dragonborn]] who serve the Pentad of Five, a cabal of mithral dragons who seek to slay their evil kin. &#039;&#039;Astral Knowledge&#039;&#039; grants a bonus Encounter Power from a lesser level, while &#039;&#039;Astral Luck&#039;&#039; makes a nat 20 to attack heal the dragon-man, and &#039;&#039;Prophetic Insight&#039;&#039; makes spending an AP grant a +2 to attack. &#039;&#039;Astral Step&#039;&#039; grants a teleport speed of 2 while &#039;&#039;Commune with the Pentad&#039;&#039; gives a test with a chance to ask some questions of your bosses. &#039;&#039;Prophetic Defenses&#039;&#039; gives an interrupting boost to all defenses and the chance to teleport if the attack now misses, and &#039;&#039;Dimension Strike&#039;&#039;gives teleportation and a free use of any Encounter power.&lt;br /&gt;
This whole path if pretty generalized in focus, with the real focus being on having teleporting everywhere. &lt;br /&gt;
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===Ninefold Master===&lt;br /&gt;
Found in the Player&#039;s Handbook Races: Dragonborn splatbook, the &#039;&#039;&#039;Ninefold Master&#039;&#039;&#039; seeks to emulate the spellcasting powers of [[dragon]] [[mage|magi]], learning to blend the arcane powers they draw upon from without with the draconic magic that boils and seethes in their fundamentum, allowing them greater versatility with their draconic breath as they learn how to produce uniquely sorcerous exhalations.&lt;br /&gt;
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In addition to being a dragonborn of the Arcane classes ([[Artificer]], [[Bard]], [[Sorcerer (Dungeons &amp;amp; Dragons)|Sorcerer]], [[Swordmage]], [[Warlock]] or [[Wizard]]), a character needs the feat Draconic Spellcasting (Arcane Powers you cast that have the same damage type as your Draconic Breath gain +1/+2/+3 damage) to qualify for this PP. Thematically, this works best with Draconic Sorcerers, but its powers are a good fit for almost anything except maybe the Artificer and Bard.&lt;br /&gt;
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&#039;&#039;Breath Expertise&#039;&#039; turns Dragon Breath into an Arcane Implement power, while &#039;&#039;Dragon Breath Action&#039;&#039; recharges the racial with an AP. &#039;&#039;Draconic Resistance&#039;&#039; gives the Ninefold a boost to the resistance to the breath weapon&#039;s type. Dragon Weapon makes the breath weapon as an AoE burst, Countering Blast nullifies an attack that shares the damage type the breath weapon deals, and Dragon Tempest makes the breath weapon become an ongoing hot-zone.&lt;br /&gt;
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===Platinum Templar===&lt;br /&gt;
Found in the Player&#039;s Handbook Races: Dragonborn splatbook, the &#039;&#039;&#039;Platinum Templar&#039;&#039;&#039; is a dragonborn champion of [[Bahamut]] who strives to emulate the Platinum Dragon with such fervor that their draconic lineage literally reshapes itself, turning them into platinum dragonborn.&lt;br /&gt;
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Naturally, this requires the Dragonborn race, a Divine class ([[Avenger]], [[Cleric]], [[Invoker]], [[Paladin]]) and that you worship [[Bahamut]] to qualify for it. It arguably works best with the Paladin.&lt;br /&gt;
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&#039;&#039;Bahamut&#039;s Warning&#039;&#039; grants +2 to defenses whenever the Templar uses Channel Divinity and&#039;&#039;Focused Action&#039;&#039; uses an AP to give an immediate Saving Throw with a Cha bonus. &#039;&#039;Polar Breath&#039;&#039; is unlike other breath-altering PP&#039;s as this makes Dragon Breath do only cold damage and slow enemies when hit. This does hurt its viability considering how other PPs give multi-typing damage. &#039;&#039;Platinum Wings&#039;&#039; also grants a temporary fly speed and an attack that pushes and &#039;&#039;Misty Breath&#039;&#039; slams an enemy with penalties and turns them immaterial while turning the blast zone into a danger zone. The only iffy power is Bahamut&#039;s Voice, which grants proficiency in Supernal and a boost in Diplomacy once per day, so...it&#039;s not going to see much use.&lt;br /&gt;
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===Scion of Arkhosia===&lt;br /&gt;
Restricted to [[dragonborn]], this power taps into their draconic might, making them increasingly dragon-like. Its Versatile Breath feature lets a dragonborn do two kinds of damage with its breath weapon, with both of its attack powers likewise augmenting the versatility of said weapon (Dragon&#039;s Wrath allowing it to spit a fireball-like ranged burst of breath weapon once per encounter, Clinging Breath allowing its breath weapon to do ongoing damage once per day) and with its action point feature, Draconic Overburst, causing all adjacent foes to take breath weapon damage when a dragonborn uses an action point to make an extra attack. Meanwhile, the Blood of Io feature gives a dragonborn an Overland Flight speed of 12, building on from its Dragon Wings (at-will short-ranged flight) utility power.&lt;br /&gt;
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===Storm Dragon===&lt;br /&gt;
Found in the Player&#039;s Handbook Races: Dragonborn splatbook, the &#039;&#039;&#039;Storm Dragon&#039;&#039;&#039; is a dragonborn devotee of the [[Primal Spirits]] who worships the spirits of the storm, thunder and lightning, through their living draconic avatars in the [[Chromatic Dragon|Blue Dragon]] and the [[Catastrophic Dragon|Typhoon Dragon]]. Like the Platinum Templar, the Storm Dragon&#039;s worship fundamentally reshapes their draconic lineage, altering their magic and thusly their flesh to make them resemble their draconic totems.&lt;br /&gt;
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Uniquely amongst the dragonborn PPs, not only does this require a Primal class ([[Barbarian]], [[Druid]], [[Shaman]], [[Seeker]], [[Warden]]), it also requires a specific breath weapon, in the form of Lightning. Although the Thunderborn Wrath Barbarian is the most obvious fit, it&#039;s not the only one; the Warden also meshes well with this.&lt;br /&gt;
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Restricted to [[dragonborn]] of any primal class with lightning breath and a desire to become the storm. &#039;&#039;Storm Spirit&#039;&#039; grants immediate resistance 10 to thunder and lightning damage while &#039;&#039;Thundering Action&#039;&#039; makes an AP-spent attack push an enemy back by Cha squares and knock them prone (While always nice, the only class with a need for Cha would be a Thaneborn Barbarian).  &#039;&#039;Soul of the Storm Dragon&#039;&#039; gives a much-needed ignoring of any resistances to thunder or lightning while &#039;&#039;Storm Dragon Wings&#039;&#039; gives a permanent overland flight speed of 8. Storm&#039;s Rebuke is a burst power that clears an escape route to fly off from. Storm Wings gives a mass flight speed to the whole part, which is awesome. Dragon Storm is the big AoE capstone with a big thunderstorm zone that can push things around.&lt;br /&gt;
This path offers plenty to any of the primal classes (with exception to the poor seeker, and even then Spiritbond has Str as a worthwhile secondary or tertiary), with most classes wanting to exploit that speed.&lt;br /&gt;
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==Drow==&lt;br /&gt;
===Curseborn===&lt;br /&gt;
Restricted to [[drow]] that find themselves in [[Lolth]]&#039;s service. &#039;&#039;Clinging Shadows&#039;&#039; amplifies Cloud of Darkness by making anyone in the area count as in difficult terrain and &#039;&#039;Darkfire Conflagration&#039;&#039; boosts Darkfire by making it hit multiple people, while &#039;&#039;Curseborn Action&#039;&#039; is the basic AP to recharge a racial power. Accursed Flames is also an amped-up Darkfire that dazes a target, denies them concealment, and makes them grant Combat Advantage. Drow Shadow Stride gives a shift and concealment. Alluring Lights is a trap-sort of power that makes anyone nearby immobilized so they can be dragged about.&lt;br /&gt;
Controllers would probably benefit the most from these abilities, with Wizards, Sorcerers, and Devoted Clerics benefiting heavily from it.&lt;br /&gt;
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===Dread Fang===&lt;br /&gt;
Restricted to [[drow]] rogues, it&#039;s pretty recommended that the rogue specialize in light blades and crossbows (Proficiencies granted to all drow). &#039;&#039;Dread Sneak Action&#039;&#039; makes spending an AP for an attack against an enemy granting Combat Advantage also inflict Sneak Attack damage with no regard to prior usage, while &#039;&#039;Spider Assassin&#039;&#039; gives another Sneak die to use on a Sneak Attack made against an enemy that couldn&#039;t see the attacker. &#039;&#039;Sinister Presence&#039;&#039; is for keeping the momentum, as it grants Combat Advantage against a second enemy once the first dies. Fang and Web Strike is a double attack that can be used with either crossbow or light blade (and it requires wielding both) that can split the attacks. What makes this more special is how it doesn&#039;t provoke, meaning you can point-blank unload a bolt through the head on someone. Spider Feint is meant for any point-blank fire or escape ploys by giving +5 AC against opportunity attacks from a single enemy. Venomous Sting is rather handy between being Reliable, usable with either blade or crossbow, and inflicting 2[W] damage while also giving a second attack that can deal ongoing poisonous damage.&lt;br /&gt;
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===Drow Wanderer===&lt;br /&gt;
Restricted to [[drow]] (DUH) who are trained in Dungeoneering. This path focuses more on survival and gaining advantages over the opposition, though without any real ties to any class. &#039;&#039;Ambusher Action&#039;&#039; makes spending an AP to attack an enemy while invisible gain a +2 to hit while &#039;&#039;Stone Sense&#039;&#039; only grants +2 to Initiative, Perception, and Dungeoneering when underground. &#039;&#039;Firemotes&#039;&#039; gives +5 against enemies hit by Darkfire, meaning anyone taking Cloud of Darkness are SOL. From Out of Nowhere is a decent starting power, being not only dependent on either Str, Dex, or Con, but also stunning the target if they&#039;re granting Combat Advantage. Strength in Darkness is mega-situational (like most of this Path), granting a bonus to a Healing Surge equal to Con Mod. Darkblade as a power not only inflicts an absurd 5[W] damage, but also puts a Cloud of Darkness on the enemy, slowing them down.&lt;br /&gt;
It&#039;s tough to really pin an ideal class to enter from, since no one class would benefit any more from this than any other. Rangers might benefit the best from this, as might Druids or Barbarians. However, there are features that require both racial powers, and it requires that the campaign spend lots of time underground to be useful. Honestly, don&#039;t pick this unless you&#039;re really dedicated to it.&lt;br /&gt;
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==Dwarf==&lt;br /&gt;
===Dwarven Defender===&lt;br /&gt;
Restricted to [[dwarf]] fighters, building upon the theme of the stalwart protector, though with less focus on stones and more upon toughness. &#039;&#039;Defensive Action&#039;&#039; grants +2 to AC and Fort when an AP is spent, &#039;&#039;Stalwart Defender&#039;&#039; give adjacent allies +1 AC and the ability to reduce any forced movement by 1, and &#039;&#039;Roots of the Earth&#039;&#039; boosts the dwarf&#039;s natural resistance to forced movement to resist moves by 5.&lt;br /&gt;
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Press Forward is a burst that knocks anyone back and then opens them to a follow-through, with the rather simple damage boosted by Con Mod if the fighter has a hammer, pick, or axe. Forge Fire Heart grants a big boost to all defenses, with allies picking up a bit of that boost. Keystone Collapse is a tough power with big damage, a shove, AND knocking them prone, with bonus damage for using certain weapons.&lt;br /&gt;
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===Earthheart Defender===&lt;br /&gt;
Restricted to [[dwarf]] fighters and paladins, granting the dwarf the strength and durability of stone. &#039;&#039;Earthheart Determination&#039;&#039; kicks things off by making an AP spent on an action grant saves vs two effects, while &#039;&#039;Heart of Earth&#039;&#039; makes using a Second Wind while bloodied grant +2 to attack for the rest of the turn and &#039;&#039;Great Heart&#039;&#039; makes any nearby allies gain +1 to hit. &lt;br /&gt;
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Gain Heart is not only a beefy attack but it also heals on hit (though only 1/2 level+Con Mod). Earthsight grants a turn-long +5 to Perception to see invisible things while on solid ground, which sounds a bit less than Tremorsense but at least this is an Encounter and not a Daily Utility. Earthsurge is a fierce capstone power that not only slams all enemies around the Defender, but also makes an aura that slows enemies that start a turn within it.&lt;br /&gt;
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===Fireforged Champion===&lt;br /&gt;
This path requires the Forgeborn Heritage feat (dwarf-exclusive feat that gives resistance to fire/cold/acid/lightning and an encounter power that adds typed damage to an attack), which builds even further on the dwarf&#039;s burning fury over the unyielding tankiness. With attacks keying off Str, Con, or Wis (aka the stats dorfs get boosts to), you have a pretty hefty list of classes to use. &#039;&#039;Forged in Flame&#039;&#039; makes the fire resistance go up to half your level while letting you ignore an equivalent amount of fire resistance, &#039;&#039;Scorching Action&#039;&#039; deals splash damage to any attack you use when you spend an AP, and &#039;&#039;Fire for Blood&#039;&#039; grants you an aura of fire damage when bloodied.&lt;br /&gt;
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Forge Strike is an attack that deals splash damage around you and then gives light concealment. Burning Recollection lets you instantly roll a 20 on a death save in case you really don&#039;t feel like making one. Form of the Forge Spirit turns you into a fiery version of you with +5 fire damage and an exclusive attack that shoves everyone back and always deals ongoing fire damage (though the amount is halved on a miss).&lt;br /&gt;
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===Firstborn of Moradin===&lt;br /&gt;
Restricted to [[dwarf|dwarves]], this path builds on the legendary durability and determination of their kind. The obvious choices for this path are Wardens, Paladins, and Fighters, who all have some fierce defensive abilities and benefit from the simplified action economy, as do Barbarians. &#039;&#039;Stonebones&#039;&#039; gives a chance to shrug off crits like they were ordinary hits, while &#039;&#039;Strength of the Earth&#039;&#039; spares some AP economy by allowing an AP to grant both a heal and an extra action. &#039;&#039;Dwarven Resilience&#039;&#039; furthers the power of heals by making a Second Wind action also permit rolling a save vs all conditions. &lt;br /&gt;
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Receive the Charge is a pretty neat defensive move by moving around an advancing enemy before decking them. Earthsense grants Tremorsense, which is neat. Mountain Stance Stike is a big tanky hit that not only floors the target but also makes standing up provoke Opportunity Attacks and granting the dorf +2 to AC and immunity to forced movement until they change stances.&lt;br /&gt;
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===Stone Keeper===&lt;br /&gt;
Restricted to [[dwarf]] clerics trained in History, it&#039;s probably a good idea to say that this path sort of reminds people of [[dwarf (Warhammer Fantasy)|of another sort of dwarf]] known for writing down grudges. Difference here is that the grudges are written in stone with the rest of the history, and these guys are more magical. &#039;&#039;Memorable Action&#039;&#039; makes spending an AP for an action grant +1[W] to all attacks during the turn, &#039;&#039;None So Great&#039;&#039; prones any enemies that the Keeper crits if they&#039;re bigger, and &#039;&#039;Unfailing Fortune&#039;&#039; boosts Divine Fortune&#039;s boost to +3 and grants a spare use if the attack misses. &lt;br /&gt;
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Rancorous Smite is a late-battle strike that has a better chance to hit if allies are bloodied. Scrape the Sky not only boosts reach and speed, but it also boosts melee damage. Every Wrong Righted is a terrifying attack that not only deals major damage, but also allows everyone adjacent to heal up.&lt;br /&gt;
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==Eladrin==&lt;br /&gt;
===Azure Guard===&lt;br /&gt;
Restricted to [[elf|elves]] or [[eladrin]] who worship [[Corellon]] to fight off the enemies of all pointy ears. There&#039;s a blend of arcane and divine present, and a lot of the powers focus on teleporting. Thankfully, you also gain a boost to Initiative as part of the shindig.&lt;br /&gt;
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===Blade Banshee===&lt;br /&gt;
Restricted to [[eladrin]] rangers, though this path prefers those who dual-wield. All the powers require use of a longsword and another weapon (though only one of them really has a chance of using those weapons), with all the features granting more damage whenever you use both weapons.&lt;br /&gt;
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===Blade of Cendriane===&lt;br /&gt;
Restricted to [[eladrin]] rangers, serving as the last members of a lost kingdom. Though this path has less preference for what style is used, one power requires use dual wielding. This path instead focuses on teleportation, with each power either teleporting the ranger or his enemies, while spending an AP grants a teleport of its own.&lt;br /&gt;
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===Bralani Wintersoul===&lt;br /&gt;
Restricted to [[eladrin]] with a wintry mix. Everything this path does has cold damage and other penalties to enemies. Even standing near the Wintersoul can be dangerous as enemies get slower when nearby. Combine with Frost cheese for maximum evil.&lt;br /&gt;
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===Seladrine Dedicate===&lt;br /&gt;
Restricted to [[eladrin]] and [[elf]] clerics who can shoot bows, because now all of Arvandor can be of use. The bow can now be used as an implement. The attacks all inflict something on the enemy.&lt;br /&gt;
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===Shiere Knight===&lt;br /&gt;
Restricted to [[eladrin]], this path increases their inherent fae powers, and commonly signifies nobility amongst their kind. This translates into an AP-fueled teleport, a daily power that teleports the Knight out of danger as it arrives, and two attacks that mess with the opponent&#039;s head.&lt;br /&gt;
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===Spiral Tactician===&lt;br /&gt;
Restricted to [[eladrin]] warlords with the Tactical Presence ability. Each power involved teleporting everyone where they need to be while also giving some hefty boosts to Initiative for allies. Tactical Presence also grants a bonus equal to the Tactician&#039;s Intelligence Bonus, which is neat.&lt;br /&gt;
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===Watcher of the Night===&lt;br /&gt;
Restricted to [[eladrin]] rogues who want to strike from hiding and a preference (though not fully mandatory) for light blades. Of particular interest is the daily power that grants vulnerabilty to fire, cold, or lightning damage, which can open up some new strategies for allies or so they can exploit it later with their Encounter power which deals elemental damage.&lt;br /&gt;
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==Elf==&lt;br /&gt;
===Darkening Blade===&lt;br /&gt;
Restricted to those with the Dusk Elf Stealth feat, (thus meaning you need either an [[elf]], [[half-elf]], or possibly even a [[revenant]] elf) now with some extra tricks to use all underhandedly and sneakily. The powers grant either invisibility or concealment, and one ability grants insubstantial when running or charging.&lt;br /&gt;
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===Keeper of the Past===&lt;br /&gt;
Restricted to [[elf]] bards, shamans, or warlords who worship the Spirits of the Past for their guidance. This furthers their Leader abilities with ways to grant allies advantages while also having a way to boost themselves.&lt;br /&gt;
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===Sylvan Archer===&lt;br /&gt;
Restricted to [[elf]] rangers who focus mostly on archery. One power or AP can ignore all cover against an attack, while two of the powers also make the target the Archer&#039;s quarry. To top this all off, the Quarry takes damage equal to Wis whenever it&#039;s hit. &lt;br /&gt;
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===Twilight Guardian===&lt;br /&gt;
Restricted to [[Elf|elves]], this path strengthens an elf&#039;s connection to the wilderness, building into their lore as mysterious and magical defenders of the woods. The attacks restrain enemies by means of using the forest, while&lt;br /&gt;
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==Genasi==&lt;br /&gt;
===Concordant Leader===&lt;br /&gt;
Restricted to [[genasi]] warlords, this path focuses on the elemental chaos prevalent in the genasi. The Leader now has an additional elemental manifestation and can focus on messing with the elemental resistances of others. An ally can even benefit from a manifestation and power for a battle in order to bolster a certain type of damage.&lt;br /&gt;
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===Desert&#039;s Voice===&lt;br /&gt;
Restricted to [[genasi]], though this path grants a new manifestation like the Concordant Leader, this one grants only a limited choice of powers and actually grants a boost based on which one you chose. The Voice also gains proficiency with Totems, which a lot of their powers use, so enjoy some good ol&#039; AOE.&lt;br /&gt;
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===Element Unchained===&lt;br /&gt;
Restricted to [[genasi]] who want to avoid being locked down anywhere. Each power and several abilities all focus on either teleporting, vanishing from the field, or removing effects that would hamper movement. The only real elemental abilities are level 11 attack and the ability to make all encounter and daily attacks inflict the damage type the Element resists.&lt;br /&gt;
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===Elemental Tempest===&lt;br /&gt;
Restricted to [[genasi]] with the Extra Manifestation feat (so they can choose one of two types of damage to resist). Well, now they can resist both damage types and use either racial power, while spending an AP can turn them into yet another type. The powers granted by this path also grant a specific damage type based on the present manifestation.&lt;br /&gt;
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===Enemy of the Abyss===&lt;br /&gt;
Restricted to [[genasi]] with corrupted manifestations (so caustic, cinder, plague, and voidsouls) who seek revenge on the abyss that corrupted them. This path gives a little bit of everything with each ability, and can hurt demons even harder by ignoring resistances.&lt;br /&gt;
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===Scion of Absence===&lt;br /&gt;
Restricted to voidsoul [[genasi]] touching at the principle of nothingness. Enemies that miss it get hurt, Scions of Absence can banish enemies if they don&#039;t want to make the damage they inflict null and void, and they can even force those foes into a lose-lose situation.&lt;br /&gt;
&lt;br /&gt;
===Soul of Erosion===&lt;br /&gt;
Restricted to [[genasi]] with watersoul and causticsoul that wish to merge the two powers together. Two of the powers involve inflicting ongoing acid damage (and one is via literally jumping into a person), while the level 16 ability grants insubstantial whenever they move. &lt;br /&gt;
&lt;br /&gt;
===Whirlwind Genasi===&lt;br /&gt;
Restricted to windsoul [[genasi]] who want more wind power. There are two ways to grant fly speeds (both being encounters and one being the racial power), while the rest involves forcing enemies to move wherever by the force of a gust.&lt;br /&gt;
&lt;br /&gt;
===Wildfire Genasi===&lt;br /&gt;
Restricted to firesoul [[genasi]] who want to go full pyromania. Allies can gain the firesoul&#039;s resistance via the racial power, while enemies will find themselves getting burned no matter what they do.&lt;br /&gt;
&lt;br /&gt;
==Githzerai==&lt;br /&gt;
===Rrathmal===&lt;br /&gt;
Restricted to [[githzerai]] who learn the skills of legendary warriors. Your features are rather good, with &#039;&#039;Psychic Resistance&#039;&#039; set to 10 (15 by epic) and &#039;&#039;Unfettered Action&#039;&#039; ending immobilize, restrain, daze, and slow effects with an AP, while &#039;&#039;Preternatural Instinct&#039;&#039; lets you re-roll initiative. Trace Chance lets you add +2 to your next at-will against a target and if it hits, it&#039;s an auto-crit. Rrathmal Pursuit is a kickass at-will that lets you always keep up with a fleeing enemy. Vengeance Shroud is a sustainable AoE that deals ongoing damage whenever an enemy tries to attack while allies can take 10 for their attacks while inside. This power also reveals a Dex or Wis dependency (Native to the race) which makes Dex- and Wis-dependent races the way to go, such as rogue.&lt;br /&gt;
&lt;br /&gt;
===Storvakal===&lt;br /&gt;
Restricted to [[githzerai]] with a focus on enforcing order on themselves and the world around them. &#039;&#039;Rebalanced Mind&#039;&#039; lets you reduce all penalties you take by 2. &#039;&#039;Restoring Action&#039;&#039; lets you roll a save when you use an AP, and &#039;&#039;Mind Bar&#039;&#039; adds +2 to your defenses against charm, fear, and psychic attacks. Probability Travel blasts your enemies and then lets you teleport both your enemies and allies wherever you want. Wind of Reprisal interrupts any failed ranged attack against you and forces them to shoot someone else while you teleport close enough to whack the enemy next turn. Excoriating Strands is a spectacular power by both ignoring insubstantial and resistances while also stripping away resistance and immunity until they make a save.&lt;br /&gt;
&lt;br /&gt;
==Gnome==&lt;br /&gt;
===Fey Beguiler===&lt;br /&gt;
Restricted to [[gnome]]s, this path builds on their natural talents for illusion and misdirection, combined with their intelligence, for a truly sneaky and deceptive being. They gain a few tricks from the Rogue and Wizard, one ability allows them to vanish, and the other recharges their racial power, so all they need is to be annoying more than threatening...though that would certainly help too.&lt;br /&gt;
&lt;br /&gt;
===Gnome Nightcloak===&lt;br /&gt;
Restricted to [[gnome]] paladins trained in stealth (weird combo). This path strikes a curious balance between being sneaky like a gnome is wont to do with the defensive power a paladin offers. What results is the ability to teleport around to strike enemies or make allies invisible.&lt;br /&gt;
&lt;br /&gt;
==Goliath==&lt;br /&gt;
===Goliath Juggernaut===&lt;br /&gt;
Restricted to [[goliath]]s who have a massive hankering for chaos. These brutes gain extra HP and defenses while also learning how to knock enemies down for the count.&lt;br /&gt;
&lt;br /&gt;
===Goliath Thug===&lt;br /&gt;
Restricted to [[goliath]]s who want to be more sturdy. They are prone to gaining resistances and finding ways to make enemies scared to take the Thug on. Rogues might find good uses from these abilities.&lt;br /&gt;
&lt;br /&gt;
===Stoneblessed===&lt;br /&gt;
Restricted to [[goliath]]s, this path strengthens their connection to the earth, making them more like living stone.&lt;br /&gt;
&lt;br /&gt;
==Half-Elf==&lt;br /&gt;
===Half-Elf Emissary===&lt;br /&gt;
Restricted to [[half-elf]] bards, this path works a lot with making an advantage out of every situation. &#039;&#039;Skilled Speech&#039;&#039; makes for a powerful start by making Group Diplomacy grant Cha as a bonus to all Cha-based skills. &#039;&#039;Valorous Action&#039;&#039; boosts all defenses by +2 when an AP is spent on a new attack while also recharging the Dilettante power and &#039;&#039;Heal the Besieged&#039;&#039; boosts the heals for any outnumbered foes by giving +1d6 bonus HP per adjacent enemy to the ally. Emissary&#039;s Onslaught makes for a softening hit by granting a bonus to hit a single target (though this bonus is tied to Con) with further benefits when outnumbered. Emissary&#039;s Gambit is just a boost that&#039;s best for either massive battles or to deter early flops as it boosts an ally&#039;s attack or save roll based on how many allies and enemies are around. Army of the Emissary is another attack built upon a coordinated hit, as all allies gain a boost to their next attack equal to how many allies are in the AoE.&lt;br /&gt;
&lt;br /&gt;
While all bards would be down for the boosts provided, they do require that everyone be within range for any of them to be of the best use, while the two weapon attacks pretty much sell that the best Bards for the job are the Valor bards, with Cunning and Skald being behind them in use.&lt;br /&gt;
&lt;br /&gt;
===Half-Elf Polymath===&lt;br /&gt;
Restricted to [[half-elf|half-elves]] who make a lot of use from their dilettante ability. For starters, &#039;&#039;Dabbler&#039;s Action&#039;&#039; grants a free move whenever an AP is spent on the Dilettante power and &#039;&#039;Well-Rounded&#039;&#039; grants training in two skills, which boosts their utility. &#039;&#039;Broad Dilettante&#039;&#039; pushes it even further by granting the polymath a new at-will from any class that isn&#039;t the base class. &#039;&#039;Practiced Dilettante&#039;&#039; is pretty much a slap-on booster to the Dilettante power by adding 2[W] or 2d8 more damage, &#039;&#039;Skill Dabbler&#039;&#039; gives training in one skill for the encounter, and &#039;&#039;Infinite Reflections&#039;&#039; brings this to a head by permitting the copying of any ally&#039;s at-will power, though this depends on the party comp.&lt;br /&gt;
&lt;br /&gt;
While there&#039;s not much to go wrong with a free at-will and some new skills to work with, this class truly excels whenever the team itself is built around it. This means knowing which at-wills focus on which stats and figuring out how to compensate for a mismatch (or absence thereof) of implement proficiencies.&lt;br /&gt;
&lt;br /&gt;
===Soaring Rake===&lt;br /&gt;
Restricted to [[half-elf]] warlocks with the fey pact, whether main class or multiclassed, and training in Acrobatics. Rather than any sort of trickery, this class focuses on high-flying swashbuckling and less on magical powers. For starters, &#039;&#039;Fear No Heights&#039;&#039; boosts Acrobatics while also halving all falling damage and &#039;&#039;Soaring Action&#039;&#039; grants a turn-long Fly Speed whenever an AP is spent. &#039;&#039;Soaring&#039;&#039; Combatant is the only offensive feature here, and all that does is make non-flying or poor-flying enemies easier to hit. For attacks, there&#039;s Soaring Strike, which is a basic swoop-and-strike with a flying speed. Flight Burst provides an at-will fly speed, and Soaring Fellowship is a sustainable group flight plan with some damage tacked on.&lt;br /&gt;
&lt;br /&gt;
With such a specific criteria for availability, it&#039;s pretty obvious that the ones who would want this are those Warlocks who make extensive use of pact blades (or Hexblades), as the two attacks at your disposal are both implement and weapon attacks.&lt;br /&gt;
&lt;br /&gt;
==Half-Orc==&lt;br /&gt;
===Bloodfury Savage===&lt;br /&gt;
Restricted to [[half-orc]]s, this path allows them to truly master and hone the savage fury and bloodlust they inherit from their [[orc]]ish progenitors. Since this path relies on melee with Str or Dex, you have quite a variety of options available to get in. You start with &#039;&#039;Eager Action&#039;&#039; to add +Dex to your speed when spending an AP and &#039;&#039;Fearsome Disposition&#039;&#039; to re-roll intimidate checks, while eventually you get &#039;&#039;Savage Resilience&#039;&#039; to gain resist 10 all when using Half-Orc Resilience.&lt;br /&gt;
&lt;br /&gt;
Unbound Assault is an attack that lets you shift 3 spaces before swinging and getting +4 to damage on your next attack against the target. Frothing Madness is a simple stance that only gives +2 to damage and +5 to saves, held back by it being a daily. Murderous Rage is a flexible attack that gives you a simple +1 to any future damage against the target, but adds to that bonus with every future attack you score in melee.&lt;br /&gt;
&lt;br /&gt;
===Lightning Blitzer===&lt;br /&gt;
Restricted to [[half-orc]] paladins and clerics who want to go front-lining in heavy armor with remarkable speed. You start with the remarkable &#039;&#039;Armored Swiftness&#039;&#039; negating any speed penalty from heavy armor and adding +1 to Reflex while wearing it, &#039;&#039;Repositioning Action&#039;&#039; lets you shift half your speed when you spend an AP on an attack, and  &#039;&#039;Thunder God&#039;s Blessing&#039;&#039; adds +Wis thunder damage as splash damage when you use Furious Assault on a divine weapon power.&lt;br /&gt;
&lt;br /&gt;
Prophecy of Reprisal may be a simple attack that dazes, but it has the added perk of recharging Furious Assault when bloodied. Charging Rebuke penalizes an Opportunity Attack by -2 and then shoves them back 2 spaces, removing one obstacle from a charge or run.  Catastrophic Impact is a charge-friendly hit that stacks on save-ends blinded and deafened while also giving back Furious Assault when bloodied.&lt;br /&gt;
&lt;br /&gt;
===Mighty Judge===&lt;br /&gt;
Restricted to [[half-orc]] avengers with Censure of Pursuit and a serious need to utilize Furious Assault. You start with &#039;&#039;Furious Judgment&#039;&#039; letting you sacrifice Censure of Pursuit&#039;s bonus to regain Furious Assault and &#039;&#039;Refocusing Action&#039;&#039; spending an AP to make Oath of Emnity move to whoever you attack next, while you eventually get &#039;&#039;Jailer of the Gods&#039;&#039; to banish slain enemies to a prison in a deific domain and &#039;&#039;Relentless Advance&#039;&#039; to let you use Bond of Pursuit, Bond of Retribution, or Leading Strike on a charge against the oath-foe.&lt;br /&gt;
&lt;br /&gt;
Overpowering Retribution is a counterattack that can negate the triggering attack&#039;s damage if you deal more damage while letting you gain +2 to the next attack if you use Furious Assault. Ameliorating Onslaught is a stance that lets an ally gain THP whenever you trigger Censure of Pursuit&#039;s damage bonus. Sentence of Banishment is an attack that banishes the target if they don&#039;t attack you for an entire turn, recharging your Oath of Emnity and adding +2 the next attack if you use Furious Assault.&lt;br /&gt;
&lt;br /&gt;
===Sharakim Blademaster===&lt;br /&gt;
Exclusive to [[half-orc]] swordmages, this path gives you a balance between the defensive role of swordmages and the natural aggression of the half-orcs. You start with &#039;&#039;Flurry of Action&#039;&#039; to spend an AP to use an attack and use Furious Assault even when it was used, &#039;&#039;Sharakim Gravitas&#039;&#039; gives training in Intimidate and Diplomacy while making any success in a check with either count as 2 successes, and  &#039;&#039;Expansive Aegis&#039;&#039; makes Aegis of Assault burst 5.&lt;br /&gt;
&lt;br /&gt;
Blade Flows Like Water lets you shift 4 spaces and attack anyone near you, marking whoever you hit and adding +Str to the damage if you still have Furious Assault. Ghost Lion&#039;s Step is the ultimate move-protection power, negating Opportunity Attacks, ignoring terrain, and resisting Dazed, Slowed, and Immobilized. Enforced Peace has you teleport to a marked enemy that hits an ally and make a strike that targets all three NADs, inflicting conditions that last a turn (weakened, dazed, slowed) and adding +Str to damage if you still have Furious Assault.&lt;br /&gt;
&lt;br /&gt;
==Halfling==&lt;br /&gt;
===Halfling Bounder===&lt;br /&gt;
Restricted to [[halfling]] fighters. This path makes use of the halfling&#039;s mobility by giving ways to shift around and sticking to enemies when they least want it.&lt;br /&gt;
&lt;br /&gt;
===Halfling Quickblade===&lt;br /&gt;
Restricted to [[halfling]] rogues who focus on the alpha strike. Between a Charisma boost to Initiative, a bonus to First Strike, and a power that hits two enemies, the Quickblade&#039;s goal is to soften things up early and then make themselves as annoying as possible after turn 1.&lt;br /&gt;
&lt;br /&gt;
===Halfling Scoundrel===&lt;br /&gt;
Restricted to [[halfling]]s, this path enhances a halfling&#039;s ability to charm, swindle and sneak their way out of danger. Their abilities can give boosts to skill checks and attacks that distract the enemy from bigger threats.&lt;br /&gt;
&lt;br /&gt;
==Human==&lt;br /&gt;
===Adroit Explorer===&lt;br /&gt;
Restricted to [[human]]s, this path focuses on promoting a human&#039;s natural traits; ambition, courage, and sheer bloody-minded determination. &#039;&#039;Ambitious Effort&#039;&#039; starts things off with a free bonus Encounter power (which can be a re-use of one already known), &#039;&#039;Bloody Determination&#039;&#039; gives the humie +5 to hit whoever bloodied them for a turn, and &#039;&#039;Heroic Action&#039;&#039; grants anyone who uses an AP for an action Resist 10 (boosted to 20 in Epic) all while &#039;&#039;Champion of Humanity&#039;&#039; grants them a shiny new AP to gain and spend (thus meaning they&#039;ll always have two APs after any extended rest). Destined for Greatness is a re-roll for Saves with a +4 tied to a Heal, while Bloodied Greatness uses an Encounter power against an enemy who bloodies them with absolutely no cost.&lt;br /&gt;
&lt;br /&gt;
This path is one of those universal paths which is pretty much a good fit for anyone, as the benefits have no dependencies and everyone can make use of a free AP and an extra Encounter. (Unless you play a Psionic class that doesn&#039;t have any Encounter power.)&lt;br /&gt;
&lt;br /&gt;
==Kalashtar==&lt;br /&gt;
===Lightwalker===&lt;br /&gt;
Restricted to [[kalashtar]] who worship the Path of Light and wish to vanquish evil where it lives. &#039;&#039;Lightwalker Action&#039;&#039; serves as a decent start by healing one ally when an AP is spent on a power dealing radiant damage, then &#039;&#039;Walk the Bright Path&#039;&#039; grants one ally Combat Advantage vs the target of any Radiant power. &#039;&#039;Radiant Renewal&#039;&#039;, meanwhile, just grants resistance to radiant and psychic damage. Illuminate the Adversary is an attack that not only penalizes an enemy&#039;s AC and Reflex, but also serves to illuminate a room (a very fringe benefit). Path of Light serves to build an sort of platform or pathway while also granting regen to an ally who uses the path, which can serve as a neat fallback plan. Call of Light is a simple attack that heals an ally as well, with missing halving the heal.&lt;br /&gt;
&lt;br /&gt;
The reliance of Wis for attacks as well as the religious prerequisite would narrow the pool of classes already, but the fact that the two attacks this path offers are also Implement attacks pretty much locks your class choices to some Clerics, Avengers, and Invokers, with Runepriest as a possible second and Paladins being left out altogether.&lt;br /&gt;
&lt;br /&gt;
==Minotaur==&lt;br /&gt;
===Beastblooded Minotaur===&lt;br /&gt;
Restricted to [[minotaurs]], this path emphasizes their connection to [[Baphomet]] as he gifts you with incredible strength and rage. &#039;&#039;Beastly Action&#039;&#039; starts off by letting you charge as a free action after using an AP, &#039;&#039;Bloodied Outburst&#039;&#039; lets you make a free attack the first time you get bloodied in an encounter, and &#039;&#039;Savage Apotheosis&#039;&#039; makes you bigger with reach and +2 speed.&lt;br /&gt;
&lt;br /&gt;
Sweeping Gore is a charge-friendly attack that uses your horns to slide them 2 spaces. Thrashing Horns is a stance that adds +1d6 damage and a 1-space push whenever you trigger an Opportunity Attack. Giant&#039;s Sweep is a burst that shoves enemies back and knocks them prone on a hit.&lt;br /&gt;
&lt;br /&gt;
===Blooded Champion===&lt;br /&gt;
Restricted to [[minotaurs]] who want to go all-in with the horns and your racial power. &#039;&#039;Aggressive Resurgence&#039;&#039; lets you replace Second Wind by recharging Goring Charge and giving +2 to hit and damage rolls, &#039;&#039;Vigorous Action&#039;&#039; lets you gain THP equal to Con score when you use an AP while bloodied, and  &#039;&#039;Never Say Die&#039;&#039; makes you fall unconscious when you fail a death save rather than when you hit 0 HP.&lt;br /&gt;
&lt;br /&gt;
Follow-Up Gore is two attacks in one, adding +1[W] and +2d6 horn damage while also sliding the target and knocking them prone. Bloodthirsty Shift gives you a full-speed shift whenever you kill someone. Driving Gore is a charge attack that uses your horns to shove the target back and then to the ground on a hit.&lt;br /&gt;
&lt;br /&gt;
===Champion of the Labyrinth===&lt;br /&gt;
Restricted to [[minotaurs]] who want something less all-offense and want to follow the Greek myth of the minotaur more closely with surprising mobility. You start with &#039;&#039;Maze Adept Action&#039;&#039; granting you +2 AC and +5 to athletics when you spend an AP, &#039;&#039;Uncanny Mobility&#039;&#039; grants you +4 to save against slow or immobilize effects while also giving you a standard, minor, or move action on a surprise round, and &#039;&#039;Clear the Path&#039;&#039; makes Goring Charge go through occupied spaces and slide or knock down any enemies that take Opportunity Attacks.&lt;br /&gt;
&lt;br /&gt;
Dead End Strike is a flexible attack that grants you a full-speed shift if the enemy moves away from you and stops their movement with 5 extra damage. Unwavering Vigilance grants +10 to spot one target. Labyrinth of Foes is a full-speed shift that lets you hit any enemy you approach, slide them back 3 spaces, and then daze those you hit.&lt;br /&gt;
&lt;br /&gt;
===Minotaur Kinspeaker===&lt;br /&gt;
Restricted to [[minotaur]] leaders stuck between civility and animal savagery, this path calls upon ancient spirits to aid in the battles ahead. You start with &#039;&#039;Ancestral Allies&#039;&#039;, which makes enemies you hit with Opportunity Attacks grant Combat Advantage, and &#039;&#039;Counseled Action&#039;&#039;, which uses an AP to let all allies re-roll their skill checks and must take this new result, while eventually getting &#039;&#039;Lend Spiritual Aid&#039;&#039; to grant concealment to an ally who spends an AP.&lt;br /&gt;
&lt;br /&gt;
Unleashed Beast lets an ally use a basic attack and gain resist all 10 if it hits. Ancestral Congress is a stance that conceals allies near you while sliding enemies near you. Ancestral Possession curiously is a psionic attack that save-ends dominates the target.&lt;br /&gt;
&lt;br /&gt;
===Scion of Leng===&lt;br /&gt;
Exclusive to [[minotaur]]s. Leng was once a powerful city of labyrinths. However, once it descended into bloodbaths and demonic incursions, your ancestor fled that place. Now you have awoken to the truth of Leng&#039;s downfall, and your ancestor now begs you to seek the Iron Crown of Leng, the inheritance of the ruler. You begin with &#039;&#039;Ancestor&#039;s Insight&#039;&#039; granting +2 to initiative, perception, and insight, &#039;&#039;Madness of Leng&#039;&#039; has you spend an AP to make enemies within 2 spaces attack a random nearby enemy, and &#039;&#039;Relentless Bloodlust&#039;&#039; lets you shift the instant a bloodied enemy shifts away from you.&lt;br /&gt;
&lt;br /&gt;
Blood Fugue is lets you full-speed shift, attacking enemies you come across for a pittance and knocking them prone, but once you&#039;re done, you&#039;re dazed for the turn. Enthroned in Blood is a stance that gives +2 to hit bloodied enemies and allowing you to spend a healing surge when an enemy is bloodied right next to you. Lost in the Labyrinth City has you banish the enemy and take 15 ongoing psychic damage and dazing them when they break out, though missing still does some damage and slides them around.&lt;br /&gt;
&lt;br /&gt;
==Mul==&lt;br /&gt;
===Mul Battle Slave===&lt;br /&gt;
Restricted to [[mul]]s who might be gladiators, and thus depend on being able to survive all sorts of trouble. &#039;&#039;Battle Slave Action&#039;&#039; makes for a good start, as an AP for an attack adds +4 for that attack&#039;s hit, while &#039;&#039;Pain is Weakness&#039;&#039; adds +2 to saves when bloodied. &#039;&#039;Battle Experience&#039;&#039;, meanwhile, prevents wasted moves by allowing the last Encounter power available to not count as used if it misses every target. Challenge of Blades is a a neat way to mark and slow two enemies while also relying on either Str, Con, or Wis (Stats boosted by the Mul). Sudden Strength is of dubious utility, as it boosts Str and Athletics checks while also pushing enemies it hits, which can be confusing to a crowded room unless there&#039;s some mark setups. Made of Iron is a rather neat capstone stance, not only granting Resist 5 all, but also granting an attack that will perma-mark that target until the stance ends.&lt;br /&gt;
&lt;br /&gt;
Defenders are clearly the ones meant to benefit from this power, considering how two powers grant marks that would otherwise not be of use.&lt;br /&gt;
&lt;br /&gt;
==Revenant==&lt;br /&gt;
===Avenging Haunt===&lt;br /&gt;
Restricted to [[revenant]]s, this path focuses on the unnatural durability being undead grants with little-to-no focus on any particular role. &#039;&#039;Ghostly Action&#039;&#039; is a kickass starter, using an AP to grant Phasing and Insubstantial for a turn. &#039;&#039;Death Reprisal&#039;&#039; is the first point on the not-dying focus, granting +2 to hit whoever manages to drop the spook to 0 for a turn, while &#039;&#039;Unkillable&#039;&#039; makes it impossible to fall unconscious due to HP loss. Deathly Retort is a fun revenge attack, dedicated to any stat and able to inflict all the damage it just suffered to the dealer, but this still requires that the revenant hit. Haunting Form, while awesome-looking by granting Insubstantial, Phasing, and a fly speed, suffers by requiring a Standard Action to sustain the form - therefore meaning all the spooky scary ghostie can do as a ghost is run around, pissing people off and spending Minors. Death Locus makes for a fun curse, not only harming, but also forcing a save-ends effect that makes any attacks to the haunt deal half-damage back as necrotic (with missing halving the damage and only making the curse last the turn).&lt;br /&gt;
&lt;br /&gt;
==Shadar-Kai==&lt;br /&gt;
===Doomspeaker===&lt;br /&gt;
Restricted to [[shadar-kai]], this path can be better summarized as &amp;quot;Rattling: The PP&amp;quot;. No, seriously, all the features and powers either have the Rattling keyword or give benefits to those that do have it. The neatest part of this path is the level 12 utility, which rolls Intimidate vs. Will to grant Combat Advantage to the Doomspeaker, and the power&#039;s regained when a crit is scored.&lt;br /&gt;
&lt;br /&gt;
==Shardmind==&lt;br /&gt;
===Crystalmind===&lt;br /&gt;
Restricted to [[shardmind]]s with the Shard Swarm racial (meaning any of them), this path brings about a special sort of unity formed by assembling thousands of splinters of willpower into a grander being. The most blatant of these is &#039;&#039;Psychic Network&#039;&#039;, granting two new skill proficiencies, while &#039;&#039;Shard Swarm Reflex&#039;&#039; grants a free use of the &lt;br /&gt;
racial power whenever an AP is spent on another action. &#039;&#039;Psychic Channel&#039;&#039; is a rather less-than-interesting feature, turning any at-will power that is used unaugmented into psychic damage. Saw it Coming serves as a neat retribution power, foiling an attempted flank and making a basic attack on the enemy with some extra punishment. Crystal Duplicate forms, well, a duplicate; it can walk around and interact, but it&#039;s only good for one hit before falling apart while granting the original a round of invisibility. Perfect Knowledge acts as a setup by granting an enemy Vulnerable 10 all for a turn.&lt;br /&gt;
&lt;br /&gt;
When looking between this and Gatekeeper, it&#039;s easy to see this as less useful from a purely combative standpoint. A lot of the parts here require setup to work properly and there&#039;s a less clear focus on what the goal is. Ultimately, this path is probably only served for people who like the idea of more skills or the tricks it offers.&lt;br /&gt;
&lt;br /&gt;
===Gatekeeper===&lt;br /&gt;
Restricted to [[shardmind]]s who have pieces of the Living Gate inside them. This path is very defender-themed, as it does everything it can to make being nearby the Living Gate irritating. &#039;&#039;Dangerous Threshold&#039;&#039; inflicts Combat Advantage vs anyone who enters or exits the gate&#039;s reach, while &#039;&#039;Gatekeeper&#039;s Action&#039;&#039; uses an AP spent on an Action to turn all adjacent squares into difficult terrain. &#039;&#039;Gate Ward&#039;&#039; then ties into the Chosen Threshold power, granting a free use when bloodied and also inflicting Combat Advantage vs anyone to those near the wall. You Shall Not Pass, rather than [[Lord of the Rings|collapsing bridges to stop fire monsters]], immobilizes an enemy who dares escape the party. Chosen Threshold erects a big wall to use as a doorway, granting plenty of mobility options. Gate to Nowhere is a good way to remove a nuisance, making an attempt to flee the party into instant imprisonment in some pocket dimension until the save ends it, plopping it back somewhere else.&lt;br /&gt;
&lt;br /&gt;
Unlike Shard Disciple, this path is more open to a variety of classes by having the powers key off of any mental stat. Defenders and Controllers in particular can have fun with additional ways of locking people down from escaping less than ideal situations.&lt;br /&gt;
&lt;br /&gt;
===Shard Disciple===&lt;br /&gt;
Restricted to [[shardmind]]s who want to be more like a swarm of crystals. &#039;&#039;Paragon Power Points&#039;&#039; and &#039;&#039;Perfect Shard Swarm&#039;&#039; start this off with 2 free PP and a boost in range and speed for the Shard Swarm racial power. &#039;&#039;Shard Swarm&#039;&#039; also halves any damage taken from direct attacks when the shard spends an AP on a new action. &#039;&#039;Constant Swarm&#039;&#039;, meanwhile, is a typical twice/day racial feature. Irruption of the Living Gate is a basic blast that has the site where it hit turn into difficult terrain, though using those two PP to not only boost the blast radius but also teleport to wherever that may be. &#039;&#039;Recrystallize&#039;&#039; is a surprising cheat-death ability, spending a surge and a teleporting, a feature most Epic Destinies would envy. Shard Storm is then left to be Racial +1, not only being a burst, but also a sustained ability that is difficult terrain to any that step within and constant damage to those who dare stay and granting the owner several perks.&lt;br /&gt;
&lt;br /&gt;
Since this power depends on Int for its powers, a Wizard or Psion are the first choices to come into mind. While the Psion sounds obvious with the PP, the one power that has an Augment is already given PP by entering this path. A Swordmage, for example, might find interest in having ways to deny an enemy with all the difficult terrain.&lt;br /&gt;
&lt;br /&gt;
==Shifter==&lt;br /&gt;
===Bloodfury Hunter===&lt;br /&gt;
Restricted to [[shifter]] rangers with no preference to variant or class features with a predilection towards reckless savagery. &#039;&#039;Dynamic Transformation&#039;&#039; lets you shift 2 squares whenever you use your racial, &#039;&#039;Shifter&#039;s Action&#039;&#039; uses an AP to give Wis to the damage of your next attack as well as THP if you&#039;re bloodied, and &#039;&#039;Bestial Accuracy&#039;&#039; grants +2 to damage your Quarry when shifted. Blood for Blood is a tricky power in that 1) it either knocks the target prone or gives you a shift as determined by your subrace, and 2) you can inflict damage to yourself so you can deal additional damage. Unleash the Beast demands you to be bloodied so you can give everyone perma-Combat Advantage all so you can get Wis to damage. Bloodfury Ravage demands you to be shifted to use it, though being bloodied AND shifted lets it target the lowest of your target&#039;s NADs rather than just AC...and the payoff isn&#039;t that spectacular.&lt;br /&gt;
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===Moonstalker===&lt;br /&gt;
Restricted to [[shifter]]s, this path focuses on tapping into their primordial ancestry, allowing them increased powers of shapeshifting and an eye for opportunity. &#039;&#039;Go For the Throat&#039;&#039; nets you +1d6 extra damage on any prone opponents (Upped to 2d6 in Epic), &#039;&#039;Hunter Action&#039;&#039; uses an AP to give a free shift equal to Wis before or after your new attack, and &#039;&#039;Pack Tactics&#039;&#039; gives anyone near a prone enemy Wis to damage. Call to the Moon is a weak burst, but it&#039;s got range and anyone hit by it grants Combat Advantage for the turn. Unleash the Silent Predator is a new transformation that gives you Wis to speed on top of a free shift whenever you move. Circle the Prey is a weapon attack (thereby negating any implement-centric classes like Wizard or Psion) that deals ongoing damage and knocks them prone if it hits. On top of that, you get a free shift and gain Combat Advantage vs the target.&lt;br /&gt;
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Considering the fact that it keys off Wis so much with an attack that needs a weapon, classes like Rangers, Clerics, Sentinel Druids, and certain Monks become forefront choices for entry.&lt;br /&gt;
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==Thri-Kreen==&lt;br /&gt;
===Thri-Kreen Predator===&lt;br /&gt;
Restricted to [[thri-kreen]] who focus on attacking with any means necessary, even if it&#039;s with their own strange anatomy. &#039;&#039;Leap Into Action&#039;&#039; makes an AP not only grant a spare action, but also a free Athletics check to leap distances. &#039;&#039;Strong Claws&#039;&#039; gives the bug a natural climb speed and +2 to the racial power&#039;s damage. &#039;&#039;Entrapping Pack&#039;&#039; makes it so that any allies can flank any enemy the Predator is also nearby, which is fabulous. Grappling Claws is a grabbing attack which also includes some ongoing damage while grappling and the ability to move a bit. &#039;&#039;Insect&#039;s Spring&#039;&#039; is just a get in/out of jail free card by forcing an Athletics check to jump while being immune to provoking. Paralyzing Bite, while far from deadly as an attack, does grant not only a stunned enemy, but ongoing bonus damage to boot as well.&lt;br /&gt;
This Path is another strange one to key into, though Rogues are a standout contender with their needs to bounce around. Any non-casting class would probably find something of use here, though it might be advised to not try going if heavy armor is part of the build.&lt;br /&gt;
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==Tiefling==&lt;br /&gt;
===Broken Mirror===&lt;br /&gt;
Restricted to [[tiefling]]s with the Mantle of Misfortune feat (an encounter power that makes enemies miss more often and get slid around for failing) and going the next step with a newfound non-demonic power. &#039;&#039;Additional Misfortune&#039;&#039; grants a new use for the ability, &#039;&#039;Mirror Action&#039;&#039; adds an entirely new ability to spend AP on (Shifting an enemy 2 squares or 1 and knock them prone), and &#039;&#039;Deadly Misfortune&#039;&#039; makes this feat deal damage. Turathi Assault is a rather basic rider effect, making the next at-will deal bonus damage and prone an enemy. Aura of Flawed Fortune is a sustain effect that penalizes all nearby enemies while also permitting the man-devil to shift around any enemies that dare get close. Cloud of Misfortune is a different rider for an at-will that can&#039;t stack with Turathi Assault, though it also deals damage and prones an enemy - and that&#039;s on top of the now constant curse of having you shift them around if they fail to hit.&lt;br /&gt;
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This path is very class-agnostic, though controllers are probably the ones with the most interest in these abilities.&lt;br /&gt;
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===Hell&#039;s Keeper===&lt;br /&gt;
Restricted to [[tiefling]]s of any divine class who want to lock up all the bad things in hell while also having a restraining fetish. As in, most of the class focuses on the restrained condition. &#039;&#039;Heaven&#039;s Keys&#039;&#039; gives a swell defensive start with a +2 to saves vs dazing, stunning, immobilizing, and restraint. &#039;&#039;Jailor&#039;s Strength&#039;&#039; uses an AP used for an attack and makes the attack restrain the target rather than immobilize or slow, guaranteeing Combat Advantage. &#039;&#039;Chains of their Sins&#039;&#039; also restrains, but now it&#039;s on any crits, while also forbidding teleportation and stripping devils of their damage resistance. Yoke of Heaven is a basic restraining power that can dominate devils, Hell&#039;s Shackles is an AoE blast that counts as difficult terrain and penalizing anyone inside it (-2 to hit for anyone in it, while devils not only lose their resistances, but also gain vulnerable 10 to fire), and To Hell With You literally sends the opponent to Hell to get sodomized (Or the banisher could just fail and it just burns and immobilizes) until they make a save.&lt;br /&gt;
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Though this path is far from bad to pick, the thing that makes it a deciding factor is how often you&#039;re planning to hit devils. If you aren&#039;t hitting devils often enough, then it&#039;s probably okay to choose something else.&lt;br /&gt;
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===Hellborn Shadow===&lt;br /&gt;
Restricted to [[tiefling]] rangers with the Hunter&#039;s Quarry feature and a preference for dual-wielding and sneaking around. &#039;&#039;Hunter&#039;s Feast&#039;&#039; just grants 1+Con Mod THP whenever the devil kills a foe, while &#039;&#039;Immolation Action&#039;&#039; uses an AP to auto-wound an enemy with Quarry. &#039;&#039;Hellfire Caress&#039;&#039; is just a simple stripping of fire resistance, but only when hitting the Quarry. Shadowbite Strike is an interesting double strike that damages using both Str and Cha while also granting concealment and inflicting Vulnerable 5. Wings of Devilry is an encounter-based flight power that also acts as concealment. Balefire Scourge acts as the burst, inflicting both normal damage and ongoing fire damage that strips resistances to fire and grants concealment as well.&lt;br /&gt;
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As a path, this particular one really works best if you want to be some sort of cross between Rogue and Ranger with all the concealment going on. That said, the one strangeness of using one power that keys off Cha in a Wis-dependent class is unusual.&lt;br /&gt;
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===Infernal Eye===&lt;br /&gt;
Restricted to [[tiefling]]s of any psionic class who went all Nietzsche by staring into the abyss of hell. &#039;&#039;Infernal Visions&#039;&#039; is probably the big draw, allowing them to nullify a power they spent an AP to cast in order to regain that AP and power. &#039;&#039;Mantic Eye&#039;&#039; is the big utility power, keying Intimidate, Insight, and Perception off Cha, while &#039;&#039;Paragon Power Points&#039;&#039; just grants 2 extra PP to use. Vision of Death is a basic psychic attack that can has Augment 2 to make the enemy count as bloodied. Prescient Thought allows an ally to re-roll an attack or skill roll with a bonus. Hellfire Gaze is a fabulous capstone, inflicting constant damage to any one target they wish.&lt;br /&gt;
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Since most psionic classes can go with Cha as a key stat, any of the psionic classes can make their way in.&lt;br /&gt;
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===Lost Soul===&lt;br /&gt;
Restricted to [[tiefling]]s of any arcane class who sold their soul to the devil, acting as an all-rounder path. &#039;&#039;Infernal Retribution&#039;&#039; is a decent revenge attack, making sure that an enemy will suffer whenever they eat ongoing damage, and &#039;&#039;Secrets of Arcane Might&#039;&#039; adds Int or Cha Mod as damage to any attack made using an AP. &#039;&#039;Secrets of Arcane Mastery&#039;&#039; is the survivability booster by gaining THP whenever they kill an enemy. Hellish Escape is the bail-out switch, hitting and teleporting out of a sticky situation. Infernal Respite grants a re-roll on a save with a bonus, but failing will suck up a Surge. As a Capstone, Iron Wall of Dis is an insane piece of terrain control, not only blocking anything, but also burning anyone closeby or touching it and turning into difficult terrain if it breaks.&lt;br /&gt;
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The diverse features of this path make it work for any class,&lt;br /&gt;
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===Redeemer of the Damned===&lt;br /&gt;
Restricted to [[tiefling]]s of any primal class who seeks redemption for their Turathi forefathers. This path kicks off with &#039;&#039;Calling Souls to Battle&#039;&#039; which uses an AP to teleport the redeemer and nearby allies to an enemy, whom they then get Combat Advantage over. &#039;&#039;Redeemer&#039;s Reward&#039;&#039; gifts the Redeemer (or an ally) with free THP whenever they kill someone. &#039;&#039;Spirit Shielding&#039;&#039;, however, just grants Resist 5+1/2 level Necrotic, which is rather meager. Your Doom Awaits is a power that&#039;s rather unclearly worded, being a Burst Power, but has an effect that only mentions a target being affected; regardless, it stuns. Spirit of Sacrifice teleports anyone that gets get hit and then granting THP. Firesoul Salvation is the big AoE attack, summoning four big spirits that not only boost any healing surges made near them, but also deal ongoing fire damage to enemies near them.&lt;br /&gt;
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The Shaman or Druid turn up as decent first calls, what with both already being dependent on control on this level, though the Seeker might find something depending on what they want and the Barbarian might appreciate the new AoE.&lt;br /&gt;
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===Seer of Endings===&lt;br /&gt;
Restricted to [[tiefling]]s with the Gaze of Ruin racial power, but now with a dose of prophetic power so everyone can see dead people. &#039;&#039;Death-Seer&#039;s Action&#039;&#039; inflicts Vulnerable equal to Int Mod on an enemy until next turn for the cost of an AP. &#039;&#039;Weakness of the Hale&#039;&#039; is a seriously dangerous boon, granting Combat Advantage against all non-minion non-bloodied creatures. &#039;&#039;Puissant Gaze&#039;&#039; boosts the Gaze itself by upping the Vulnerable condition by Int Mod, the AC penalty by 1, and the attack penalty by 2. Deathly Glare adds either Weakened or 2d10 damage to an at-will if it hits one enemy, Foretold Death effectively grants a free Move action when a non-minion enemy dies, and Visions of Death is like Deathly Glare, only the damage (halved on a miss) and vulnerable 10 condition are both inflicted on a successful at-will.&lt;br /&gt;
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Since the class only really has a minor focus on Int, a good bundle of classes can manage with it, from Bards to Wizards to Battleminds, anyone who wants to inflict Vulnerable for their allies can see use for it.&lt;br /&gt;
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===Tiefling Hellstalker===&lt;br /&gt;
Restricted to [[tiefling]] rogues with a need for darkness and sneaking around. Starting off is &#039;&#039;Hell&#039;s Shadows&#039;&#039;, which grants +1 to all defenses when under concealment, and &#039;&#039;Hellstalker Action&#039;&#039;, which uses an AP to gain concealment for the turn. &#039;&#039;Gloom Wrath&#039;&#039; makes the Infernal Wrath racial power grant Combat Advantage vs any target, which makes it a set-up for any sneak shenanigans. Dimming Blow makes for a flexible set-up as well, being an attack that can hit from either at range (using crossbows or slings) or up close (with light blades) and then grant invisibility vs the target. Devil&#039;s Vision ensures that this can&#039;t be used against the stalker by granting Darkvision and the ability to see invisible things. Wrapping this up is Blackfire Wind, a burst attack that deals ongoing fire damage and grants invisibility against those nearby foes.&lt;br /&gt;
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Fortunately, the powers of this build make it rather easy to fit into a rogue&#039;s build. Whether you plan on being a blur of darkness and hellfire or a punishing ambusher, there&#039;s not much to turn you away from this Path.&lt;br /&gt;
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===Tiefling Warfiend===&lt;br /&gt;
Restricted to [[tiefling]] fighters with a need to use their unholy powers to make it hurt with the power of hellfire. For starters, &#039;&#039;Hellfire Retribution&#039;&#039; adds that anyone marked by the warfiend who doesn&#039;t hit him eats 3+Con Mod fire damage, &#039;&#039;Infernal Action&#039;&#039; is a basic &amp;quot;AP for Racial use&amp;quot; feature, and &#039;&#039;Infernal Opportunism&#039;&#039; ads fire damage to damage made using Combat Challenge or an OA. Hellfire Reprisal is a pretty simple power, only adding bonus damage if the target hit someone already. Infernal Resurgence gives a free Surge upon killing someone. Burning Wrath Smite is a basic attack with Reliable and ongoing fire damage.&lt;br /&gt;
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Compared to the Hell-Kite, this path focuses more with outlasting the enemy with a few ways to deal extra damage without needing to do anything, though it lacks any big flash like Flame Blade.&lt;br /&gt;
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===Turathi Hell-Kite===&lt;br /&gt;
Restricted to [[tiefling]]s of any martial class who want to make use of their more esoteric features. &#039;&#039;Tail Sweep Action&#039;&#039; starts with some decent crowd management, making all enemies adjacent to the target of an attack made using an AP prone regardless of the base attack&#039;s result, and &#039;&#039;Turathi Tenacity&#039;&#039; not only adds Int or Cha mod to all Healing Surges, but also grants an additional Surge to use at any time. &#039;&#039;Turathi Vigor&#039;&#039; also helps with survivability by  granting 10+Int/Cha Mod THP whenever Infernal Wrath is used. Hell&#039;s Ram is a simple but effective move, being an attack in a Swift action that can stun an enemy before starting an even bigger assault. Ride the Devil&#039;s Tail is a decent reaction power, shifting half-speed around an enemy that gets close. Flame Blade, however, is the big charmer, stacking Fire Damage to all attacks until the either the battle ends or the Hell-Kite decides to end it early to cash out with mega-damage.&lt;br /&gt;
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Warlords and Rogues are probably the first to come to mind for ways into the class with their innate dependencies on Int or Cha, but the Fighter can also see a use in this class with its bonus Surge and heals.&lt;br /&gt;
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===Turathi Highborn===&lt;br /&gt;
Restricted to [[tiefling]]s, this path allows them to tap both the arrogant determination of Bael Turath and their infernal taint for greater power. &#039;&#039;Hellfire Action&#039;&#039; is a rather basic feature, making an AP-powered attack deal 2d6 fire damage, &#039;&#039;Turathi Frenzy&#039;&#039; gives additional damage to bloodied enemies, and &#039;&#039;Kneel Before the Turathi&#039;&#039; makes Infernal Wrath knock any targets prone. Bolts of Bedevilment is a sinister starting ability that manipulates enemies into hitting each other, with some versatility by using Con, Int, or Cha to hit the enemy&#039;s Will. Infernal Nova makes the highborn bleed fire on anyone nearby. Thrall of Turath is a dangerous capstone, dominating an enemy while also burning them.&lt;br /&gt;
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While these abilities all key off either Con, Int, or Cha and not need Implements to be useful, this path is not for those who prefer to get up close and personal. Sorcerers probably benefit the most from this path, since everything can key off Cha, as would Clerics or Warlocks.&lt;br /&gt;
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==Warforged==&lt;br /&gt;
===Warforged Juggernaut===&lt;br /&gt;
Restricted to [[warforged]] who want to be the unstoppable force that crushes all underfoot. &#039;&#039;Charging Action&#039;&#039; grants +2 to speed and defenses when the juggernaut spends an AP to charge and &#039;&#039;Charging Strike&#039;&#039; deals bonus damage on a charge and shifts both the attacker and prey, while &#039;&#039;Construct Perfection&#039;&#039; adds +2 to saves and Endurance and &#039;&#039;Unstoppable&#039;&#039; makes spending an AP also give a save. Ruinous Onslaught is a charge-friendly attack that deals damage and stuns the foe, which might be fun for classes like the Barbarian or Fighter. Inorexable Momentum ignores terrain, occupied spaces, and even opportunity attacks with a +2 AC against those hits that they provoke. Crag of Steel shifts gears from unstoppable force to immovable object with Resist 5 all (ignoring additional effects if the damage is canceled), the ability to resist forced movement, and an aura of hitting against nearby foes.&lt;br /&gt;
Pretty clearly, classes that fare well as either assaulter or tank benefit best from this tank, be they Barbarian, Paladin, or Fighter. The key thing is that they want more to do with charging or tanking blows.&lt;br /&gt;
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===Warforged Lifeseeker===&lt;br /&gt;
Restricted to [[warforged]] leaders with a fascination with the living. &#039;&#039;Healing Action&#039;&#039; heals the bot or one of their allies if they spend an AP on an attack while &#039;&#039;Social Savant&#039;&#039; gives +1 to Wis and Cha skill checks and &#039;&#039;Empathic Healing&#039;&#039; makes sure that the &#039;forged heals some damage as well if they use a healing power. Verve Strike stuns while also giving one friendly unit some 5+Wis/Cha THP. Empathic Resonance gives the lifeseeker +2 to saves while also allowing allies to save as well if the seeker is successful. Unleashed Vigor is a pretty devious capstone, not only dealing ongoing damage, but also making it so that if anyone&#039;s nearby when the target takes that ongoing damage, they heal up.&lt;br /&gt;
Not all leaders are exactly keen to follow this path, though the Warlord will almost never go wrong here. Clerics and Ardents may require some work to fit in, but the Shaman will probably suffer the most with only Int being a possible tertiary.&lt;br /&gt;
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==Wilden==&lt;br /&gt;
===Nature&#039;s Avatar===&lt;br /&gt;
Restricted to [[wilden]] who embody nature&#039;s transitory aspects by empowering each racial power. &#039;&#039;Adaptive Action&#039;&#039; costs an AP to immediately change the avatar&#039;s racial power (though if the last one was used, you need to wait for a short rest to gain use for it), &#039;&#039;Bloodied Aspect&#039;&#039; boosts each racial differently (Aspect of the Ancients adds Wis Mod to the heal when bloodied, Destroyer grants +1 to attacks when bloodied, and Hunter grants +1 to speed when bloodied), and &#039;&#039;Bloodied Vigor&#039;&#039; adds +2 to damage on a turn where a Second Wind was used. For attacks, it pays to remember which aspect was used, as these impact the path&#039;s powers. Freezing Blast, for example, deals bonus damage to an at-will as standard ability, but then the Aspects add to it (Ancients dazes the power, Destroyer makes more damage, and Hunter restrains). Nature&#039;s Rebirth, while not a real attack influenced by the Aspect, does grant a saving throw and the ability to change the Aspect immediately. Nature&#039;s Purging Flame is another attack keyed off an at-will (though not on whether it hit or not) and dealing fire damage to the enemy and every adjacent ally and another Aspect-specific effect. &lt;br /&gt;
This path is similarly independent of any key stat, though it does require a certain interest in the racial powers and a burning need to make them more useful.&lt;br /&gt;
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===Treeborn===&lt;br /&gt;
Restricted to [[wilden]], though this one gives universal benefits to all racial abilities. &#039;&#039;Reaching for the Canopy&#039;&#039; grants all melee attacks extra reach after using the racial power, &#039;&#039;Reaching Limbs Action&#039;&#039; allows any successful melee attack made using an AP shift the target 4 squares, and &#039;&#039;Treeborn Action&#039;&#039; makes any melee attacks against enemies granting Combat Advantage crit on a 19+, which is...strange. Lashing Branches is a &amp;quot;shift the enemy&amp;quot; attack which at least is independent from a primary attack stat, though the shift distance is equal to Wis Mod. Root Sense is an epic Utility that allows the wilden to ignore most any cover or concealment (except superior cover), though it only lasts until you actually hit it. Walking Sentinel is an unimpressive capstone, only dealing big damage after shifting a bit and being a burst.&lt;br /&gt;
Really, any melee-based class can make use of this path, as can a more offensively-minded Druid. With the powers being mostly stat-agnostic, there&#039;s no major benefit from using any class over another save for the shift distance of Lashing Branches.&lt;br /&gt;
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=Other Paragon Paths=&lt;br /&gt;
==Feat-Exclusive Paths==&lt;br /&gt;
===Bloodknight===&lt;br /&gt;
This path is exclusive to any defender who has the Vampire Heritage feat (Vampire typing, +2 to perception and insight against vampires and ghouls, gaain Drain Blood Power (attack a grabbed foe to spend a surge)). This path doesn&#039;t offer much in the terms of controlling, but it does grant you ways to soften up opponents more for your killing blow. &#039;&#039;Blood Calling Action&#039;&#039; lets you spend an AP and mark anyone within 2 spaces of you when you attack, &#039;&#039;Taste for Blood&#039;&#039; recharges Blood Drain when you kill a marked enemy, and &#039;&#039;Marked Blood&#039;&#039; lets you use Blood Drain on a marked for as a free action.&lt;br /&gt;
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Bloodseeking Strike is a basic attack that grabs, ideal for setting up a Blood Drain while also giving +2 to Fortitude and Reflex against attempts to break the grapple. Mistblood Form gives you phasing while letting you deal full damage to insubstantial enemies. Dance of Blood is a stance that lets you slide an enemy 1 space closer before making an MBA as a free action each turn.&lt;br /&gt;
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===Cannith Mastermaker===&lt;br /&gt;
An [[Eberron]]-exclusive path for those with the Mark of Making feat (Gain a stronger version of the Alchemist feat and Enchant Magic Item ritual while also gaining use of a few others) who intend to use a lot of their items. The most obvious of these is &#039;&#039;Item Affinity&#039;&#039;, which allows you to use more item powers per day (3 at level 11, 5 at 21), while &#039;&#039;Mastermaker Action&#039;&#039; spends an AP on recharging an item power&#039;s use and &#039;&#039;Arcane Rechanneling&#039;&#039; lets you sacrifice a daily power to recharge an item power. Power Siphon is a basic ranged attack that lets you give your team either +2 to attack or to defenses. Item Resurgence allows an ally to use an item power without spending it. Lightning Infusion is a big burst that shoves enemies back and gives summons THP, which works wonders for a conjurer wizard or summoning alchemist (Your ideal options for entering this class since both demand Int as a primary and can summon).&lt;br /&gt;
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===Deneith Protector===&lt;br /&gt;
An [[Eberron]]-exclusive path for those with the Mark of Sentinel feat (You shift whenever an enemy provokes Opportunity Attacks and you can perform a few rituals). You get a bundle of tanky powers to keep you always moving. Defenders are the optimal choices for this path, with priority going to any that focus on Str and Int, as all attacks key off those two stats (Read: anything not named &amp;quot;Battlemind&amp;quot;). &#039;&#039;Bodyguard&#039;s Resolve&#039;&#039; starts you off with the ability to roll a save vs dazed or stunned whenever a marked enemy&#039;s about to attack an ally - saving ends it before the hit lands so you can trigger whatever interrupts you got. &#039;&#039;Sentinel Action&#039;&#039; uses your AP to mark everyone next to you and &#039;&#039;Deneith Mark&#039;&#039; just ends any marks on you the moment you mark someone. &lt;br /&gt;
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Bodyguard&#039;s Link lets you hit an enemy and then take the brunt of that enemy&#039;s next attack if it&#039;s not hitting you. Globe of Warding is a sustainable AoE that gives you and everyone within your aura 2 a +2 bonus to all defenses against ranged and area attacks. Punish the Assailant is an immediate interrupt that has you take the place of an ally under attack and, if the attack doesn&#039;t hit you, you can use an MBA to slap them silly.&lt;br /&gt;
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===Medani Trueseer===&lt;br /&gt;
An [[Eberron]]-exclusive path for those with the Mark of Detection feat (You can re-roll perception checks and use perception for arcana when sensing magic, plus some rituals) who want to ignore all the nonsense about invisibility and surprise. The reliance on Wis or Cha and its ability to screw with cover makes it a rather handy addition to a Bard or Rogue, with chances for use on Rangers. &#039;&#039;Blindless Sight&#039;&#039; already does a lot by making you immune to blindness and granting +2 to initiative and perception, then &#039;&#039;Trueseer Action&#039;&#039; lets you spend an AP to get Combat Advantage over anyone you see, and &#039;&#039;Medani Targeting&#039;&#039; allows you to ignore cover and concealment (but not the superior versions) when attacking someone you have Combat Advantage over. &lt;br /&gt;
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Medani True Strike is a means to ferret out invisible enemies for a turn while also hitting one guy whom gets no benefits to save his ass. Medani Foretelling lets you store a d20 roll and replace any attack roll with it. Disruptive Premonition is an immediate interrupt that lets you hit an enemy attacking your side and then gain Combat Advantage and a save-ends penalty to attack you.&lt;br /&gt;
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===Orien Swiftblade===&lt;br /&gt;
An [[Eberron]]-exclusive path for those with the Mark of Passage feat (Add +1 to the distance your powers let you shift/teleport and you can use certain rituals). &#039;&#039;Swiftblade Action&#039;&#039; lets you teleport for an AP, &#039;&#039;Vigilant Sprinter&#039;&#039; lets you run without giving Combat Advantage, and &#039;&#039;Swift Foot&#039;&#039; gives +1 speed and +1 to AC and Reflex against Opportunity Attacks. &#039;&#039;Shifting Charge&#039;&#039; lets you shift at full speed before hitting someone. Orien Unbound is remarkable for it&#039;s ability to end immobilized or marked effects and then giving a free teleport. Flurry of Teleportation lets you bounce around and hit up to three different enemies before bouncing out.&lt;br /&gt;
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This path&#039;s reliance on Str or Int does grant some curious means to get in. One way is to be a Fighter or Spellblade, someone who already has a need to deal lots of damage and now just wants a means to improve their mobility. The other means is as a Cleric or another class that offers plenty of means to move around but now wants to mix that into their attacks.&lt;br /&gt;
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===Phiarlan Phantasmist===&lt;br /&gt;
An [[Eberron]]-exclusive path to those trained in stealth and with the Mark of Shadow feat (You aren&#039;t exposed if you fail to hit anyone while hidden/invisible and you gain a few rituals) that works more on deception than assassinating like the Thuranni Shadowblade. &#039;&#039;Mind Fire&#039;&#039; stacks -2 to any saves your enemies take against illusion, fear, or psychic powers, &#039;&#039;Phantasmist Action&#039;&#039; lets you spend an AP to turn someone invisible, and &#039;&#039;Phase-Mist Shroud&#039;&#039; gives you invisibility and +1 to hit with fear, illusion, and psychic powers when you use an illusion power. Disturbing Visions is a ranged burst that slides enemies back and penalizes their attacks. Taunting Decoy sets up a sustainable decoy that can mark enemies and doesn&#039;t break when attacked, just shoved back with their mark undone. Phantasmist Stalker is a summon that is insubstantial when moving and can deal ongoing damage when it has Combat Advantage.&lt;br /&gt;
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The path&#039;s reliance on Int or Cha pretty much makes it clear how well Wizards or Bards fit, considering their reliance on both stats, though a particular sort of Cleric might also see use here.&lt;br /&gt;
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===Psionic Incarnate===&lt;br /&gt;
This path requires the [[Elan]] heritage feat (Gain immortal origin, telepathy 5, Elan Resilience power (Reduce damage 1/encounter)) to access, and when you consider what feats it has access to, you&#039;d figure your best bets would lie upon the Psion or Wilder, with the Battlemind and Monk following behind. +2 &#039;&#039;Paragon Power Points&#039;&#039; are here as always, &#039;&#039;Psionic Resilience&#039;&#039; adds resist psychic equal to 5+1/2xlevel, &#039;&#039;Repletion&#039;&#039; makes you immune to starvation or suffocation while also making you awake while asleep, &#039;&#039;Resurging Action&#039;&#039; uses an AP and your turn to recover +2 PP, and &#039;&#039;Perfect Resilience&#039;&#039; adds resist 5 all when you first get bloodied during the encounter.&lt;br /&gt;
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Discorporate Retaliation is an immediate interrupt triggered by you taking damage and is a blast that renders you insubstantial for the rest of the turn with an uagment 2 that grows the blast&#039;s size. Elan Recovery adds a flat +5 to all saves, helped by being an encounter power. Hidden Reserves lets you use any at-will with max augments and dealing +5 damage, with missing dealing half-damage.&lt;br /&gt;
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===Sivis Truenamer===&lt;br /&gt;
An [[Eberron]]-exclusive path for those with the Mark of Scribing feat (Speak 4 new languages a, +2 to Diplomacy, and can do rituals while speeding up scroll-making) and the ability to speak Supernal. Despite sharing a name with [[Truenamer|a very controversial class]], this isn&#039;t nearly as wildly imbalanced and focuses on Charms. It&#039;s reliance on Intelligence or Charisma also makes it ideal for Wizards, and certain builds of Divine Classes  &#039;&#039;Supernal Linguist&#039;&#039; lets you get +2 to knowledge checks, &#039;&#039;Truenamer Action&#039;&#039; allows you to spend an AP to recharge Channel Divinity or Implement Mastery, &#039;&#039;Word of Life&#039;&#039; increases your Healing Surges by Int or Cha, and &#039;&#039;True Word Healing&#039;&#039; lets allies within range spend a surge whenever you do. &lt;br /&gt;
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Utterance of Mockery is your first attack that makes people hit themselves. Sigil of Repulsion is a sustainable AoE that slows anyone approaching the center of the area. Utterance of Domination not only hurts the enemy again (this time not by themselves), but it also save-ends dominates, missing reducing this to a daze.&lt;br /&gt;
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===Vistani Execrator===&lt;br /&gt;
This path requires the [[Vistani]] Heritage feat (+2 to perception/insight on other Vistani and a power that gives Combat Advantage over the target while forbidding them from approaching you) and either an arcane class or the Invoker&#039;s Covenant of Malediction, as this path focuses on cursing. &#039;&#039;Cursed Action&#039;&#039; lets you spend an AP to gain Combat Advantage over anyone you attack, &#039;&#039;Sight Beyond Sight&#039;&#039; lets you immediately roll a save vs blindness and ignore concealment within 5 spaces, and &#039;&#039;Master of the Vistani Curse&#039;&#039; lets you use your Vistani power twice per encounter.&lt;br /&gt;
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Isolating Curse grants Combat Advantage over the target while also inflicting -4 to all defenses for anyone around them and blocks them from healing. Fumbling Curse interrupts an attack on you and places a save-ends curse that subtracts 1d6 on all attacks. Deadly Repurcussions also deals a save-ends Combat Advantage and 10 ongoing damage while also forcing them to take -1d6 on the save if they hit an ally of yours.&lt;br /&gt;
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===Thuranni Shadowkiller===&lt;br /&gt;
An [[Eberron]]-exclusive path to those trained in stealth and with the Mark of Shadow feat (You aren&#039;t exposed if you fail to hit anyone while hidden/invisible and you gain a few rituals) so you can become a proppa assassin. &#039;&#039;Shadow-Fade Action&#039;&#039; allows you to spend an AP for a turn&#039;s worth of invisibility, &#039;&#039;Thuranni Silence&#039;&#039; allows allies around you to gain +3 to stealth if untrained, and &#039;&#039;Shadow Wound&#039;&#039; lets an attack on an enemy you have Combat Advantage over deal ongoing necrotic damage. &lt;br /&gt;
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You get a double-whammy in Descending Shadows, which targets both Reflex and Will and can either slow or blind based on what you hit. Shadowstep builds a small sustainable zone of darkness that blocks people&#039;s vision and lets you teleport inside it. Spectral Garrote is a fun trick in that it not only attacks an enemy but you can then grab that enemy to keep on doing damage and use them as cover for any attack against AC or Reflex.&lt;br /&gt;
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Due to how this class keys so much off Dex, it only makes sense that you build it off a Rogue or Assassin, or possibly even a Ranger who has a thing for stealth.&lt;br /&gt;
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==Theme-Exclusive Paths==&lt;br /&gt;
===Arms-Troubadour===&lt;br /&gt;
Restricted to PCs with the [[Dark Sun|Athasian]] Misntrel theme and a fancy to light/heavy blades. This particular path plays more on being the graceful performer, a dancer who deftly swings enemies about with ease moreso than the poisoner. &#039;&#039;Uncanny Grace&#039;&#039; grants you Combat Advantage whenever an enemy misses with a swing or a close attack, &#039;&#039;Skillful Action&#039;&#039; uses an AP to give +5 to any skill checks you make, and &#039;&#039;Clever Footwork&#039;&#039; lets you re-roll athletics, acrobatics, and stealth checks while also ensuring that you doing ever get a narrow failure (any result that&#039;s 5 below the DC). Elegant Blade lets you shift around after hitting an enemy, giving you the chance to interrupt the enemy if they try to hit someone or flee you and then slide both you and the enemy anywhere you want. Deadly Deflection is a Daily interrupt that redirects a melee swing to go wherever you want. Poetic Flourish triples the damage of an at-will and save-ends dazes an enemy while putting you in a stance to trigger a special Daily that gives allies a chance to re-roll damage whenever you hit.&lt;br /&gt;
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===Caravan Master===&lt;br /&gt;
Open to anyone with the [[Dark Sun]] exclusive Dune Trader theme and decides to double down on the leadership aspect of this theme.  &#039;&#039;Master&#039;s Action&#039;&#039; lets you spend an AP to either gain +2 to all defenses or grant an ally a saving throw, &#039;&#039;Road Hardened&#039;&#039; gives you and your friends +1 speed, and &#039;&#039;Sharp Customer&#039;&#039; makes you both immune to flanking and able to re-roll insight and perception checks.&lt;br /&gt;
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Desert Skirmish is a unique ability that&#039;s both denial and enabling, giving two allies (or you and an ally) a free shift and basic attack while preventing anyone from moving around them. Merchant&#039;s Strategy lets you end a mark and give the ally (and yourself) an inability to grant Combat Advantage. Fighting Retreat gives you a basic attack that slows and a chance to evacuate your party, though you can limit it to just yourself and an ally and make one more attack. &lt;br /&gt;
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===Demon-Bound===&lt;br /&gt;
Available to anyone non-good or anyone with the Demon-Spawn theme, this path corrupts you with demonic power to use to become even deadlier. &#039;&#039;Abyssal Action&#039;&#039; uses an AP to gain THP and +2 to attack, &#039;&#039;Demonic Bloodlust&#039;&#039; gives you Combat Advantage ovver an enemy you bloody in melee, and &#039;&#039;Vile Possession&#039;&#039; makes you uncontrollably insane with +2 to damage and the need o attack anyone who provokes an Opportunity Attack - including your friends.&lt;br /&gt;
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Abyssal Frenzy explodes whenever you score a hit in melee and shoves everyone nearby back with 10 damage, Demonic Resilience reduces any damage you take once bloodied and then uses it to deal more melee damage. Demonic Stigmata is kinda like the [[Warden]]&#039;s guardian forms in that it shapeshifts you, giving THP, a recharge for Demonic Resilience, and a special attack that adds a second attack to your first for extra damage.&lt;br /&gt;
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===Doomlord===&lt;br /&gt;
Exclusive to those with the Ironwrought theme or anyone with proficiency in scale armor and military melee weapons. &#039;&#039;Doomlord&#039;s Action&#039;&#039; allows you to spend an AP and use your action to deal 1d10+Main Stat necrotic damage to all nearby enemies while also granting them Vulnerable 5 necrotic, &#039;&#039;Entropic Surge&#039;&#039; lets you halve the healing from a surge to get +2 to hit with your next attack, and &#039;&#039;Entropic Harbinger&#039;&#039; is a u16 power that gives you an aura of healing-denial whenever you kill someone.&lt;br /&gt;
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Entropic Strike doubles an attack&#039;s damage with necrotic and denies the target any healing for a turn. Doomlord&#039;s Advance is a escape-teleport that pushes -2 to hit and save on anyone next to where you just were. Hasten the End is another deadly attack that triples another melee attack&#039;s damage and deals ongoing necrotic damage that instakills anyone below 10 HP.&lt;br /&gt;
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With the many means of denying heals and dependency on melee attacks, your best bets for class are really any defender or melee striker.&lt;br /&gt;
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===Dune Strider===&lt;br /&gt;
This path is exclusive to the [[Dark Sun]] Wasteland Nomad background, this path enables a bit of durability by handicapping enemies with the power of the desert. &#039;&#039;Dune Strider Action&#039;&#039; uses an AP to give +2 to all defenses and negate terrain, &#039;&#039;Waste Walker&#039;&#039;adds +2 to nature and endurance checks, adds your primary stat to Fort against disease, and makes overland travel slightly faster and require less resources, and then there&#039;s &#039;&#039;Shifting Sands&#039;&#039;, which gives concealment to anyone near you when you shift.&lt;br /&gt;
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Screaming Sand Strike deals a double whammy of blindness and concealment against the target at the expense of being essentially a basic attack. Dust Storm Dance lets you swap places with up to two different enemies, gaining Combat Advantage over both of them. Bane of the Crimson Sun is another flexible attack with piddly damage, but it deals save-ends weakened with the price of failing a save being 10 fire damage and prone, while missing just weakens for a turn.&lt;br /&gt;
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===Jaszt Dancer===&lt;br /&gt;
A [[Dark Sun]] exclusive path for anyone with the Gladiator theme, turning them into graceful and acrobatic combatants who specialize in light blades. &#039;&#039;Dancer&#039;s Grace&#039;&#039; lets you ignore rerrain while running, charging, or moving as part of an attack, while &#039;&#039;Slicing Action&#039;&#039; deals ongoing damage when you use an AP to attack with a light blade and &#039;&#039;Painful Wounds&#039;&#039; sticks -2 to any saves against the ongoing damage you inflict. &lt;br /&gt;
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Principle of the Razor uses a light blade to daze an enemy or deal extra damage to the dazed. Arena Dancer is a stance that adds +2 to AC and Reflex while gaining Combat Advantage over anyone who misses you in melee. Dance of the Whirling Razors has you slide around, attacking up to three enemies and dealing ongoing damage and save-ends dazing to those targets you hit.&lt;br /&gt;
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===Mind General===&lt;br /&gt;
A [[Dark Sun]] path restricted to PCs with the Noble Adept theme, meaning this path plays incredibly well with psionic classes - especially Psion and Ardent. Alongside the +2 &#039;&#039;Paragon Power Points&#039;&#039;, you get &#039;&#039;Reward Victory&#039;&#039; to slide an ally who killed someone to their next prey, &#039;&#039;Commanding Action&#039;&#039; to shift an ally and give them +2 AC/Reflex for an AP, and &#039;&#039;Telepathic Gestalt&#039;&#039; to link allies so that one suffers -2 to all NADs to gift that +2 to another ally.&lt;br /&gt;
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Direct Order dazes an enemy, allowing a nearby ally (Augment 2 ups this to two) to either flee or attack with a +2 bonus to hit. Legion&#039;s Press lets an ally shift up to half-speed, but if you used it on turn 1 this extends to everyone within range. Unequaled Command is a big psionic burst that slides enemies and then puts you in a stance that lets you slide allies or enemies by a space.&lt;br /&gt;
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===Psionic Scholar===&lt;br /&gt;
A [[Dark Sun]] path restricted to the Noble Adept theme by granting all sorts of debuffs for any Controller, though all the powers are keyed to psionic. &#039;&#039;Dazing Action&#039;&#039; uses an AP to daze whoever you hit, &#039;&#039;Guarded Mind&#039;&#039; grants Resist psychic, and &#039;&#039;Scholar&#039;s Analysis&#039;&#039; lets you figure out resistances and which of a target&#039;s NADs are  the weakest.&lt;br /&gt;
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Psionic Capture lets you immobilize a target and then either strip off a resistance or hit an NAD with a penalty. Mental Juxtaposition lets you interrupt an enemy&#039;s attack by penalizing both the attack roll and the defense that attack was targeting. Perfected Discipline is impressive, targeting up to three enemies and any of the three NAD&#039;s for save-ends shenanigans: Hitting Fort weakens, hitting Reflex restrains, and hitting Will deals ongoing damage.&lt;br /&gt;
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===Resurgent Wilder===&lt;br /&gt;
This particular path depends on the [[Dark Sun]] Wilder theme, riding upon the class&#039; inherent need to critfish. &#039;&#039;Reinvigorating Surge&#039;&#039; lets you spend a surge whenever you crit, &#039;&#039;Volatile Action&#039;&#039; uses an AP to make attacks crit on a 19+, and &#039;&#039;Volatile Surges&#039;&#039; make your psionic at-wills crit on an 18+.&lt;br /&gt;
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Resurgent Repulsion gives you a ranged attack that slows and deals -2 to attacks against you while critting deals save-ends dazing. Critical Insight lets you target one enemy and allow any one attack you or an ally makes auto-crit. Shards of Strength is a small burst that deals ongoing damage and a save-ends condition that makes your attacks crit on an 18+.&lt;br /&gt;
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===Sand Reaver===&lt;br /&gt;
This path requires the [[Dark Sun]] Wasteland Nomad theme to be far more up-front and offensive. Your goal here is to kill without hesitation. You get &#039;&#039;Bloodlust Action&#039;&#039; to get +2 to hit bloodied enemies whenever you spend an AP and &#039;&#039;Relentless Reaver&#039;&#039; to add your primary stat to your healing surge value, while deals -2 to attack on any bloodied creature you hit. &lt;br /&gt;
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Reckless Fury is a burst that gives Combat Advantage to all enemies, but anyone who does approach you provokes Opportunity Attacks. Bloody Harvest is a rather minor stance that adds your primary stat to your next attack&#039;s damage after killing an enemy. Reaving Brutality is a big attack that deals save-ends inability to shift and permits a healing surge if the attack doesn&#039;t kill.&lt;br /&gt;
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===Shady Dealer===&lt;br /&gt;
This path requires the [[Dark Sun]] Dune Trader theme, dedicating more on being the deceiver and con-master with shades of a leader. You start with the handy &#039;&#039;Swindling Action&#039;&#039; to prevent Opportunity Attacks for an AP and &#039;&#039;Well-Traveled&#039;&#039; gives extra languages and re-rolls for bluff, diplomacy, or streetwise, while level 16 nets &#039;&#039;Skilled Negotiator&#039;&#039; to ensure that minor failures on bluff, diplomacy, and streetwise are never an issue.&lt;br /&gt;
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Your first power is Convincing Deception, a deceptive set-up that pulls an enemy in for a free attack by you and a possible ally. Convincing Deception lets you give an ally Combat Advantage over one foe while another ally slides up next to the same enemy. Unwitting Ally lets you save-ends dominate one enemy and then make them not only less likely to hit your side, but also make them count as an ally for flanking and gives you a special attack that lets them attack someone for you.&lt;br /&gt;
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===Unwelcome Guest===&lt;br /&gt;
Restricted to PCs with the [[Dark Sun|Athasian]] Misntrel theme who really love poisoning things. &#039;&#039;Duplicitous Nature&#039;&#039; gives you both the Alchemist feat (To craft various alchemical items and poisons) and a formula book with a few things, chiefly Blooodspike Poison, &#039;&#039;Condemning Action&#039;&#039; spends an AP to immobilize and gain Combat Advantage over enemies you hit, and &#039;&#039;Foolproof Poison&#039;&#039; just makes your poison powers from the theme and path deal acid + poison damage. Noxious Strike is a flexible attack with a deadly surprise: if the enemy moves or attacks, you get to deal damage and either deal even more damage, daze, or immobilize the enemy. Pernicious Poison is an extra rider on a melee weapon that weakens and save-ends dazes an enemy. Burning Venom is another flexible attack that deals ongoing poison damage and strips away any resistance or immunity to poisons without recovery.&lt;br /&gt;
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===Veiled Guardian===&lt;br /&gt;
Another [[Dark Sun]] path for those with the Veiled Alliance theme and intend to be preservers and hardcore mark-reliant defenders. &#039;&#039;Alliance-Trained Mind&#039;&#039; gives a decent start with +1 Will and +2 to Insight and Perception, &#039;&#039;Veiled Guardian&#039;s Action&#039;&#039; spends an AP to curse an enemy with save-ends marking and Combat Advantage, and &#039;&#039;Marked Preservation&#039;&#039; lets you mark someone an ally hit with an arcane attack. &lt;br /&gt;
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Soul-Veiling Strike is interesting in that it marks an enemy and forces them to only use at-wills and deny power recharging - and this is before mentioning how you can also spend a minor on this action, letting an ally near the target shift away on a hit. Guardian Dash is a sudden rush, marking one guy while also knocking anyone else in the way prone and using Resist 10 all against Opportunity Attacks. Veiled Guardian Stance is a basic burst that save-ends marks anyone you hit and just normally marks everyone else, then puts you in a stance that immediately attacks anyone leaving your presence and locking them down - spending a minor here just adds +2 to these attacks.&lt;br /&gt;
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==Multiclass==&lt;br /&gt;
===Avernian Knight===&lt;br /&gt;
A path that crosses fighter and infernal warlocks, the Avernian Might puts together hellish power and martial mastery into a blend of withering hellfire and steel. You begin with &#039;&#039;Avernian Action&#039;&#039; using an AP to add +5+Con fire damage to your next attack and &#039;&#039;Melee Implement&#039;&#039; letting you use a weapon as a warlock implement by exchanging its proficiency bonus for preventing Opportunity Attacks for using it in an attack, and you eventually get &#039;&#039;Hellish Mark&#039;&#039; deals fire damage on your marks whenever they don&#039;t hit you. &lt;br /&gt;
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Curse Strike is a set-up, making your next attack deal +2d6 damage and giving -2 to the target&#039;s attack. Avernian Challenge is a bit iffy in that it teleports you 5 spaces and then immediately marks whoever&#039;s next to you for the turn. Hellforged Blade is a burst that slaps on a bunch of things, all ended with one save: 10 ongoing fire damage, marking, and -2 to all defenses, while missing just deals 5 ongoing fire damage.&lt;br /&gt;
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===Covenant Agent===&lt;br /&gt;
A slightly unusual path, this combines avenger and assassin so long as you have either Assassin&#039;s Shroud or Oath of Emnity. What you now need to learn is how to be the perfect killing instrument. &#039;&#039;Bleeding Defeat Action&#039;&#039; lets you spend an AP to make an attack deal ongoing radiant+necrotic damage, &#039;&#039;Shadow of the Gods&#039;&#039; has you deal -3 to any saves your target makes when you hit with a radiant or necrotic power, and &#039;&#039;Harbinger&#039;&#039; has your shroud or oath strip any radiant or necrotic resistances your target has.&lt;br /&gt;
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Withering Onslaught allows you to deal both radiant and necrotic damage as well as put the target under your oath/shroud without caring about limits. Precision Gait is a stance that lets you shift at full-speed, which is useful for pursuing a target. Covenant of Assassination lets all your powers from either class deal radiant+necrotic damage instead of any other type.&lt;br /&gt;
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===Dragonfoe Ragespell===&lt;br /&gt;
A strange combination of sorcerer and barbarian, you need the Tymanther background to even begin considering this path. You become a hybrid of arcane might and furious power, hellbent on destroying the wicked. It is unfortunately a bit difficult to get a good build from this, as you&#039;re required to have a sorcerer&#039;s at-will power but also have a melee weapon and implement (daggers can cut the time if you don&#039;t mind the damage being piddly).  &#039;&#039;Ragespell&#039;s Action&#039;&#039; lets you add +1d10 damage against one target (+2d10 if they&#039;re large), &#039;&#039;Sorcerous Rage&#039;&#039; lets your sorcerer at-wills deal +1d6 damage and crit on a 19+ whenever you&#039;re raging, and &#039;&#039;Sorcerer&#039;s Rampage&#039;&#039; lets you use an at-will whenever you crit (replacing the barbarian&#039;s Rampage).&lt;br /&gt;
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Sorcerer&#039;s Fury is a basic whack that shoves anyone near the target away. Resilient Denial grants you Resist 15 against one damage type whenever you&#039;re bloodied. Arcane Overload is a rather unimpressive attack that deals save-ends weakened, but it does let you attack with a sorcerer at-will whenever you hit with a weapon without worrying about provoking.&lt;br /&gt;
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===Sainted General===&lt;br /&gt;
Now for a case of two classes who couldn&#039;t be any more fitting if they were made to: in this case, paladin and warlord. Combining both grants plenty of new supporting options while leaving opportunities to excel in combat. &#039;&#039;Sacrificial Action&#039;&#039; lets you spend an AP after hitting with a power from either class and let an ally spend a surge and gain +Str bonus HP, &#039;&#039;Sainted Challenge&#039;&#039; lets allies add +Cha to any melee damage against the target of Divine Challenge, and &#039;&#039;Inspired Revival&#039;&#039; lets anyone you heal make their attacks count as radiant damage for the turn.&lt;br /&gt;
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Blazing Corona is a burst that either blinds anyone inside it or leaves them open to a free MBA. Heaven&#039;s Warriors grants a big aura that lets allies inside either deal extra fire+radiant damage on their next attack, add +Cha to all defenses for a turn, or spend a surge to recover +Cha HP. Radiant Crusade is a burst 5 that allows every ally to make an MBA and from then onward, everyone&#039;s attack either deals +Cha radiant damage to all melee attacks or regain +Cha HP on a miss.&lt;br /&gt;
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===Tharos Impostor===&lt;br /&gt;
Another [[Forgotten Realms]] exclusive, this path a rogue and warlock with the infernal pact and the Impiltur regional benefit and places you as a spy within the demonic cult of the Fraternity of Tharos, using your wits and unholy knowledge to one day topple them from within. Both attacks from this path demand a light blade in your possession, you&#039;d best be either all about using weapons or (ideally) own a Pact Blade. You start with &#039;&#039;Accomplished Liar&#039;&#039; letting you re-roll bluffs and having feints be a minor action, while &#039;&#039;Terrifying Wrath&#039;&#039; deals -2 to all saves for enemies within range when you spend an AP, and you can eventually use &#039;&#039;Hellbound Fury&#039;&#039; to gain Combat Advantage over anyone hit by Hellish Rebuke.&lt;br /&gt;
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Hellfire Blade is a flexible attack that slows the target and ignores resistances. Ashen Compact devours one of your healing surges, but it teleports you out of harm&#039;s way and grants you fire resistance equal to your surge value. Demon-Fueled Vengeance is a dangerous and flexible attack that save-ends negates all resistances, making it a dangerous set-up.&lt;br /&gt;
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===Thay Infiltrator===&lt;br /&gt;
You are one of the few who have ventured into the undead realm of Thay, relying only on your instincts and holy patron for protection. You&#039;re now responsible for their survival. This class requires a mix between ranger and any class with Healing Word (Meaning clerics and maybe a sentinel, though you really get nothing for the latter) with the Algarond regional benefit and a focus on ranged warfare (such as the Archery Ranger style). You begin with &#039;&#039;Blinded by the Light&#039;&#039; granting full concealment against quarry you hit with radiant damage and &#039;&#039;Sacred Stealth&#039;&#039; granting a free move ans stealth check to hide after spending an AP, while &#039;&#039;Rise and Fire&#039;&#039; lets you make a free RBA after using Healing Word to save a dying ally.&lt;br /&gt;
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Blessed Shot is a basic ranged shot that deals radiant damage. Divine Veil gives your party an immediate use of a surge and grants them both total concealment and a chance to hide from one enemy of their choosing. Holy Barrage is a ranged burst that deals middling damage, but lets an ally pick a benefit (spend a surge, +2 to all defenses for a turn, or regen 5 for the fight).&lt;br /&gt;
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===Traveler&#039;s Harlequin===&lt;br /&gt;
This is an [[Eberron]] path for anyone trained in bluff, has a multiclass feat, and worships [[The Dark Six#The Traveler|The Traveler]] and thus acts as a vessel of multifarious trickery. Your first gift is &#039;&#039;Master of Many Paths&#039;&#039;, which lets you multiclass in multiple paths, and &#039;&#039;Traveler&#039;s Gift of Action&#039;&#039;, which uses an AP to let you re-roll an test to pick the higher but forces you to roll the next test and take the lower, then you get &#039;&#039;Traveler&#039;s Fickle Favor&#039;&#039;, which has you roll a d12 (why not a d20 is beyond us) and lets you re-roll another test where you roll this number once per day, and &#039;&#039;Traveler&#039;s Unpredictable Power&#039;&#039; has you poach the d20 power of another Paragon Path you qualify for or a d19 of your class.&lt;br /&gt;
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Traveler&#039;s Mummery is a ranged burst that shifts anyone in the area, friend and foe alike. Shape of the Traveler is pretty much a shapeshift, letting you look like another person and get a +5 to bluff checks made to pass off as the guise.&lt;br /&gt;
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===Underchasm Darkwatcher===&lt;br /&gt;
If you ever needed an award for &amp;quot;classes least likely to fit together&amp;quot;, then here you go: a class open to warlocks and wardens with the East Rift background. You are among those who dedicate themselves to some extraplanar entities in order to protect survivors of the Great Rift collapse against the perils of the Underchasm. You start with &#039;&#039;Pierce the Darkness&#039;&#039; granting darkvision or a +2 to perception if they already have darkvision, &#039;&#039;Stoneform Curse&#039;&#039; uses an AP to mark enemies you curse, and &#039;&#039;Darkstone Tendrils&#039;&#039; grants you Combat Advantage over those you curse and mark.&lt;br /&gt;
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Deepdark Strike is a rather abysmal Con-based melee attack that blinds its target. Cursefire Light is a stance that lets you either gain THP or a save whenever you get hit by a cursed enemy. Form of the Umber Hulk is a warden polymorph power that grants +2 to AC and Fort while also giving tremorsense and a short burrow speed; the exclusive attack is a con-or-cha-based blast that guarantees a slide on all targets and save-ends dazes those you hit.&lt;br /&gt;
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===Warpath Berserker===&lt;br /&gt;
A rather curious yet fitting combination, this path demands some mix between barbarian and warlord - both classes whom require particular builds to maximize Str and Cha to work ideally (Thaneborn and Bravura in this instance). This leads to a combatant who can hit hard while in the thick of combat with pals and a lot of gambling. You get &#039;&#039;Awakened Wrath&#039;&#039;, which grants you Combat Advantage over everyone when you crit (Tying into the Barbarian&#039;s Rampage), &#039;&#039;Inciting Action&#039;&#039; spends an AP to make an ally charge with +Cha to attack and damage or grant Combat Advantage to everyone (Bravura Presence except that you&#039;re paying for it), and &#039;&#039;Infectious Rage&#039;&#039; lets allies get +2 to damage whenever you&#039;re raging, be it legit rage or multiclassed rage from the Berserker&#039;s Fury feat (You can add +2 to damage for an entire fight once per long rest).&lt;br /&gt;
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Crush Them is an incredibly nifty power, letting up to two nearby allies charge - if they hit, you can use this again, if they miss, you&#039;re dazed. Test of Mettle is an interesting option, letting a nearby ally either spend a healing surge to get half the healing or make an attack to change getting double the value of your surge...oh, and they&#039;re now immune to fear for the fight. Warpath Rage shoves the target back and on the floor before entering a rage where any nearby ally can make an MBA whenever you bloody someone.&lt;br /&gt;
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===Witchmaster===&lt;br /&gt;
This particular path proposes to be a path for a mix of warlocks and warlords, but looking at how everything falls together, it seems that the easiest way to blend them together is a archery warlord multiclassed with warlock, with powers keyed on Str and requiring distance. &#039;&#039;Adaptable Witchery&#039;&#039; lets you fire ranged warlock powers from an ally&#039;s position as if they used it, &#039;&#039;Bewitching Action&#039;&#039; lets you slide away nearby enemies whenever you or an ally spends an AP to use an arcane power, and &#039;&#039;Arcane Presence&#039;&#039; lets anyone under your Commanding Presence teleport +Int squares.&lt;br /&gt;
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Eldritch Missile is a ranged attack that deals +Cha splash damage to enemies near the target, while allies near you gain +Int THP. No Wasted Opportunity gives an ally who missed an Opportunity Attack a free AP, which is a rather overcompensatory gift that&#039;s always welcome. Eldritch Allies save-ends curses the target with an aura 2 that lets allies gain +Cha to damage on any enemies inside it.&lt;br /&gt;
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==Miscellaneous==&lt;br /&gt;
===Alchemist Savant===&lt;br /&gt;
This path is one meant for those dedicated to alchemical crafting, so you need a mean to do so, be it from the Alchemist theme or Alchemist feat. This starts you off with &#039;&#039;Alchemical Action&#039;&#039; adding +Int to your next attack when using an AP, &#039;&#039;Alchemical Innovator&#039;&#039; lets you learn two new alchemical items at various levels (11, 15, 21,25), &#039;&#039;Resourceful Alchemist&#039;&#039; lets you use alchemical items as materials for making others, and &#039;&#039;Alchemy Master&#039;&#039; gives you +2 to hit with alchemical items.&lt;br /&gt;
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Quick Admixture lets you use a minor in order to use any alchemical item without using any further actions. Secret Recipe lets you duplicate an alchemical item you use, though this copy&#039;s only good for the encounter. Spell Magnet is deploys a column with an aura 3 that deals -2 to all enemy defenses against your arcane attacks and -2 to all saves. On top of this all is a special at-will attack that&#039;s a burst 5 centered on the column that shocks, deals ongoing lightning damage, and pulls them right into the column.&lt;br /&gt;
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===Contract Killer===&lt;br /&gt;
The &#039;&#039;[[Book of Vile Darkness]]&#039;&#039; gives you another evil-aligned path, this time for anybody trained in stealth. What do you get from this? An [[assassin]] who&#039;s really bent on killing a dude. &#039;&#039;Killer&#039;s Action&#039;&#039; lets you spend an AP to gain Combat Advantage over nearby enemies, while &#039;&#039;Killer&#039;s Aggression&#039;&#039; gives you +1d6 damage on your first attack over anyone you have Combat Advantage over (anyone for a CRB rogue thanks to First Strike) and &#039;&#039;Hidden Threat&#039;&#039; adds +1 to hit enemies you&#039;re hidden from and a second use of the path&#039;s encounter power each encounter.&lt;br /&gt;
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That power is &#039;&#039;Fulfill Contract&#039;&#039;, a rider to any at-will that you make with Combat Advantage, adds +3 to the attack and +2d6 damage, and grants THP when you kill the target. Next to Die gives you permanent Combat Advantage over one target and lets you shift 2 spaces when they move, but you take a -2 penalty to attack anyone other than them. Certainty of Death is another rider on an at-will that you use when hidden, dealing a bunch of extra damage and gain Combat Advantage against the target...but only for the next turn, which would be wasted if you actually killed your target.&lt;br /&gt;
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===Herald of Madness===&lt;br /&gt;
Open to barbarians, monks, and rangers, this is the path for anyone wanting to portray someone corrupted by some Lovecraftian madness. &#039;&#039;Befouled Mind&#039;&#039; lets you deal damage to anyone attacking your Will, &#039;&#039;Infectious Madness Action&#039;&#039; lets you spend an AP to force whoever you hit to attack someone else, and &#039;&#039;Recovery through Pain&#039;&#039; lets an ally re-roll a saving throw at the cost of some HP.&lt;br /&gt;
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Disorienting Strike is a charge-friendly strike that can make an enemy (and anyone near them) provoke Opportunity Attacks, even when shifting or teleporting. Maddening Redirection is a stance that can let you distribute some damage between you and anyone near you when you get punched. Babbling Rage is a Rage power that targets Will and grants Combat Advantage to anyone nearby for the whole fight.&lt;br /&gt;
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===Phantasmagoric Scoundrel===&lt;br /&gt;
Now here&#039;s an absolutely strange path that&#039;s only been seen in Dragon Magazine - all you need is training in arcana and either bluff or thievery and you qualify. &#039;&#039;Blinding Action&#039;&#039; makes crits on anyone you have Combat Advantage over blind when you spend an AP, &#039;&#039;Combat Illusionist&#039;&#039; lets you learn any arcan illusion powers below level 7 (which can be retrained to any power below level 13 when you reach epic), &#039;&#039;Expert Phantasmagorist&#039;&#039; lets you perform deception rituals with a 1/day waiving of any material cost aside from a focus (with &#039;&#039;Master Phantasmagorist&#039;&#039; granting a second use of this waiving), and &#039;&#039;Illusory Communication&#039;&#039; lets you use arcana in place of any bluff or thievery check.&lt;br /&gt;
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Corner of the Eye is your u12 power that forms a small ranged burst that you can move and counts as difficult terrain for enemies and grants Combat Advantage over anyone trapped inside. Deadly Visions is a rider attack that can use implements or weapons and gives an at-will extra damage and a save-ends condition that gives Combat Advantage to everyone and forces them to either take ongoing damage or be dazed.&lt;br /&gt;
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===Ocular Adept===&lt;br /&gt;
Available to rangers, seekers, and hunters, this is perhaps the most hardcore archery path available with a strange psionic bent. The focus of this entire path is your &#039;&#039;Spiriteye Manifestation&#039;&#039;, a transformation that makes your ranged weapon no longer use ammo or reloads, while &#039;&#039;Blasting Action&#039;&#039; lets you use an AP when you make one ranged attack to make a second, and &#039;&#039;Spiriteye Perfection&#039;&#039; makes your new weapon fire hands-free and no longer provoke Opportunity Attacks for firing.&lt;br /&gt;
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Totem Eye Beams has your spiriteye shoot two enemies, each dealing a random effect (dazing, immobilizing, taking extra damage, or sliding) while also giving you a temporary fly speed. Soaring, All-Seeing gives you a temporary fly speed of 4 and makes flanking a non-issue. Rapid Eye Rays of Doom gives you no attack, but it&#039;s a stance that lets you make an RBA with your spiriteye as a minor while letting you shift as a free action, giving you an insane amount of utility.&lt;br /&gt;
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===Purple Dragon Knight===&lt;br /&gt;
This title famous to the [[Forgotten Realms]] setting is open to fighters, paladins, and warlords affiliated with Cormyr. The powers all dedicate to helping allies out, but the features focus more on the user. &#039;&#039;Cormyrean Knight Training&#039;&#039; adds +1 to attack when you use second wind, &#039;&#039;Purple Dragon Focus&#039;&#039; lets you use second wind as a free action when you spend an AP, and &#039;&#039;Purple Dragon Aura&#039;&#039; gives nearby allies +2 to saves.&lt;br /&gt;
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Rallying Attack just gives allies +2 to hit your target. Rallying Cry gives you and everyone in range +2 to speed and +1 to saves. For Cormyr may be a burst, but it harms nobody and instead guarantees a save-ends -2 to attacks, saves, and defenses with a hit only shoving enemies back while also giving allies a fixed value of HP.&lt;br /&gt;
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===Silverstar===&lt;br /&gt;
This is a [[Forgotten Realms]] path is exclusive for any divine or arcane class that uses implements and worships [[Selune]]. This gives a set of divine powers and a few ways to circumvent lycanthropy. You start with &#039;&#039;Goddess of Changes&#039;&#039; rendering immune to diseases from lycanthropes and makes weapon/implement attacks count as using silvered weapons, &#039;&#039;Moonsparked&#039;&#039; uses an AP to negate concealment and invisibility within 5 spaces, &#039;&#039;Open Disciple&#039;&#039; pretty much makes all the powers key off your best mental stat and assure that arcane implements still work, and &#039;&#039;Moon Oracle&#039;&#039; lets all allies get +2 to saves when you hit.&lt;br /&gt;
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Tears of Selune is a ranged attack that either dazes or deals hefty damage based on whether or not you&#039;re bloodied. Moonglow just gives a zone of dim light. Moonfire is a ranged attack that heals on a hit, while missing deals splash damage to bloodied enemies within a big range of 5 spaces.&lt;br /&gt;
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===Silver-Tongued Scoundrel===&lt;br /&gt;
Available to absolutely anyone trained in bluff and diplomacy, which is easiest carried out by the bard and rogue. If you pick this path, it&#039;s not because of the combat potential, but because you want ways to mess around with enemies. &#039;&#039;Deceptive Action&#039;&#039; lets you spend an AP to gain Combat Advantage against a target that you can also crit on an 18+, &#039;&#039;Fast Talker&#039;&#039; gives an ally a +5 on bluff or diplomacy when you pass a similar test, and &#039;&#039;Deceptive challenge&#039;&#039; lets you roll bluff or diplomacy for initiative.&lt;br /&gt;
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Diverting Taunt gives you Combat Advantage over someone the instant you roll to hit and if successful blocks the enemy from Opportunity Attacks. Master Negotiator just lets you re-roll either bluff or diplomacy for the encounter. Silver Tongue, Silver Blade is a fun screwer, making every hit including the initial attack either force -2 to any attacks from the target or to give Combat Advantage to everyone with no means of removal.&lt;br /&gt;
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===Steelsky Liberator===&lt;br /&gt;
Restricted to [[dragonborn]], [[genasi]], [[half-orc]]s, and [[human]]s, who all want to slay evil dragons. &#039;&#039;Draconic Enemy&#039;&#039; gives +2 to defenses when attacked by dragons, while &#039;&#039;Steelsky Heritage&#039;&#039; gives an AP-fueled recharge of a racial ability (or +1 to the next attack for a human with a bonus At-Will) and &#039;&#039;Liberator&#039;s Resolve&#039;&#039; gives +5 to saves vs. charmed and fear effects.&lt;br /&gt;
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Liberator&#039;s Blow is a basic ranged attack that permits an ally near a large target to shift around. Steelsky Stance weakens any dragon or elemental that gets hit, while Break the Chains is a big attack that allows a save vs a charm or fear effect immediately.&lt;br /&gt;
While it does give some decent effects, it&#039;s kind of hard to recommend this to any particular build, especially considering how many races have access to this and how one attack does melee and the other is ranged.&lt;br /&gt;
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===Son of Mercy===&lt;br /&gt;
This is a path open to all defenders (Wardens, Swordmages, Fighters, and Battleminds) with a dedication on nailing targets using a unique mark that sits on top of ordinary marking. This is called &#039;&#039;Lawbreaker&#039;s Doom&#039;&#039;, and it adds +Wis to damage and slowing to your attacks against one marked target as well as being reusable the moment the target dies.  Your other features are &#039;&#039;Immobilizing Action&#039;&#039;, which immobilizes when you use an AP to attack the target of your Lawbreaker&#039;s Doom, and &#039;&#039;Strength of Conviction&#039;&#039;. which gives THP when you kill the target of your Lawbreaker&#039;s Doom.&lt;br /&gt;
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Dispensed Justice is just a basic attack that deals -2 on the target&#039;s next attack, though it can work as an immediate interrupt if the target of Lawbreaker&#039;s Doom attacks anyone aside from you. Red Death is a small burst that mass marks and deals Lawbreaker&#039;s Doom to everyone. Blood Oath Fulfilled Blood Oath Fulfilled isn&#039;t much as an attack, being just a burst, but it knocks fuckers prone with save-ends and adds +Wis on the attack if you hit the target of Lawbreaker&#039;s Doom.&lt;br /&gt;
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===Soul Binder===&lt;br /&gt;
This particular path has broad qualifications, needing arcane, divine, and shadow classes to worship [[Nerull]], reaper of souls. Using this path requires that you use the souls of the dead as minions. &#039;&#039;Soul-Bound Action&#039;&#039; lets you use an AP to let these souls take an action, &#039;&#039;Touch of Pluton&#039;&#039; makes necrotic attacks deal radiant damage instead, and &#039;&#039;Death is the Source&#039;&#039; lets you gain THP (split between you and the soul however you like) when either you or the soul kill a non-minion foe.&lt;br /&gt;
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Call Bound Soul is the crux of this entire path, an Encounter summon with an unremarkable attack but has insubstantial and an aura of partial concealment. Overflowing Soul is a soul-centered burst that kills the soul but gives 10 THP to all friendlies inside the burst. Grey Legionnaires summons three of the bastards, each of which must be commanded by you.&lt;br /&gt;
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===White Horn Knight===&lt;br /&gt;
This path is open to absolutely anyone trained in heavy armor and an interest in mounted combat, which is a calling card for the paladin, especially the cavalier. This path is one of the few to grant three level 11 features, &#039;&#039;Unicorn&#039;s Action&#039;&#039; to heal one nearest you for an AP, &#039;&#039;Unicorn&#039;s Advance&#039;&#039; to ignore terrain while charging (which the mount benefit from), and &#039;&#039;Unicorn&#039;s Blood&#039;&#039; to get +2 to saves vs disease and poison (shared to the mount), while level 16 offers &#039;&#039;Graceful Serenity&#039;&#039; to add +2 to defenses during a surprise round and share it to those nearest you.&lt;br /&gt;
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While Fierce Respite is a decent hit+heal attack keen to all paladins, your main feature is Summon Unicorn Destrier. This is your mount, your new partner, and your charge upon which your greatest benefits lie upon. It can stomp, it has the eladrin&#039;s fey step, it grants a free saving throw per encounter, and its mount power (which you need the Mounted Combat feat for) lets you charge, push, and knock the target prone. Level 20 provides Blessing of the Unicorns, a burst that knocks baddies prone and gives allies extra healing.&lt;br /&gt;
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=Paragon Multiclassing=&lt;br /&gt;
Not exactly a paragon path, this allows a character who possesses any multiclass feat to swap out a power for one from their second class to gain a few more powers. At level 11, you swap out an at-will for one from the second class while also gaining an Encounter power of 7th level or lower from that class, level 12 gives a Utility power of 10th level or lower, and level 20 gives a Daily power of 12th level or lower.&lt;br /&gt;
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The hangup with this &#039;path&#039; (and the reason that few people if any ever use this) is that it gives away way too much for such piddly payback. You get no new abilities from this new class, no special trick with their AP, and your abilities aren&#039;t even equivalent to the way some powers of a proper class can get it. Usually, only a desperate fool picks this up because their class-exclusive paths all suck and they lack any alternatives.&lt;br /&gt;
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{{D&amp;amp;D4-Classes}}&lt;/div&gt;</summary>
		<author><name>192.42.116.15</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_High&amp;diff=1011548</id>
		<title>Warhammer High</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_High&amp;diff=1011548"/>
		<updated>2026-05-20T14:38:35Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.15: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
{{heresy}}&lt;br /&gt;
{{Story}}&lt;br /&gt;
Warhammer High is the name given to a bunch of writefaggotry stories, centered around [[Rage|the daughters of the Primarchs]] and other students at Imperator High. The stories take place in an alternate time line of [[Warhammer 40k]] where the [[Horus Heresy]] never happened and the [[God-Emperor of Mankind|Emperor&#039;s]] grand plan succeeded. Thus none of the [[Primarchs]] fell to [[Chaos]]; yet certain daughters do show some signs of Chaos influence, mostly amongst the daughters of the Primarchs that really did fall.  The deviation point between the &#039;real&#039; timeline and this one seems to be a more human and understanding Emperor not treating his Primarchs as mere tools, and taking [[Eldrad|Eldrad&#039;s]] advice about Chaos being a bigger threat than aliens at the very, very start of the Crusade, before he had recovered any of his sons; rather than ignoring it as he did in the canon 40K timeline.  Thus warned, he very sharply beat down Lorgar&#039;s Chaos-aligned officers before they had time to corrupt the Primarchs, averting the entire Heresy. Furthermore, he is more sympathetic to Malcador&#039;s calls for female Primarchs which ultimately ends up in the creation of the Primarch&#039;s Daughters.&lt;br /&gt;
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=The Kids=&lt;br /&gt;
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Please note that the bios below are merely a guideline, created from Warhammer Fluff both official and not, as well as the first stories written for Warhammer High in /tg/ threads.  Individual authors disregard these descriptions, or not, at their own discretion but please do not add your &#039;story fluff&#039; to the character descriptions, they are solely for use as a base for characters within story and not your &#039;own canon&#039;.&lt;br /&gt;
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Also note that the images and descriptions of the sons are under the same exemption; indeed most stories assume that there are no children of the Primarchs aside from the daughters themselves.      &lt;br /&gt;
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==The Daughters==&lt;br /&gt;
[[Image:Primarchs_as_teen_girls.png|400px|thumb|[[Rule 63]]. They have [[-4 Str]]. Mind you, that is -4 from Primarch standards. ]]&lt;br /&gt;
[[Image:1275342216926.gif|400px/700px|thumb|Another Rendition of Hana, Daughter of the Khan]]&lt;br /&gt;
[[Image:1326743578489.jpg|400px/700px|thumb|Another Rendition of Isis, Daughter of Horus]]&lt;br /&gt;
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&#039;&#039;&#039;[[Lion El&#039;Jonson]] - Lyra:&#039;&#039;&#039; Were any of the Daughters to consider entering the political sphere after graduation, it would be Lyra.  Possessed of a class and taste that put a truth to her upbringing, she comes off as Old Money to nearly all that meet her.  Lacking her father&#039;s interest in both poetry and vintnery, she found herself a natural singer, and took to it well.  For the better, she shares none of her father&#039;s often-good-natured, ever-noisy rivalry with the Russ family, and indeed counts Freya amongst her closest relatives.  She commands the loyalty of the juvenile Watcher in the Dark named, imaginatively enough, WD, whom she treats somewhat like a servant.  Finding sports and general bookishness somewhat repellent, she spends little time getting to know her surroundings and the help, preferring instead to hone her admittedly substantial musical talent.&lt;br /&gt;
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&#039;&#039;&#039;[[Fulgrim]] - Victoria.&#039;&#039;&#039;  If anyone was affected by mortal culture during their upbringing it would be Victoria. Raised by her father with a gentle hand the young girl grew quickly to a beautiful woman.  Victoria can easily be seen as the darker aspects of perfectionism, as opposed to her father.  Fulgrim, since he was never tainted, retained the approachable, trustworthy, polite demeanor that he had had throughout his whole life in the canon (obviously, before he became a four-armed snake monster).  He preferred to reach towards the unobtainable, because it was something he felt he had to do, to stride towards a pinnacle.  Victoria, by contrast, assumes that perfection is something she already has, and others need to work to catch up.  Her behavior could be best described as &#039;self-centered,&#039; since, as she well knows, she&#039;s perfect, right?  When she does make mistakes, she doesn&#039;t get angry, she just dismisses them, as someone else&#039;s fault, perhaps.  Her father knows that to break her of the habit by any means other than gradually opening her eyes would be traumatic, so he has taken a background role in her life in the disciplinary regard.  Victoria has a reputation of being a bit of a slut around the school, which is a fair assessment, but she&#039;s discreet enough that the tabloids have to make to with the occasional drama bomb in her public appearances, since she has never been caught jumping from one bed to another.&lt;br /&gt;
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&#039;&#039;&#039;[[Perturabo]] – Petra:&#039;&#039;&#039; Petra is what every parent wishes their daughter was; dedicated to studies,  socially accepted by many, and physically fit and healthy. Sadly for her father Petra differs from this in the aspect he desires most: mechanical aptitude. Petra herself is quite a capable engineer; indeed she finds dark delight in shattering Remilia&#039;s constructs (if in non-reflected hatred of her father&#039;s desires). However she desires nothing more then to create art, with painting and sketching being forms she finds most pleasing, blending in colors and lines in ways that are anathema to her father&#039;s strict form to function attitude to all things. In social circles, as in her studies Petra, is calm, centered, and only comfortable in a routine. She greets friends with a smile, goes about her business and then dismisses herself if things are not progressing at a pace blissful to her. This means she often comes off as stand-offish. However this is more due to the fact that she is just not used to dealing with people and their variety of emotion as much as she is the array of colors in paintings. Shoo-in for salutatorian. &lt;br /&gt;
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&#039;&#039;&#039;[[Jaghatai Khan]] - Hana.&#039;&#039;&#039;  Very confident, very brash, and the only girl besides Freya to ever put Furia on her ass.  Genuinely talented with machines, she loves nothing more than tuning and riding her bike, a gift from her father.  She&#039;s one of the few Royal daughters to genuinely consider a military career, something of which her father is both utterly proud and faintly horrified.  She&#039;s the assertive face of the Daughters, and the one farthest from the elite, near-perfect angels the public often expects, if only because Furia at least attempts to hide her drug habits.  She had been something of a bully as a child, though she grew out of it, and took up metalworking with her cousins Venus and Farah, which was something her parents weren&#039;t expecting.&lt;br /&gt;
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&#039;&#039;&#039;[[Leman Russ]] - Freya:&#039;&#039;&#039; The only daughter of the Great Wolf is as passionate about life, quick to joke and foul of temper as her father; so much so that many say she was cut from the same cloth. Freya retorts against such rude comments saying she has her mother&#039;s eyes and ears, and that makes her ten times prettier then her father at least.  Her constant attempts to mate with her boyfriends have always been halted by the over sensitive nose of her father who, if a single pheromone is detected, runs the boy clear out of his home much to his daughters fury. She is further thwarted at school by the eternal vigilance of Dean Yarrick, who has cameras installed in most places young people would go for private time. The school&#039;s top athlete, Freya was brought up in a household where binge-drinking and fast-food was the norm. She has taken a bit of a turn when her father went through a mild health crisis. She dove head first into a healthier lifestyle, forcing her father to make some changes to his lifestyle too.&lt;br /&gt;
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&#039;&#039;&#039;[[Rogal Dorn]] – Remilia:&#039;&#039;&#039; Noble in mind, strong of heart, pure of soul. The dictum of the Imperial Fists is the model that Remilia lives for and strives every day to uphold. A plucky young lady with a genuine smile and laughter where ever she might be, Remilia is known as one of the more stable of the primarch family. Welcomed in most academic and social circles at Imperator High, she&#039;s generally recognized as a chipper and affectionate individual (though perhaps overly so to her cousins, whom she often greets with a cry of, &amp;quot;Sister!&amp;quot; and a tackle-hug). An ace at architectural studies Remilia&#039;s work has already seen construction in several parts of the city including, her Grandfather&#039;s Summer home fence (something he is always boasting about to his neighbors). However the daughter of Dorn is not friends with ALL of her family, having an active hate for Petra&#039;s antics and an abject fear of Furia when the girl is angry. In contrast, Remilia adores her older &#039;sister&#039; Roberta and constantly follows the older girl around trying (and often failing) to live up to her perfection. Though she claims to know better than to ever hold to Furia&#039;s or Kiara&#039;s self-destructive lifestyles, the small red cuts on her arm betray her own (supposedly long-gone) tendencies.&lt;br /&gt;
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&#039;&#039;&#039;[[Konrad Curze]] - Kiara &amp;quot;Kelly&amp;quot;:&#039;&#039;&#039;  Though she inherited none of her father&#039;s problematic psychic ability, Kiara Curze possesses all of his magnetism for trouble.  If she decided to apply herself she could be a scholar, athlete, musician, or craftswoman to match her cousins.  Instead, she finds the quiet and introversion of her home more attractive, poring endlessly over the Terran Networks for everything from games to music to gossip. Though she has a deep thirst for new information, she doesn&#039;t let her apparent network addiction control her entirely. She is perhaps closest to Morticia, feeling some of the same isolation that plagues her cousin.  She doesn&#039;t possess either Furia&#039;s or Victoria&#039;s cruel side (nor her father&#039;s, for that matter), but makes up for it by projecting a wall of isolation that nearly registers on a voltmeter.  At some level, she knows this isn&#039;t a sustainable pattern for her life, but given the frequently empty company of her father and her own self-cultivated reputation for the darker sides of entertainment, she can&#039;t really think of an alternative.&lt;br /&gt;
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&#039;&#039;&#039;[[Sanguinius]] – Angela:&#039;&#039;&#039; Angela was born different from her cousins, bearing a noble form of her father&#039;s angelic wings. Amongst her kin Angela is well respected for she is a demure creature amongst superhuman beings (some of her cousins opine that this is because she&#039;s a wimp) often not even making mention to her abilities and never openly boasting about her heritage. She enjoys taking flight from high points in the city (of which the high school offers several) and just feeling the breeze run through hair and feathers alike. It gives her a sense of freedom, and allows her to forget her troubles (though her rather inadequate physical development of her wings means that she requires a bit of technological assistance).  Having manifested psyker abilities early as a child, Angela takes additional classes to learn how to control her constantly growing mental strength. However even her teachers and father have no idea that she has inherited a far darker secret. Occasionally she suffers from terrible nightmares, images of things she knows are not true: blood soaked fields, family alone far away, dark hatred, and a deep hunger. These scenes strike pangs of fear and doubt in her caring heart, eating away at her resolve and threatening to overcome her if she gives in for even a moment. She fears that there will be a day that this dark anger will cause her to lash out against her beloved family.  She lacks both Isis&#039; unquestionable ambition and Miranda&#039;s far, far greater psychic abilities, and is as close to the beta female role as the group could be said to possess. Still, even on her worst days she is as polite and kind-hearted as any could ever want her to be, and never lets the pressures of life weigh down her spirit overmuch.&lt;br /&gt;
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&#039;&#039;&#039;[[Ferrus Manus]] - Farah:&#039;&#039;&#039; Years ago Farah was your average preteen girl, a bubble of energy, witty, with cute freckles and dimples that only made her even more adorable. While she enjoyed tinkering like her father before her she never really did want to follow in his footsteps. One day however her father left his workshop unattended, and a wondering Farah noticed a discrepancy in one of the machines inner servos. When she reached into it however the machine mysteriously collapsed upon her hands, crushing them to nothing. Her screams brought her father in seconds. Even though she came out of it with the finest prosthetic hands he could make and a thirst for all things mechanical, her father has never forgiven himself. In the wake of the accident, he has pushed her even harder then his own marines; partly in hope of redemption, and part in hope of quenching her new thirst and maybe returning her to that cute little girl whom reminded him of her beautiful mother.&lt;br /&gt;
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&#039;&#039;&#039;[[Angron]] - Furia:&#039;&#039;&#039; Due to events that occurred at a young age (many rumors circulate that it was domestic violence), Furia has developed an exceptionally hostile attitude toward most anything that irritates her. What&#039;s worse, Furia has a hair trigger that can reduce her from a surprisingly angry young lady into a fire storm of rage that shatters nations (or genitals, whichever&#039;s closer). Believing herself to be something of a rebel and a proud anti-establishment figure Furia has spent countless hours of her school time in Dean Yarrick&#039;s office (one of two people in the galaxy she can&#039;t outshout) undergoing disciplinary action when evidence of her behavior (or its bloody remains) are found. Many of her extended family find her hard to suppress, and many do not even bother trying to control her rage (thought Isis has been known to cunningly direct it). It is of note that Furia is somewhat of a chain smoker, destroying as many as three to five packs a day in sheer burninating lust.  Recent events have planted the seed of doubt in her mind as to whether she&#039;s hurting those few people she does care about as much as the people she genuinely resents; the latter list, of course, being far longer.&lt;br /&gt;
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&#039;&#039;&#039;[[Roboute Guilliman]] - Roberta:&#039;&#039;&#039; Born to excel, the apple of her father&#039;s eyes was to serve as an inspiration to the common folk and to her cousins alike. Her intelligence, beauty and physical skills meet in harmony, striking a balance often lacking in her cousins. Roberta serves as Head Girl of her high school (much to Isis&#039;s chagrin) despite not being of age and is always called to serve as spokesperson for sporting events, community activities and social meetings with public officials. She also claims a position in the top five seats of all school subjects, as well as a few university ones. In Remilia, Rogal Dorn&#039;s daughter, she finds her closest friend (the two are seen as the most normal of the Daughters) and in Isis her closest foe (the two try constant to out maneuver each other to claim top chair). Recently in the junior called Ursarkar E. Creed, of the school&#039;s Chess club, she finds a budding rival. Despite all her precognitive abilities, her amazing intelligence, and her ability to devise strategies that are several layers deep, she has often lost games due to what can only be described as her opponent&#039;s sheer &#039;TACTICAL GENIUS.&#039; In the aftermath, the young woman often wonders how she didn&#039;t see it coming. Due to a slight mishap early in high school which led to a case of the nerves and her continued goal to achieve above all else, Roberta is secretly addicted to ketamine, something not even her father knows. &lt;br /&gt;
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&#039;&#039;&#039;[[Mortarion]] - Morticia:&#039;&#039;&#039; A delicate young girl, meek and innocent when compared to her more direct cousins, Morticia has always found it hard getting close to others. She was born with a unique disease which causes her eyes, nose and mouth to bleed as a savage coughing fit shakes her lungs and her cells are ravaged from within. Her condition leaves even astartes apothecaries baffled as to its nature. The young woman is constantly in need of medical supervision, and as a result can tragically attend school only a few times a week and never for extended periods of time (at least not without a visit to the school nurse). Socially at a disadvantage due to lack of interaction, and underlying fears amongst many that they might catch whatever she has, Morticia has relatively few friends outside of her superhuman family. However she is lovingly dotted on by friends and family alike with even the rage filled Furia holding her anger in front of her and her selfish cousin Victoria taking her to the nurses office when needed. She is never seen without her inhaler, which is the only known dispenser of the medicine she needs to abate the disease&#039;s ravaging effects.&lt;br /&gt;
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&#039;&#039;&#039;[[Magnus the Red]] - Miranda:&#039;&#039;&#039; The school prime nerd and a powerful psyker, Miranda can often be found in the library looking for new books to delve through.  Her father&#039;s Moniker, the Cyclops, was due to injuries to one eye rather than literally lacking one. Miranda possesses the opposite affliction: she has three.  Her third eye acts akin to the Warp Eye of a Navigator, allowing her to see directly into the Warp.  She places amongst the top ten living psykers in the Imperium.  Though her abilities allow her instant respect from nearly all people she meets, her third eye and rather lacking social skill deter many potential friends, something that eats at her more than she lets on.  She and the Warp Studies faculty of her school get along famously, as one would expect, given that several are retired Librarians. She is on particularly good terms with Professor Ahriman, whom she has known since she was a small child. She is perhaps the only student at IH who can get away with calling him Ahzek.&lt;br /&gt;
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&#039;&#039;&#039;[[Horus]] - Isis: &#039;&#039;&#039; The Prime; the First born. These are the names given to Isis, apple of her father&#039;s eye and daughter of the first son of the Emperor. Her titles and other marks of entitlement extend deep into her beliefs. Driven to be the best from a young age by her father, Isis&#039;s life and attitude were driven to overcoming adversity and crushing those that would not aid her in this task. Having been first amongst the cousins in most everything they ever strove toward, she was proud of the jealousy most gave her and welcomed readily those that chose to bask in her glory.  She is a proud teenage girl, fully aware of her talents and how to excel in any field demanded of her. Since coming to High school she has wrested control of 70% of the school student council and rules it with an iron fist, often coming into conflict with her cousins when her agenda requires them to kneel before change. An expert strategist, Isis has thwarted every attempt by Roberta to take control of council votes with the aid of her most trusted cousins Angela, Athena and Miranda. Unfortunately this attitude has affected her relationships somewhat, as she believes that a male is not worth her time unless he can become her equal. Needless to say, the chance of that is laughable to say the least, with only one even coming close. Upon her 14th birthday her father presented to her an amulet of lunar metal in the shape of a wolf&#039;s head; when she ponders on her actions she has been known to stroke it absentmindedly.&lt;br /&gt;
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&#039;&#039;&#039;[[Lorgar|Lorgar Aurelian]] - Athena &amp;quot;Faith&amp;quot;: &#039;&#039;&#039; When the Daughters think, &amp;quot;faith,&amp;quot; they think two very different things. Faith in their grandfather the Emperor, whom they love; and &amp;quot;Faith&amp;quot;, better known as Athena the daughter of Lorgar, whose tenacity, radical beliefs, and overwhelming superiority complex grate on them like rust in an open wound. For her own part the red haired beauty does not care for the prattling of her siblings; she has a cause and a purpose to draw all of the high school, and eventually the world, into the worship of her Grandfather and his virtues of Wisdom, Honor, Tradition, Hope, and Perfection. She holds school mass every morning (despite no body turning up), helps the needy in exchange for only a moment of their time, and hands out flyers everyday that speak of the glories of conversion to the &#039;true&#039; faith. She does her father proud, but unfortunately this single-mindedness has resulted in a stunted emotional spectrum and next to no social life. Her loyalty however, once earned is eternal, and there is no more faithful friend then Athena. Miranda has noted that Athena&#039;s eye color changes from their dark black to occasionally reflect Red, Blue, Green and Purple.&lt;br /&gt;
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&#039;&#039;&#039;[[Vulkan]] - Venus:&#039;&#039;&#039; A gear-head of the highest order, Venus is completely inseparable from her cousin Farah, who could be her sister for all their shared interests.  Of all the daughters, Venus has the hardest time accepting that she&#039;s really not human, though she&#039;s determined not to let that get in the way of her social life.  She has all of her father&#039;s stubbornness and all of his respect for the bonds of family, and a goodly portion of his love for technology and artifice.  Her forge is right next to her father&#039;s in the basement, and is nearly as impressive.  Her night-black skin and glowing, solid red eyes make her an easy target for social malcontents among her classmates, though few are stupid enough to openly bully a Primarch&#039;s daughter.  Second on the swim team behind Isis, she has resolved to go and visit Nocturne as soon as she can, to see the horrible splendor of her father&#039;s home first-hand.&lt;br /&gt;
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&#039;&#039;&#039;[[Corvus Corax]] – Cora:&#039;&#039;&#039; A mirthful girl and quick to smile, Cora is the shining light in the dark of her father&#039;s eye. An athletic minded sort of genius, Cora is always embroiled in school sports. She&#039;s so skilled in fact that her perfectionist cousin Isis invited Cora to join her on the school volleyball team. Despite this, the two of them do occasionally squabble.  Cora possesses a calculating mind, one apt to find the finer details in anything she observes and take advantage of any weakness. A trait she surely inherited from her father, but further nurtured by herself. Though she is a genius, she is not without her faults; she commonly over analyzes matters and ends up being incorrect or taking too long to reach a decision. She sometimes resents herself for this, as she hates falling short of others&#039; expectations of her. Cora can often be found on the school roof, either sitting in conversation with Kiara or flying with Angela.&lt;br /&gt;
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&#039;&#039;&#039;[[Alpharius]] and [[Omegon]] - Alpharia and Omegan:&#039;&#039;&#039; The Twins are renowned mischief makers at best and devious schemers at worst. They spin tales and spread falsities to make what they believe to be their tragically dull school lives a little more in line with their desire for dramatic flair. Neat and exemplary students to a fault, they enjoy some of the best test scores in the school along with naturally amazing attendance rate and honorable participation in many events (as well as a healthy dose of sucking up to teachers hence never seeming to get into trouble despite the tricks they pull off). However, they never seem to truly excel like their other cousins, a fact which annoys them greatly. To get what they feel is their just revenge, they spin truly exceptional tales with particular bite to them. They take particularly sinister pleasure in stalking and hassling Roberta, whose Honor Student ways and seemingly natural talent to excel seems as the ultimate slap to their faces. One trait that stands out between the twins is their ability to uncannily finish each others sentences, or even speak for each other piece for piece. Many have suggested they must have a telepathic link to each other. However Mr. Eldrad, one of the most powerful psykers known, has flatly stated said the twins are not psykers in any way. But then, no-one&#039;s entirely sure that he isn&#039;t in on their tricks.&lt;br /&gt;
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== The Sons ==&lt;br /&gt;
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While the stories in the WHH universe revolve around the daughters, the sons are much more sporadic in their appearances. Indeed, many authors that contribute to this project ignore their existence entirely, so much so that more often than not the sons do not appear. The boyfriends (lower down) suffer from the same sporadic-appearance-on-the-whim-of-the-author-itis. &lt;br /&gt;
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&#039;&#039;&#039;Lion El&#039;Jonson - Thoreau&#039;&#039;&#039;: The Son of Lion El&#039;Jonson and a very strange kid to say the least. Is very introspective, and tends to philosophize out loud over things whenever allowed. He is regarded as something of an airhead, often spacing out and daydreaming in the middle of class. Outside of school he is often found in one of the many nature parks usually staring at the clouds or taking a nap. However despite his perpetually laid back nature, his powers of observation are unrivaled, able to discern even the most minute details with a single glance. Is also on the boxing team like many of his cousins. Is best friends with Gill the son of Guilliman who is also abnormally laid back. He has a fairly good relationship with  his sister and spends a lot of time with her discussing philosophy. Also a (Horrible) poet. Likes the outdoors and nature.&lt;br /&gt;
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&#039;&#039;&#039;Rachnus - Maloris&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Fulgrim - Giacomo&#039;&#039;&#039;: Flamboyant. Vain. Egotistic. These are but some of the words used to describe Giacomo&#039;s attitude in school and around the womens. He has a natural born flair for Art and Duelling, but is quite good at Math which he downplays for fear of ridicule. Giacomo does not get along with his sister Victoria, as he disapproves her methods of relationship handling, believing that one should only ever go out with a &amp;quot;near-perfect&amp;quot; match so one can finetune their relationship to find their real lover. Him and Furia look at each other discretely, for fear of her father&#039;s reaction, but Giacomo has been known to look at someone with wooing eyes constantly, so no one can be sure.&lt;br /&gt;
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&#039;&#039;&#039;Perturabo - Arkhimedos&#039;&#039;&#039;: A polymath like his Father and Sister, Arkhimedos is very awkward socially, but he has an intuitive grasp at math, science and engineering. Much like his sister&#039;s love of painting, Arkhimedos has a passion for sculpting. Tied with Miranda, Caliban and Petra for most intellegent of all the Primarch children.&lt;br /&gt;
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&#039;&#039;&#039;Jaghatai Khan - Temujin&#039;&#039;&#039;: Temujin Khan, or Jin (pron. Jean) for short The son of the Jaghatai Khan and Hana&#039;s older brother. He is essentially The Dude of the family. He is best friends with Vulkan&#039;s son Perrin and spends nearly all of his time at Perrin&#039;s house either working on his Custom Lightning Runner Assault Speeder, or just kind of hanging out around the city, or racing. Due to the amount of time he spends at the Vulkan&#039;s house, he feels they are his second family. He hardly ever goes home because of the way his father treats him. As the oldest son, it was his duty to join the the White Scars and gain fame and recognition, to make his old man proud and eventually succeed him as the leader of the white scars so Jaghati Khan tried to mold Temujin into what he wanted him to be, not what Temujin wanted to be. Despite this he still respects his father (especially on the racetrack), and cares deeply for his younger sister. He is also captain of the Fencing and Kendo teams respectively. Is almost always seen with his sword, his most prized possession, worn across his back Chokuto style.&lt;br /&gt;
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&#039;&#039;&#039;Leman Russ - Fenrir&#039;&#039;&#039;: Fenrir is regarded by many to be the spitting image of his father however he is also markedly more handsome. When it comes to athletics he is his older sister&#039;s equal and the two are very close. His overly aggressive, loud mouthed, and violent personality has earned him a reputation as the most hot headed, impatient, overly boisterous, and over the top Freshman, ever. Has a drinking habit and the beer chugging contests he has between him and his sister are the stuff of legend, emptying entire kegs of beer, mead, or ale at a time (They make Russ shed manly tears of pride). Is every bit as over the top and bombastic as his father and sister. Hangs out quite a bit with Miranda and is a frequent player in Caliban&#039;s D&amp;amp;D games. His older sister affectionately calls him Fen-Fen, much to Fenrir&#039;s rage and embarrassment. There are rumors going around that he and Freya&#039;s relationship goes way beyond what any brother and sister should have. He is an all around [[Kharn|pretty fun guy to be around]].&lt;br /&gt;
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&#039;&#039;&#039;Rogal Dorn - Roger&amp;quot;&#039;: &#039;&#039;&#039;Roger is a Stubborn and proud individual, and often argues with others but sheepishly loses as he is very sensitive to his emotions. He has a strong bond with his sister, who he lovingly protects, but can often squabble with her over simple matters. He is very level-headed and can go along with the group sometimes, but Roger likes to place his own needs in life ahead of his cousins sometimes aswell, casting him as a fickle person. Roger is the best fighter at the Boxing team, easily capable of knocking out his own father with a well placed uppercut. Roger is seen as a friendly and warm person, and can hang around with anyone. He has a natural apt for architecture and warfare, earning respect from others in Tactics class. Roger is sexually naive and tense, and is easily led by Victoria to do her biddings.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Konrad Curze - Bruce&#039;&#039;&#039;: lives in a comic-book world and wants to be a superhero, even though he wouldn&#039;t admit it. Hangs out with Dirk, Corvus Corax&#039;s son, and the two often get into all sorts of trouble together. At night he prowls the streets and spires of the city under the guise of the Night Seeker visiting terrible justice upon the scum of Terra. He is essentially the [[Awesome|space marine Nightwing]], to his father&#039;s [[Awesome| space marine Batman]]. Is equipped with a custom suit of powered scout armor, and a pair of lightning claws. The bodies of those thieves, murderers, and rapists that have the terrible luck of running in to him (or get caught) are always found horrifically mutilated beyond recognition. [[Just as planned|Prone to over-planning]].&lt;br /&gt;
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&#039;&#039;&#039;Sanguinius - Gabriel&#039;&#039;&#039;: The unmotivated, *cough*lazy*cough*, son of Sanguinius, and Angela&#039;s elder brother. Despite his massive potential and great natural talent, he refuses to apply himself for reasons incomprehensible to all those around him. He seems to be perfectly content spending his days enjoying peace and quiet, and lazily drifting through the air with his head in the clouds. Despite his lazy attitude and lack of aspirations he is actually a genius that could go toe to toe with Petra or even Arkhimedos Is good friends with Isis due to the bond their fathers share. Has a bad habit of flapping his wings when bored (much to the rest of the class&#039;s rage and frustration) His wings are noticeably larger than Angela&#039;s (although his fangs are smaller) Is the only other person Angela will bite other than her boyfriend. &lt;br /&gt;
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&#039;&#039;&#039;Ferrus Manus - Stark&#039;&#039;&#039;: The son of Ferrus Manus and Farah&#039;s older brother by one year. Regarded as a technological genius by all. Even among the Royal children, when it comes to genius, Stark is in a class all of his own. When Stark was little, he got his arms stuck in a smelter that contained purified Necrodermis. The metal bonded to his flesh giving him arms like his father&#039;s. Stark&#039;s arms were able to survive this process because Stark was born with a skeleton made of the same metal as his father&#039;s arms. He cares deeply about Farah and would do anything to protect her, even when that meant putting himself between her and a rabid Fenrisian dire wolf that had escaped from the zoo. Unfortunately, his caring side doesn&#039;t stop him from showing off like nobodies business, and projecting an aura of arrogance and cockiness. Despite their fathers&#039; close friendship, Stark &#039;&#039;&#039;&#039;&#039;despises&#039;&#039;&#039;&#039;&#039; Giacomo. Because of his metal arms he was banned from boxing, wrestling, or any other sport where he could accidentally kill someone with his metal arms and extreme strength. He is the only other being in existence (other than his grandfather) able to wield his father&#039;s hammer.&lt;br /&gt;
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&#039;&#039;&#039;Angron - Ragio&#039;&#039;&#039;: The extraordinarily angry and immensely strong son of Angron. if there is one person you do not want to piss off, it&#039;s definitely Ragio. Unlike his sister or father he has actually taken steps to control his anger, he practices yoga every morning, meditates 5 times a day (he even has his own zen garden), and uses boxing as a way to direct his anger. Has an obsession with weapons of all kinds, having a massive collection that he spends 4 hours every day maintaining, polishing, and cleaning. Spends a lot of time with Dirk and Bruce of all people, after a particularly brutal fight, he and Dirk found common respect for one another and became good friends. He is a dangerous protector of his sister, breaking noses for guys so much as looking at her. Was born with a strange mutation in the adrenal glands that allows him to shut off pain, and taps into some latent inner power that enhances his physical strength and durability to levels that should be impossible even for a Primarch. He also possess minor psychic powers that are somewhat...limited. (can set his fists on fire and shoot said fire to some degree) &lt;br /&gt;
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&#039;&#039;&#039;Roboute Guilliman - Gill&#039;&#039;&#039;: The &amp;quot;Golden Boy&amp;quot; of the staff, Gill is what every student wants to be: Naturally gifted at everything, punctual and friendly. He is not the smartest person ever, however he has a logical thought unparrelled by most 4 times his age. Gill is pressured by almost everyone to live upto something as great as our spiritual liege, but with the ever increased stress at home from Robute&#039;s &amp;quot;constructive critiscism&amp;quot;, Gill is being pushed evermore over the edge of sanity. These traits show, as Gill was never OCD before, and Gill finds it difficult to relate to anyone, especially girls. Him and Isis are common rivals, but some could say there is more going than meets the eye.&lt;br /&gt;
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&#039;&#039;&#039;Mortarion - Mortimer&#039;&#039;&#039;: If any of the children were to go into the medical field, it would definately be Mortimer. When it comes to pathogens, toxins, pollutants, diseases, and injuries, Mortimer is in a class all his own. Keeps an enormous archive of every single disease, toxin, and pollutant in the galaxy and has spent countless hours meticulously analyzing each and every one and has actually developed cures to previously incurable diseases. He is also fascinated by biology, specifically xeno-biology and would be willing to fight an entire hive fleet just to get a sample from a norn queen. When not shut up in his lab, he spends a great deal of time with Caliban.&lt;br /&gt;
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&#039;&#039;&#039;Magnus the Red - Caliban&#039;&#039;&#039;: The son of Magnus and one of the most powerful psykers in the universe. His powers surpass even his father&#039;s and even G-pa Emps would think twice before messing with Caliban. He can read minds, change form, create clones, shoot fire from his hands, and is capable of mind rape that would impress Tzeentch himself. He is even capable of slowing time down indefinitely. This doesn&#039;t stop him from being the biggest bookworm ever. He cares deeply for his younger sister and plays several tabletop, live action, and video games with her when they aren&#039;t having Warp Picnics. Has a unique psychic mind link with his sister allowing them to feel what the other is feeling. Almost never pays attention in class, often telepathically talking with Miranda instead of listening to the lesson, although this is because he already knows all of the subject matter and gets 100 percent on tests one hundred percent of the time. Runs the chess club, book club, and is possibly the best DM ever, of all time. Completely lost his shit and nearly burned the entire sector when he became aware of Miranda&#039;s pregnancy by Dirk.&lt;br /&gt;
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&#039;&#039;&#039;Horus - Ezekyle &#039;Ezzie&#039; Failbaddon &#039;&#039;&#039;. the first attempt at making children for the Primarchs, rather than work from scratch the Emperor started with a neophyte space marine, cloned from Horus&#039; gene seed. The results were less than perfect and the Emperor made the rest from the ground up. The oldest of the children, Failbaddon is in his father&#039;s legion as the First Captain but drops by his half-sister every now and then. &amp;lt;strike&amp;gt;He also has no arms.&amp;lt;/strike&amp;gt; {{BLAM}} {{BLAM|Heresy!}} Of course he has arms. Besides this is different Abaddon. Not that worthless shit-stick hangs out in the Eye of Terror&lt;br /&gt;
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&#039;&#039;&#039;Lorgar Aurelian - Merus&#039;&#039;&#039;: What happens when you take a traditional aescetic warrior monk of the far east, cross them with a classical Christian Monk, and proceed to instill within him the devotion of a Space Marine Chaplain. and make him the son of a Primarch. You get Merus, the son of Lorgar. Parish priest sort of character, very friendly and calm (idealized religious person).&lt;br /&gt;
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&#039;&#039;&#039;Vulkan - Perrin&#039;&#039;&#039;: The combination of Perrin&#039;s pitch black skin, glowing red eyes, unnaturally high body temperature, and towering physique cause most people to be intimidated by him. His skill and knack for creating and using weapons does not help this. However, despite his admittedly terrifying appearance (He towers over the school&#039;s Astartes teachers) he is actually a really nice guy. Basically, a TOTAL FUCKING BRO. Need money? He&#039;ll loan you some if you promise to pay it back. Need a ride? Pitch in for gas, and he&#039;ll take you anywhere you need to go. Getting bad grades? He&#039;ll help you study. Need a wingman? He&#039;ll help you get laid. In short, a TOTAL FUCKING BRO. Is very protective of his little sister, Venus and cares about her deeply. He cares about all of his various cousins but Venus is his number one priority and he constantly worries about her. Can almost always be found hanging out with Temujin, Jaghatai&#039;s son, aka The DUDE. Fun Fact: Good Guy Greg was based off him.&lt;br /&gt;
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&#039;&#039;&#039;Corvus Corax - Dirk&#039;&#039;&#039;: Laid back Smooth-talker who becomes Overly Bold and Dramatic in front of girls. Is almost always seen with his trademark twin tailed scarf and raven necklace. Always violates the dress code in some way but due to his inhuman stealth abilities the teachers and staff never notice. Is secretly infatuated with his older sister Cora. He would even choose her over Victoria, the daughter of Fulgrim! &amp;lt;s&amp;gt;(Is also secretly Slaanesh&#039;s most devoted follower)&amp;lt;/s&amp;gt; {{BLAM|GOD DAMNIT!!! WHO LET THE HERETIC IN!?!?!}}. Anyways, you get the picture. (He still boned Miranda first! [[ Just as planned|Just as planned.]]) Also the fastest punch on the Boxing team, able to hit you with 2 jabs and a hook before the second ring of the bell.&lt;br /&gt;
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&#039;&#039;&#039;Alpharius and Omegon - Primus and Ultimo&#039;&#039;&#039;: Take Fred and George Weasley. Give them an even better ability to make mayhem, the ability to find whatever you need, and an information network that makes the Friend Computer look like mall security. Just don&#039;t piss them off. Your car will be filled with jello, your locker with gay porn, and you may just end up thinking everyone you know is these two.&lt;br /&gt;
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== Staff at Imperator High ==&lt;br /&gt;
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[[Yarrick|&#039;&#039;&#039;Commissar&#039;&#039;&#039; (That&#039;s DEAN TO YOU) &#039;&#039;&#039;Yarrick&#039;&#039;&#039;]] - A hard nosed [[IG|Imperial Army]] Veteran. Maybe the only non &amp;lt;s&amp;gt;Astartes&amp;lt;/s&amp;gt; Primarch human being who could break up a fight between Hana and Furia.&lt;br /&gt;
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[[Ahriman|&#039;&#039;&#039;Professor Ahzek Ahriman&#039;&#039;&#039;]] - formerly the Chief Librarian of the [[Thousand Sons]], now charged by his Primarch [[Magnus]] with the education of the Daughters of the Primarchs. Teaches [[Warp]] studies, however few students enjoy it despite his enthusiasm, primarily because of his tendency to drone on and on and on about the most esoteric subjects, and his unfortunate penchant to draw out warp so it sounds like ‘Waaaarrrp’. Uses his [[Librarian]] Powers to aid in teaching, and is highly popular as a substitute for that very reason, especially for History Classes. Is highly popular with his fellow teaching staff in part thanks to the incredibly fine wines he grows back home on [[Prospero]], generously shared out with his fellow teachers. His students greatly fear the harsh [[Rubric Marine|Rubric]] by which he grades their work, and only the best and brightest can meet its rigorous expectations. Godfather to Miranda, and very close to her. Some wagging tongues report [[PROMOTIONS|there’s more to their after school meetings than meets the eye]].&lt;br /&gt;
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[[Fabius Bile|&#039;&#039;&#039;Professor Fabius Bile&#039;&#039;&#039;]] - Biology teacher, former [[Apothecary|Chief Apothecary]] of the [[Emperor&#039;s Children]]. Rumours he was drummed out of the legion for illegal experiments are unsubstantiated. &lt;br /&gt;
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[http://warhammer40k.wikia.com/wiki/Iacton_Qruze &#039;&#039;&#039;Professor Iacton Qruze&#039;&#039;&#039;] - One of the oldest Space Marines still alive, now ‘honourably’ retired from the [[Sons of Horus]]. Still known as the ‘half-heard’, because most students don&#039;t pay attention to half the things he says. Prone to rambling on about ‘the good old days’ of the [[Great Crusade]], and also prone to giving long-winded and somewhat irrelevant declamations of his personal opinions on matters.&lt;br /&gt;
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[[Creed|&#039;&#039;&#039;Head Coach Creed&#039;&#039;&#039;]] - Another [[IG|Ex-Imperial Army]] Officer. A TACTICAL GENIUS well known for never losing a match, and his ability to spring up from out of nowhere.&lt;br /&gt;
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[http://wh40k.lexicanum.com/wiki/Jarran_Kell|&#039;&#039;&#039;Assistant Coach Kell&#039;&#039;&#039;] - [[Creed]]&#039;s right hand man, with a voice like a foghorn.&lt;br /&gt;
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[[Sob|&#039;&#039;&#039;Councilor Celestine&#039;&#039;&#039;]] - The Spiritual Advisor at Imperator. Half the boys at Imperator have a crush on her.&lt;br /&gt;
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[[Straken|&#039;&#039;&#039; Drill Instructor &amp;quot;Ironhand&amp;quot; Straken&#039;&#039;&#039;]] - a Veteran [[Catachan]] officer and warrior from the [[IG|Imperial Army]], He now devotes his time at the academy to help train the new batch of officers able and worthy to fight in the [[Emperor]]&#039;s wars and prepare for the war ahead. He&#039;s known and feared for his brutal training program and his lack of Giving a fuck to titles. Frequently Helps [[Yarrick]] keep control of the school and does the detention program.&lt;br /&gt;
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== Students at Imperator High ==&lt;br /&gt;
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&#039;&#039;&#039;Julius Pius&#039;&#039;&#039; - The only child of nigh-mythical [[IG|Imperial Army]] war hero [[Ollanius Pius]], Julius grew up in the household of Roberta Guilliman and is regarded as her closest friend outside her circle of cousins. Driven and determined-, he strive to live up to both his father&#039;s example and that of Guilliman Himself. Unusually for a [[Terra]] resident, he is a highly devout Catheric (Christian), and has only escaped religious persecution from the devotees of the Imperial Truth thanks to his father&#039;s name.&lt;br /&gt;
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&#039;&#039;&#039;Muldorn Pryror&#039;&#039;&#039; - The scion of an ancient Rogue Trader dynasty that can trace its origins back to the Unification Wars and the very dawn of the Imperium, Pryror is a proud and noble young man, dark skinned, well-built and handsome. Both well-educated and with a talent for sport, his only flaw is his bitter and vehement rivalry with Alex Carlin, who he despises as an upstart from a nobody Rogue Trader dynasty operating way beyond his station. Secretly Muldorn hides a great shame - that his distant ancestor was a bitter opponent of the Emperor and resisted Him during the Unification Wars, forced to become a Rogue Trader and serve the Emperor when he finally surrendered to the Thunder Warriors amidst the burning ruins of his city. Such a secret could end destroy Muldorn&#039;s reputation at Imperator were it ever to get out.&lt;br /&gt;
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&#039;&#039;&#039;Katherine Krom&#039;&#039;&#039; - The aggressive and bloody-minded daughter of High Princeps Cadmon Krom of the Legio Crucius (Warmongers) Titan Legion, she is one of the few of the Mechanicum who have come to Imperator High. As a young girl half her face was torn off in an accident involving a Titan Maintenance Drone, and so she has a porcelain and metal faceplate that covers the ruined half of her skull, giving her the common nicknames of &#039;Steeljaw&#039; and &#039;Ironhead&#039;. A formidable fighter with an iron will and intractable stubbornness, she is the only non-Daughter girl to regularly fight with Furia, and the only mortal who can hold her own against the Daughter of Angron. Many times Furia&#039;s rampages have been stopped dead by the bulwark that is Krom, and she is highly regarded by her fellow students as a result.&lt;br /&gt;
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===Officio Tutamentum Protection Force===&lt;br /&gt;
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&#039;&#039;&#039;Vincent DeCare&#039;&#039;&#039; – Senior at Imperator High. The oldest member of the undercover group designated the &#039;Officio Tutamentum Protection Force&#039;. Vin relishes the chance to compete with Isis and Venus at swim meets, and with Roberta in track and field. He has never beaten them yet, but few begrudge the handsome young man his efforts. Vin&#039;s known for spending his downtime at a local cafe house, making eyes at one of the Eldar proprietors.&lt;br /&gt;
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&#039;&#039;&#039;Douglas Hanlon&#039;&#039;&#039; – Senior at Imperator High. The newest member upper classes. Doug excels in almost every subject yet never reaches the excellence of the star students of the schoolia. He is one of the few students actively attending the school who lives under the hiveskin and possess an inquisitive nature. No one really took note of him at the campus however until the second week of the school year where an &#039;event&#039; happened that has been noted Classified Priority Secundis.&lt;br /&gt;
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&#039;&#039;&#039;Caroline Lidus&#039;&#039;&#039; – Junior at Imperator High. The mouthpiece of gossip and rumormonger of the human students this confident, snarky girl known to her friends as Callie, Caroline Lidus has quite the reputation around the school for sharing a bed (and other places) with more than a few boys and girls, sometimes more than one at a time. She&#039;s a major contributor to the school&#039;s stock of gossip and rumors, and can often be seen chatting with the Twins.&lt;br /&gt;
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&#039;&#039;&#039;Janus Sigitine&#039;&#039;&#039; – Junior at Imperator High. One of the school&#039;s few psykers, Janus is a quiet, naive, thoughtful boy, and bears a humble wisdom beyond his years. He makes no effort to hide what he reads, and many old, hard to acquire religious texts are among those books. He nurses a crush on Callie, as well as on several of the school&#039;s blondes, but can never find the courage to make a move believing his psyker nature would be a negative factor.&lt;br /&gt;
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&#039;&#039;&#039;Everett Sior&#039;&#039;&#039; – Sophomore at Imperator High. The high achievers&#039;s muscle. He was raised in the same Schola as Callie before they were adopted, and they&#039;re as true siblings as can be found anywhere. An avid scrumball player, Ev has a reputation for being brash, argumentative and incredibly loyal. He can bench over 200 kg, and takes every opportunity to display his physical ability. Ev&#039;s fondest wish is for a wrestling match with Freya Russ.&lt;br /&gt;
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&#039;&#039;&#039;Vivian Munev&#039;&#039;&#039; – Sophomore at Imperator High. The quirky one. Nicknamed for her large purple eyes, Violet has been the winner of the Imperator High Ascension Day Bake Contest for two years now. Her skill with cooking is only matched by her knowledge of chemicals and her incredible excitability. Violet&#039;s only goal this year is to sweep Isis in every category of the contest, having lost out to her Gyptian Rice Pudding Buns for best dish during the previous two years.&lt;br /&gt;
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&#039;&#039;&#039;Chucho Alexis&#039;&#039;&#039; – Freshman at Imperator High. The youngest of the high achievers. Chucho is a pale, withdrawn young man, but fiercely loyal to his few friends. He&#039;s fit and capable, but doesn&#039;t play sports; most people are extremely uncomfortable around the boy, so he sticks to hanging out with his small group of friends.&lt;br /&gt;
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== Students at the Mechanterion==&lt;br /&gt;
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&#039;&#039;&#039;Nihilis Scoria&#039;&#039;&#039; - Believed to have been cloned from the DNA of the feared [[Anacharis Scoria]] of Xana, Nihilis is one of the foremost of the students to the Mechancium&#039;s rival school to Imperator, located on Olympus Mons. Silent, cold and calculating, Nihilis is feared and loathed in equal measure for his intelligence, drive, and rutlessness. Takes a great deal of satisfaction at competing with, and defeating, the Primarch&#039;s Daughters in the annual competitive games between Imperator High and the Mechanterion. Somehow is able to compete on an equal footing with them, to the surprise of all (Not least the Daughters themselves). Never seen without his prized possession, the Vodian Ruler.&lt;br /&gt;
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&#039;&#039;&#039;Flavius Cawl&#039;&#039;&#039; - created as the clone-son of the radical, yet extremely talented Magos [[Belisarius Cawl]], Flavius shares his &#039;father&#039;s&#039; radical ideals for the future of the Mechanicum and his determination that the Mechanicum not lose out to the Imperium in the peacetime. A keen experimenter willing to work with Xenotech (much to the disgust of many of his peers) and on unusually friendly terms with members of Imperator High, Flavius is extremely curious about the Daughters and what they might mean for the future of both the Mechanicum and the Imperium.&lt;br /&gt;
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== Other Assorted Characters ==&lt;br /&gt;
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&#039;&#039;&#039;The Emperor of Mankind&#039;&#039;&#039; - Really? You actually need an introduction for this guy? Very well, here goes. The Emperor of Mankind is {{Blam|+++THIS INFORMATION IS EXTREMELY SENSITIVE, AND YOU HAVE BEEN PREVENTED FROM VIEWING IT. PLEASE COME AGAIN LATER, ONCE YOU HAVE OBTAINED THE REQUIRED SECURITY STATUS.+++}} For more information, please see his [[EMPRAH|main page]].&lt;br /&gt;
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&#039;&#039;&#039;Malcador the Sigilite&#039;&#039;&#039; - Empy&#039;s BFF and the Regent of the Imperium. The reason the Daughters were created in the first place, he keeps many eyes on them, from the Officio Tutamentum to his own spies and observers. Does the day-to-day running of the Imperium so doesn&#039;t turn up in these stories very often, but does however occasionally pop in &amp;lt;s&amp;gt;for a cameo&amp;lt;/s&amp;gt; to see his goddaughters.&lt;br /&gt;
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&#039;&#039;&#039;Eldrad Ultran&#039;&#039;&#039; - The Eldar Representative to the Imperium of Man and the closest thing the school has to Guidance Councillor at times. His amazing arrogance downplays his cunning and hatred for the powers of Chaos, he is as Furia would sometimes say &amp;quot;he might as well wear a condom on his head, if he&#039;s that determined to act like a dick he might as well dress like one.&amp;quot; His daughters sometimes appear within the school as students, though none have any recollection of their enrolment. His granddaughter even cropped up in one story, as a student. Someone, please sort out a timeline.&lt;br /&gt;
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&#039;&#039;&#039;Aurox Quadriga&#039;&#039;&#039; - Shield-Captain of the Custodes, Aurox Quadriga was regarded highly enough that the Emperor appointed him &#039;Secutarii-Filias&#039;, protector of the Daughters. Undefeated in combat he considers it his pride and duty each day that the daughters are unharmed and growing strong. His vengeance on those that harm his wards can only be stopped via direct order of the Emperor of Mankind...or a plea by the girls fathers.&lt;br /&gt;
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&#039;&#039;&#039;Akilina Ilyinchova Skuratova&#039;&#039;&#039; - Director-General of the Treasury Security forces (Better known as the &#039;Beehives&#039;) and the one in overall charge of the Daughter&#039;s security, save those appointed to specific positions by the Emperor of Mankind or Malcador the Sigilite. She is both feared and respected, and even Furia thinks twice before testing Skuratova&#039;s limits.&lt;br /&gt;
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== Common Story Based Characters ==&lt;br /&gt;
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&#039;&#039;&#039;Marchenka Carver&#039;&#039;&#039; - Hailing from the arms-hive of Vantovka in Ursh, Carver is one of the finest marksmen in the Treasury, and in charge of Morticia&#039;s personal security. [[Bleeding Out (Warhammer High)|Failed pretty badly though]]...&lt;br /&gt;
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&#039;&#039;&#039;Clay Witold&#039;&#039;&#039; - A lean, hard man whose eyes maintain a near-perpetual squint, Clay has occupied a number of different jobs over the years: private defence contractor, a security officer for over a dozen multisystem corporations and has even worked with the Arbites. He was a man searching for purpose until Skuratova recruited him into the Treasury and he was placed in charge of Isis&#039; personal security team. Within a year he was Agent-in-Charge and a poster boy for the organisation. Witold lives and breathes the details of Isis&#039; itinerary and security; if 6 hours of sleep every night weren&#039;t mandated by Treasury Psychiatrists, everyone agrees he&#039;d never sleep. A crack shot, capable if unrefined close quarters combatant and bearing an uncanny knack for seeing potential threats where others see nothing, Witold is one of the most respected agents in Treasury history.&lt;br /&gt;
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&#039;&#039;&#039;Gisemba Apeloko&#039;&#039;&#039; - &#039;The Bodyguard&#039;, his entire life has been in the service of protecting others, from Rogue Traders on the fringes of space to Hive Nobles on Necromunda and Thranx. He was reluctant to accept the offer to guard the Daughters, as he sees them as spoiled brats who are oblivious to the threats against them that lurk in the dark. And yet that innocence is ultimately why he took the Treasuries offer, and why he has become one of the most well-regarded of all the Treasury Agents. Though he may be hard-drinking and paranoid, he is also skilled and utterly determined to never let his charges down.&lt;br /&gt;
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&#039;&#039;&#039;Araes Cassius&#039;&#039;&#039; - Appearing to be an Astartes Neophyte of the Legionem Damnatorum. At the moment, all that is known about him is that he has a tendency to utilise fire to mask his entrance, his first appearance involving a pillar of fire. He&#039;s a failed attempt by [[Cawl]] to replicate the Primarch project, potentially during the Cursed Founding due to his part in the [[Legion of the Damned]] and his affinity for fire/ his hair and eyes each emulating a different kind of fire. Nicknamed Hothead by perhaps the only person he could call a friend; Jack Laments. For whatever reason, he has a burning desire to get to Terra. &lt;br /&gt;
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&#039;&#039;&#039;Jack Lament/s&#039;&#039;&#039; - Bartender at the Cripple Corner, Underhive, Hive Primus, Macharia. He&#039;s used to seeing Cultists and mutants besieging his workplace, what with Macharia being in the Cadian System and all. Most bartenders have a shotgun under the bar. Jack? He has an Autogun, at least half a 2-litre tank of promethium and a flamer, that slots into a set of rails on his right arm. First to react when Araes hits the floor, and actually seems to care about the guy. Seemingly cares for everyone who doesn&#039;t break the Imperial Truth, to the point that he would happily give his life, to save someone else&#039;s. He will only use his flamer when no one uninvolved could get caught in the literal crossfire. Has perhaps the most identifiable hair colour and eyes of anyone on Macharia. Eventually hitches a ride with Araes on his quest to Terra.&lt;br /&gt;
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== The Boyfriends/Girlfriends ==&lt;br /&gt;
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Boyfriends and Girlfriends of the Primarchs children information are to be kept in your own stories, please do not add your story fluff as &#039;canon&#039; to the daughters or sons of the Primarchs, though you may add them as students of Imperator high that have a CRUSH on the Primarchs descendants, add all information on them in your own stories. Remember that this section is to focus on the children themselves not your self insert / OC characters and how often they boink them. Thank you and may you find material to inspire and encourage your writing. GLORY TO THE EMPEROR, GLORY TO THE IMPERIUM.&lt;br /&gt;
&lt;br /&gt;
=The News=&lt;br /&gt;
Terra, Imperial Palace Astrotelepathic Station: M34.280&lt;br /&gt;
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Plugged into the myriad devices that allowed her to see and speak across the universe, Senior Astrotelepath Liana studied the formless landscape of the Warp and listened for messages from the furthest reaches of the Empire. Being an Astropath on Holy Terra was a near-painless experience: the proximity of the God-Emperor calmed the Warp and allowed Astropaths to do their work nearly strain-free, and so Liana idly studied the shifting colors and lights and awaited transmissions. Suddenly the colors and shapes began to pulsate and flare violently, the signs of information traffic through the Warp. Just as Liana opened her mind to receive and decode the news, she realized her mistake.&lt;br /&gt;
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What had begun as a single message rapidly became 2, then 4, then more. At her station and the astrotelepathic stations around her, red lights lit up and alarms went off. Technicians and supervisors watched in horror as the astropaths spasmed violently with the force, ripping wires from their harnesses and life support monitors. Then, as suddenly as it had begun, it was over. Most of the astropaths slumped over in their seats, and the asides hurried through each one, finding only minor injuries and occasionally, a small amount of blood. The Magos on shift stepped in front of Liana’s station and his mechadendrites began uncoupling her from her station.&lt;br /&gt;
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“We have important news, I would imagine”, he said, his monotone voice sounding as if this happened every day, “Can you tell me what it is?”&lt;br /&gt;
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Liana blinked and shook her head. Her head was pounding like she had just been hit with a Battle-Barge, but she quickly shook off the pain and examined the messages. “…..No. The messages come from across the galaxy: Macragge, Nocturne, Cthonia, Caliban, but….they’re all encrypted above my clearance. I cannot read the messages, Magos.”&lt;br /&gt;
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For all of a second, the Magos did nothing, possibly thinking as his internal machinery whirred and clicked. “Very well”, it said, “We bring this message to the Omnissiah”. There was a faint burst of static as Liana assumed the Magos used some sort of internal vox, then a Speeder transport painted crimson and gold and embossed with the Imperial Eagle landed expertly outside the station. A single Custodes dressed in full battle plate stepped out the back and swiftly approached the two.&lt;br /&gt;
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“This one has news for the Emperor, Magos?” His eyes did not leave Liana, and she cringed inwardly at the lack of expression on his face.&lt;br /&gt;
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“Yes, Lord”, replied the Magos. “The information we received is above her clearance level, and as she is the Senior Astropath on duty…”&lt;br /&gt;
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The Custodes didn’t even wait for the Magos to finish speaking. He simply lifted Liana as if she weighed nothing and headed back to the Speeder. Once he stepped through the back hatch, he laid Liana into a grav couch and strapped her in. The rear hatch closed silently and the craft immediately took to the air and accelerated. As she felt the G-forces on her body, Liana wondered where she was being taken to.&lt;br /&gt;
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“You have news for the Emperor. He is not in the Throne right now. He is with the Eldar representative. We will bring your news to him.” Liana noticed as the craft banked and changed speeds that the golden-armored warrior was content to stand perfectly relaxed, as if he was anchored to the floor.&lt;br /&gt;
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As the craft sped through the Imperial palace, Liana was able to gaze out the viewport and think about what was going on. Caliban, Nocturne, Cthonia….those were all home worlds to the different Space Marine Legions. So something had just happened simultaneously across the galaxy to at least 5 Legions of Space Marines. Liana quailed as she tried to consider what news she could possibly be bringing the God- Emperor of Mankind. At this last thought, the Custodes tilted his head.&lt;br /&gt;
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“Be at ease”, he said. “If there was any information of a tactical significance, it would not have even made it to you. Many of the Primarchs have special channels or means to pass along information that is urgent”.&lt;br /&gt;
That only served to confuse Liana even more, and so she returned to her impromptu tour of the palace. The transport was now passing through the section where Emperor had had great facades the size of buildings of his children and their Legions constructed: Leman Russ, looking vicious with a pair of vicious wolves at his heels and his Space Marines racing through the ruins of some city, Lorgar at the pulpit addressing a large congregation of his warriors and new citizens to the Imperium, Horus and his Sons marching in perfect formation at the Triumph of Ullanor, and on and on.&lt;br /&gt;
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Near the end of this ceremonial hall, the craft passed through two newer chambers. The first showed a warrior in silver armour with a two-handed hammer of some sort, fighting viciously with a monstrosity from the Warp, while his Space Marines nearby were gunning down other creatures with wrist-mounted bolters or impaling them on weapons that crackled with deadly energy. Behind them loomed what Liana had always thought was a faintly ridiculous machine, a mech more than double the size of the surrounding marines, with the pilot secured to the chest by nothing more than a harness. The Custodes, one Mattias &#039;Spiritual Liege&#039; Ward, informed her that the pilot was protected by a near-impenetrable force field, but Liana was still not convinced. Under the rendition, a golden script read “Grand Master Janus: Primarch of the XXI Legion” and beneath that “The Emperors’ Daemonhunters, Legion XXI: The Grey Knights”.&lt;br /&gt;
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Liana remembered hearing about Janus. Once the Emperors most loyal bodyguard, next to even the great Constantin Valdor, who to many was no more than a myth, he was granted the highest honor the Emperor could bestow: his geneseed was mass-produced and implanted into soldiers to produce a new legion of Space marines, trained solely to hunt the daemons from the Warp, and Valdor was made its Primarch. Most of the other Primarchs assisted to make them what they were: Magnus developed a system of wards that were written into their skin to protect them from daemons and Warp energy; Lorgar developed a book of prayers and litanies to hone the Knights&#039; minds and keep them focused; Gulliman and Corax sent specialists to train the new Legion in small-unit tactics, because the Knights needed to be nearly everywhere in the universe and were permanently spread thin. Vulkan and Ferrus Manus seconded their finest weapon and armor smiths to keep the Knights well-equipped. The next chamber was part of the reason for this new specialty legion.&lt;br /&gt;
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In the center of a massive chamber near the heart of the imperial Palace stood an enormous statue of the Emperor of Mankind in golden armor flanked by Custodes and the Sisters of Silence, facing a delegation of Eldar led by Eldrad Ulthran. Eldrad had found the Emperor at the outset of the Great Crusade and warned the Emperor of the dangers of Warp beings. As a show of loyalty, Eldrad was able to get the Eldar to cease aggression against the Imperium. Slowly, the tenuous cease-fire solidified into a Treaty, then a pact of mutual assistance between the two races. During the Crusade, Fulgrim and his Legion had run across maiden worlds that the Eldar had planned to return to, and with coordination between the Imperium and the Eldar, the Eldar had managed to start anew on the eastern fringe of the galaxy. Now the Emperor worked together frequently with Eldrad; Liana mused that maybe powerful psykers attracted their own. It was the Eldar who first insisted that the Emperor take the threat from the Warp more seriously and resulted in the creation of the Grey Knights. As the speeder passed out of the chamber and into another tunnel, the monument faded from view to be replaced by more of the palace. Liana leaned back on her couch and rested her eyes.&lt;br /&gt;
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Liana opened her eyes as she felt deceleration and blinked away some sleep; her vanguard still immobile in the center of the craft. After a fast but smooth descent, the speeder came to a stop and opened its rear hatch. The Custodes leaned forward and quickly unbuckled Liana, then stepped out of the speeder. “Move quickly. We do not keep the Master of Mankind waiting”.&lt;br /&gt;
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Liana’s heart rate picked up as she stepped out. They were just outside of the palace, in a beautiful garden on top of one of the mountains the palace was built into. The air was warm and a pleasant breeze carried the scent of exotic flowers through the air. About 20 feet away the Emperor stood in a clean crimson robe and conversed quietly with the Eldar Farseer who, without his bizarre helmet on, looked almost human. Liana realized that she for all her years in the Palace, she had never seen the Emperor in person before; this was the opportunity of a lifetime. She was about to step forward and speak when a man in dark blue robes blocked her view.&lt;br /&gt;
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“You have news for the Emperor”, he said flatly.&lt;br /&gt;
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“Y-Yes”, Liana replied. “I received some news that was above-“&lt;br /&gt;
&lt;br /&gt;
“It was not a question”, the man snapped tersely. “I am Malcador. You will give your news to me.”&lt;br /&gt;
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Liana’s eyes bulged, Malcador, the Emperor’s advisor? “I told you, Lord, I cannot access the infor-“&lt;br /&gt;
&lt;br /&gt;
“Of course you can’t, fool. Open your mind to me and I will retrieve the information”. With that, he placed his hands on either side of Liana’s head.&lt;br /&gt;
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Liana saw flashes of space in her head, then some of the primarchs- Russ, Vulkan, The Lion… they were with women, and… Liana’s eyes grew large, and Malcador’s jaw dropped. He quickly released her head and spun to the meeting. “My Lord Emperor!” he called out. “News from your sons!”&lt;br /&gt;
&lt;br /&gt;
The two psychic superpowers didn’t even appear perturbed; they merely turned to look at Malcador.&lt;br /&gt;
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“Robute, Vulkan, Horus, The Lion and Russ are going to be fathers! All of them to little girls!”&lt;br /&gt;
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Eldrad looked confused. “I suppose a congratulations is in order?” asked the Eldar Farseer. His voice was simultaneously smooth and unnatural to Liana’s ears.&lt;br /&gt;
&lt;br /&gt;
Malcador put his face in his hands. “How in the Warp…? Why did they all have to be girls?”&lt;br /&gt;
[[Just as planned|Liana saw a faint smile played across the Emperor’s lips.]]&lt;br /&gt;
&lt;br /&gt;
=Meet the Primarchs=&lt;br /&gt;
{{Main|Meet the Primarchs (Warhammer High)}}&lt;br /&gt;
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=Other loose stories=&lt;br /&gt;
&lt;br /&gt;
==Tales Of Constantine Jeager==&lt;br /&gt;
===Checking An Order===&lt;br /&gt;
&lt;br /&gt;
The house of Vulkan was well designed and easily one of the most beautiful houses that were built by the Primarchs, due to its intricate details and strong foundations. That was a simple opinion of the cadet from Imperator High School as he walked up and pressed the comms link button to get noticed and enter. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;State your business Punk.&amp;quot; A Marine said, with the audio able click of the bolt pistol being primed and ready to shoot the young man.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m here by invite of Lord Vulkan and Venus to check on equipment for the school.&amp;quot; The man said back as he showed the Astartes the badge given to him.&lt;br /&gt;
&lt;br /&gt;
A grunt was heard over the speaker as the gate was opened to him, revealing the path up to the house and to his main objective. This was going to go faster than expected hopefully. With no intent of elongating this anymore than necessary, he entered the compound.&lt;br /&gt;
&lt;br /&gt;
The 6&#039;4&amp;quot; man was tiny compared to the marines who pointed meltaguns and bolters at him. He couldn&#039;t blame them: with his unspiked Mohawk, and his roughed up imperial army cadet jacket which was rolled up to reveal several tattoos on his arms, Constantine looked dangerous. He was more muscular than most normal Terrans, which didn&#039;t help in this situation. His blue eyes focused on the house and kept walking forward, trying to not cause an incident that would end with him being riddled with bullet holes.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Be on your best behaviour,&amp;quot; one said to the young man.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I intend to,&amp;quot; he replied as he reached the door, pushing forward and opening the door.&lt;br /&gt;
&lt;br /&gt;
Vulkan never locked his doors, almost like something he knew gave him confidence, some hidden secret that meant he thought he could never be harmed. Their interior was also one of the more soothing and comfortable variety, at least compared to that of the Night Haunter, an experience Constantine had no wish to repeat. A servo skull bleeped its greeting in binary as it extended one of its hands to take his jacket.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hello Lord Constantine, may I have your coat?&amp;quot; It asked, in that grating metallic voice so often heard by the citizens of Holy Terra, yet always one to send a shiver down the spine, no matter how many times it was heard.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So I presume Adrax isn&#039;t here?&amp;quot; Constantine replied as he took off his cadet jacket and gave it to the skull, referring to Vulkan&#039;s butler and one of his men who fought with him in the great crusade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Correct, master Adrax is getting his gene-seed tested for corruption.&amp;quot; This earned from Constantine a raised eyebrow, seeing it as rather odd.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Didn&#039;t he get tested for that a month or two ago?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Affirmative.&amp;quot; The servant replied as the voices came from the main living room.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But if we put the Plasma Incinerators there, it will surely mean that the power cables need to be moved and that therefore the Volkite Carronade will lack range and intensity,&amp;quot; one voice said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But that&#039;s the only spot were we can put it if we wish to put a demolisher cannon on it. Unless maybe we get rid of the front facing Plasma Guns&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m going to say my hellos to Ferrus and Vulkan.&amp;quot; He said to the machine, which simply nodded as he turned into the living room.&lt;br /&gt;
&lt;br /&gt;
Two giants were leaning over a coffee table that projected a 3D hologram of a Land Raider that had obviously been modified and upgraded extensively. Among most humans, the activity would be considered nerdy  due to the manner of seriousness with which they were handling the project. However, they were not normal humans. They were the Primarchs of the Salamanders and the Iron Hands: the two most mechanical and technically advanced of all the surviving legions. Vulcan was dressed in his basic civilian clothes of white and khaki, which made his Nuclear Ash skin stand out all the more. Meanwhile, Ferrus had on the basic undersuit of his power armour, having clearly just returned from some war zone or another. Small tokens indicating the cog-and-skull of the Mechanicus hung on his arms.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey. What are you making?&amp;quot; Constantine asked as he looked at it. &lt;br /&gt;
&lt;br /&gt;
This in part earned the attention of the two men, who promptly turned to face him with a bit of surprise on their faces at someone catching them working on.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, Constantine, you&#039;re here! Venus said you would come.&amp;quot; Vulkan said as he stood up and extended his arm out to give him a handshake, which the young man graciously accepted.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are here for that order?&amp;quot; Vulkan inquired more, which Constantine nodded.&lt;br /&gt;
&amp;quot;I never saw those be so excited about something like this. They have been working none stop since the school positioned it to them.&amp;quot; Ferrus added as he looked at the man, who blushed a bit.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So, are you going to tell me what you are designing?&amp;quot; Constantine asked as he leaned forward to examine it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s nothing honestly, just some schematics and ideas for new gear.&amp;quot; Ferrus replied.&lt;br /&gt;
&lt;br /&gt;
It was far too deep in detail to be at the concept phase, that was for sure. It was a land raider with a pair of plasma cannons on each side, and a twin linked lascannon behind the plasma cannons. On its top, a volkite carronade from a Glaive tank dominated the scene, with extra power capacitors added to the back so it could fire continuously. Around the top were a multitude of hatches, all with the (relatively) small, stubby bodies of storm bolters mounted on pivots next to them. Finally, a small demolisher cannon was installed in the front. With all of this, it seemed even more armoured than the usual Land Raider, already a tank of legendary strength, was. It had no transport capacity at all and an even smaller crew. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wouldn&#039;t maybe a Leman Russ Battle Cannon be better suited? I know it lacks the penetration power of the demolisher, but it can still hurt whatever is in it&#039;s way.&amp;quot; he said as he stood up. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maybe, but It would also more likely to have the ammunition detonate inside of it.&amp;quot; Vulkan replied, showing the worst case scenario.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The kid has a point, maybe we don&#039;t need the demolisher.&amp;quot; Ferrus replied. &amp;quot;Multi-Meltas could do it or maybe we move-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But the demolisher was one of the first weapons we agreed that this tank must have!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Seeing how me might have started an argument, Constantine took a deep breath. &amp;quot;Well,&amp;quot; he said, feigning boredom. &amp;quot;I&#039;m going to go. They&#039;re in the forge downstairs, right?&#039; he asked the two much larger men, who nodded, giving him the excuse to leave.&lt;br /&gt;
&lt;br /&gt;
As he left the room, a feeling of dread came over Constantine. Those weapons that they were adding were serious business, given how a few hundred years ago they fought against modifying certain land raiders with the equipment they were now installing, stating the danger to the crew and the machine spirit itself. So the question now is simple: what in the name of all that is holy is that tank needed for that a normal land raider simply cannot do?&lt;br /&gt;
&lt;br /&gt;
He&#039;d heard of the rise of metal men or Necrons, as they were called, starting to reawaken. The increase of Astartes who had abandoned their devotion and loyalty to both the Imperium and the Emperor was also a rising concern. Add to this that a new wave of creatures called &amp;quot;Tyranids&amp;quot; were carving huge chunks of space out of the Imperium&#039;s eastern fringe, forcing Horus himself to leave and take charge personally, made him shudder, bringing to stark relief the fact that one day, even the Primarchs and Legions might not be enough to defend the Imperium of Man. With that in mind, he entered the furnace.  &lt;br /&gt;
&lt;br /&gt;
The sounds of the furnace roared as three individuals worked tirelessly: sparks and the sounds of gears twisting and turning were constant like a heavy bolter. The heat was for some men unsufferable as he felt his body start to perspire in an attempt to get physically balanced. He noticed Holy Water was being applied as steel was turned for a greater good and purpose. It was here that the order was being met and worked on.&lt;br /&gt;
&lt;br /&gt;
The school was restarting it&#039;s tank training department and those few it had were in no shape to fight or had been so badly damaged in their first practice run that they needed heavy repairs. However, it was Constantine&#039;s quick thinking that led to over half of the tanks being handed over to the daughters of the two technological Primarchs. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey Venus, Farah. How are the tanks doing?&amp;quot; He asked, raising his arm a bit in a futile attempt to try to negate the heat from the furnaces. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey Constantine!&amp;quot; a proper voice said as a woman of beauty appeared from underneath one of the projects and waved at him, with that human and glad smile on her face.&lt;br /&gt;
&lt;br /&gt;
Venus, like her namesake, was a beautiful woman in the highest regards. With big breasts, her dark and professional raven hair and body that had the right balance in weight. She&#039;d be considered easily in the top five most attractive women in the school if it wasn&#039;t for her bright red eyes that burned like the forges she spent so much time at. It was for the best though, as it meant her simple boyfriend from the hive cities didn&#039;t have to fight tooth and nail against every man for her. It also allowed her to pursue her interests in mechanical fields and building shit that no one would allow a &amp;quot;pretty girl&amp;quot; to do. You just had to look at her cousins, principally Victoria, to understand.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How is the work going for you?&amp;quot; Constantine asked as he looked at the row of tanks that were inactive and seemed lifeless.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We got &#039;&#039;The Maiden&#039;s Fury&#039;&#039; and &#039;&#039;Iron Head&#039;&#039; working. the others will be done by the end of next week.&amp;quot; Venus replied, a smirk of satisfaction.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thanks Venus, is Farah here?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Here I am!&amp;quot; A cheerful and optimistic voice said as her bandana covered head appeared from one of the Russ&#039; crew entrance points.&lt;br /&gt;
&lt;br /&gt;
Farrah was an adorable girl and easily ranked as one of the cutest of the primarch&#039;s daughters. Her greasy autumn brown hair looked lovely as she wiped the brow and grinned, revealing her many dimples that served only to increase any attraction towards her. She raised her mechanical arm out and waved to him as she had her cute optimistic smile slapped on her face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey Farah, is it going well?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah. Though these beasts are in such a poor state of disrepair, it&#039;s a miracle that they can be repaired at all. We&#039;ve had to get help from dad at least twice. I kinda consider it an insult to the machines themselves.&amp;quot; She said as she got back to work on them. &amp;quot;Were you put in charge of any of them?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah...I was in charge of Maiden.&amp;quot; Constantine replied as he patted its front armour, earning a grunt of dissatisfaction from the machine. &amp;quot;Hey, you were the one who wanted to charge into a creek that we all knew was too deep to ford.&amp;quot; he replied. He had learned a bit of how to work with the machine spirit and Maiden&#039;s was VERY sassy. The Russ turned and made more creaks of anger, earning the laughter of the two girls.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You two fight like an old married couple.&amp;quot; Venus said, causing Constantine to blush.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How many more tanks do you have for us?&amp;quot; Farah asked as she started working on the sponson cannons.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Three more Leman Russes, two...maybe three Hellhounds...a Spartan if you&#039;re up for it. Be careful with that, it was donated by the Emperor himself on your cousins&#039; and your entry into Imperator. It&#039;s also on standby for the Terran PDF here.&amp;quot; The cadet replied. &lt;br /&gt;
&lt;br /&gt;
This statement earned two looks of glee and excitement at the challenged. They have talked about doing something like this for fun, now they were living it .&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We might need to take the weekend to finish this order. You think Hana can help us out along with Perrin?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course, she said she wanted to join the Imperial Army. This is one of those things that she will no doubtfully need to know. Plus Perrin said he was already up for working on it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Constantine smiled as he found a spot and sat down quietly, watching the two girls work frivolously on these beasts. He wanted to work with them as well, help them and at least ease the burden a bit. However, he also knew that now was not the time. He would be so green one could call him grass. Maybe after they finished they could help teach him.&lt;br /&gt;
&lt;br /&gt;
===Meeting the Plague Daughter===&lt;br /&gt;
&lt;br /&gt;
Constantine patrolled the halls of the school like a wolf as he waited for class to end for his time to go train and learn more about being a gear in the Imperium&#039;s vast and uncompromising machine. He counted the minutes as muscles tensed and were preparing for the inevitable taste of action they were to receive from today&#039;s lesson. &lt;br /&gt;
&lt;br /&gt;
There laid on the ground a woman coughing up blood and struggling to breathe. Her eyes were stained by her life fluids as she shook from an occasional but violent cough. Her school bag laid near her with an empty canister with a mouthpiece attached to it. A horrific and disgusting sight indeed. She was looking like she was losing consciousness and trying bravely, but failing, to survive. He was taken aback, naturally, at the unholy sight. How or what in the fuck was this that was in front of him and why was it here? Kill it with fire? Report it to an officer? Leave it for dead?  Would anyone blame him for this?&lt;br /&gt;
&lt;br /&gt;
The woman was terrified, but she raised her hand weakly up and tried to squeak out something, but only coughed up blood while puss began running down her ears. He moved a step back, but saw the only true option available for him as the small imperial Aquila hung on a bracelet on her right wrist and the small book of imperial prayers. He sighed as he knew what he had to do: Help her. He was a tool for the Imperium, his purpose to save the lives of others. If it meant losing his, then so be it, that is what it will be.&lt;br /&gt;
&lt;br /&gt;
The mohawked cadet moved closer to her as he put his backpack aside on the ground as he looked at her. This earned in her weakened state both surprise and visible terror in her eyes at the man standing in front of her. It also made him recognize a distinct smell that was so disgusting and displeasing on so many levels that it made him frown, making her wince and raising her arms in an attempt to protect herself.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m not going to hurt you. I am here to help. Please tell me how I can.&amp;quot; he said in as calm and caring a voice possible to her as he easily pushed aside her simple defenses to her face and turned it so she could see his eyes. It took a moment for her to see what he meant, coughing up more as she started to point to the simple inhaler that laid on the ground by her bag as she twisted and started to lay on the ground, the pain and misery now starting to turn more emergency levels. Quickly, Constantine grabbed her body and helped prop her up on the wall.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hold my hand and squeeze it, I&#039;m not leaving your side until you&#039;re stable. Understand?&amp;quot; he said to her as he took her small petite hand and put it into his, which was twice her hands size. She could only nod, feeling a bit relieved that she had somebody to be with her and help her. Meanwhile, he used his muscular body to move her bag and her inhaler. He opened her bag and found a new canister, noticing that it had 4 bars and that the one attached to the inhaler had none. without much hesitation, he switched the canister out.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Here.&amp;quot; he said as he handed her the inhaler and put it on her face after it was turned on. The girl took a deep breath and inhaled into it as Constantine looked at her.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We gotta clean you up. I cannot let you go out like this.&amp;quot; he said as he went into his bag and pulled out his standard issue Imperial Army medical kit. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Once your able to stand, can you tell me your name?&amp;quot; he asked her as he found his medical alcohol-laden disinfection wipes and pulled out one. She nodded as she then closed her eyes, allowing herself to feel a wave of both relief and life enter her body. Gently, he started to apply it to parts of the face that weren&#039;t covered by the machine that was giving her what she needed.&lt;br /&gt;
&lt;br /&gt;
She cleaned up very well, revealing almost porcelain white skin, which complimented her light grayish hair and her little green-grayish eyes. she also was so tiny compared to him, she reminded him of one of those toy dolls he saw back on his home planet. Her light blue veins easily visible as he watched her and blushed. She was a cute, innocent girl that he could stare at forever.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Morticia.&amp;quot; she said to him, snapping him out of the trance she put in him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Morticia, my name is Morticia.&amp;quot; she said again, blushing. &amp;quot;Can you please stop staring at me like that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course.&amp;quot; He replied as he turned his head and then grabbed another disinfection wipe to clear the dried blood that gave her a vampire-like appearance. He looked around at the empty hallways.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I made a promise not to leave your side until you were safe. I intend to keep that promise.&amp;quot; Constantine said. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slowly, he picked up the girl bridal style. She was light. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you kidding me Morticia? You are nothing in terms of weight on me. Hell I could carry at least another one of you. Maybe 3 of your bags and my stuff.&amp;quot; He replied to her with a smile on his face, earning a blush from her as well as he started to move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You saw her and didn&#039;t do anything?&amp;quot; Constantine asked, his knuckles tightening at this revelation. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah? What about it?&amp;quot; one sneered at him as the girl looked away, dismayed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You don&#039;t have to do this, please just back off of this.&amp;quot; Morticia pleaded to him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m sorry, but this is something I must do.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The impact sent the man flying hard onto the ground, blood erupting from his mouth and nose like soft dirt from a basilisk shell. The visible disgust and hatred that was visible in the mohawk cadet&#039;s face as he moved with malicious intent was a stark contrast to the men, who were more shocked and surprised by this action.&lt;br /&gt;
&lt;br /&gt;
Constantine grabbed one and his fist connected with the first officer&#039;s gut. Hard. &lt;br /&gt;
&lt;br /&gt;
He spat out his own blood as he looked at the man who hit him. &amp;quot;I am sickened that we share the same coat of arms, you pathetic bastard!&amp;quot; he said as he pushed himself up and &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Constantine, you can leave.&amp;quot; Morticia said with a smile. &amp;quot;You have done above and beyond what you had to do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===The Nerd And The Cadet===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You know who is an unsung hero of the imperium?&amp;quot; Constantine asked with a kind smile to&lt;br /&gt;
one of his friends in front of him as he opened another book on human anatomy&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who?&amp;quot; A tricyclopish woman said as she opened another book in the Academy&#039;s grand library, Her eyes focused on the research and knowledge she was so keen on learning.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Simon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Miranda looked up from her book and back at him. Simon was Furia&#039;s boyfriend. He was the child of upper-reaches imperial officials and bureaucrats who attended the academy like the rest of their friends. After an incident, the two started to date and it was at least from his perspective, stable and working. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why do you say that? I know that is a hassle, but not that much.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Have you seen him work his magic? Hands down on of the few men to actually able to calm her down to the point of not fighting. With how hard she hit me, that is damn near impressive.&amp;quot; The man said, rubbing his ribs. A while back Constantine was an idiot, he thought interfering in a fight between Hana and Furia would be a good idea. Both girls   really did a number on him and he had to remind himself since then to not try that again.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I remember that. you never looked so shocked.&amp;quot; She said, with a coy smile on her face&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, I learned my lesson. But still, That boy can at least put a leash on her. Most people can&#039;t even get close enough to do that. By the way you know where I can find the page on Gene seed effects?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In that book, i believe it&#039;s in the endocrine chapter. look around the 450&#039;s.&amp;quot; her eyes returning to the book she was into &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thanks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A few minutes passed as the two kept up their work, with the sounds of muscles pushing pens to write out notes and the flipping of ancient tomes and texts being the only thing that signaled &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Know what page it is on for imperial history of The segmentum ?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not sure, but it is on Chapter 12. Though you can use your mind reading on me.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Miranda looked up, shocked at that.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How did you-&amp;quot; she asked, her eyes raised up.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I had a weird feeling in my head when I met you  and some of the other known psykers. One plus one equals two.&amp;quot; He said to her as he looked back at her. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Truth be told, I find it understandable and had our positions been reversed, I would have done the same.&amp;quot; He added&lt;br /&gt;
&lt;br /&gt;
==Motherhood==&lt;br /&gt;
&lt;br /&gt;
Lotara Sarrin had done many things during her life. She had become at the age of twenty-nine one of the youngest flag-captains in the entire spread of the Emperor’s expeditionary fleets when she was promoted to command the Conqueror. She had met and gained the respect of its master, the Primarch Angron of the XIIth Legion, and become one of the very few he trusted. She had burned worlds and destroyed ships for the Legion, gaining many awards for her exemplary bravery, steadfastness and patience, her self-control and level-headedness. She still wore the Blood Hand, a red handprint across the chest of her uniform given to her after the Ashul Stellar Principality war.&lt;br /&gt;
&lt;br /&gt;
Yes, she had seen and done much during the final dying years of the Crusade. But all of that had little prepared her for what she was now. A mother. And not just any mother, mother to a very special child.&lt;br /&gt;
&lt;br /&gt;
She was fast asleep at the moment, which was a relief. Lotara had thought the harsh sirens of damage control bad, but a crying baby was something else. Nothing she had experienced during the years of Void War had prepared her for the rigours of motherhood, it was a ‘learn as you go’ situation. None of the others were much help; none of them understood what it was like to be married to the red angel. Their husbands were not broken, always forced to fight the implants which buzzed in their brains demanding blood and death.&lt;br /&gt;
&lt;br /&gt;
Their regular get-togethers annoyed Lotara. She was obliged to go of course, but she didn’t like it. She was used to the chaos of the Conqueror’s bridge, not the twittering of a gaggle of mother hens. Though she had to admit some of the other mothers, most notably lady Misja the wife of Lord Vulkan were very nice to her.&lt;br /&gt;
&lt;br /&gt;
“Lady Sarrin, a pleasure to meet you at last. Do you mind if I call you Lotara?” Misja had said warmly when they had first met, shaking her hand before she could even react. After that Lotara had warmed to her, and had grown to feel somewhat fond of the Lady of the XVIIIth. She had helped Lotara with some of the basic understandings of motherhood, and she had to admit that she would be even more lost if it wasn’t for Lady Misja’s guidance.&lt;br /&gt;
&lt;br /&gt;
The others though treated her warily; she was a breed apart from them. She stuck out like a sore thumb clad in her naval uniform, the red hand proudly borne on her chest. None of the others had brought exterminatus to worlds at their husband’s command. None of the others had seen ships die and worlds break. But she had, and she would not give up her position for all the gold on Terra.&lt;br /&gt;
&lt;br /&gt;
Reclining on a couch in the spacious lodgings provided for them both, Lotara gazed over at the cot sitting prominently in the corner of the room. She was spire-born, the scion of a noble Albian family who had decided to buck family tradition and serve the Imperium hands-on. Juveat treatments kept her looking in her mid thirties terran standard, and her long blonde hair was bound back in a ponytail to keep it from her face, a habit from her days commanding the Conqueror. Though now there were bags under her eyes, and she was wearier then she had ever been fighting the Emperor’s foes.&lt;br /&gt;
&lt;br /&gt;
A thin wailing came up from the cot and sighing, Lotara got up and padded over to the crying infant, gently picking her up and holding her close.&lt;br /&gt;
&lt;br /&gt;
“There there Furia, mummy’s here. Hush now.” She still felt foolish saying those words, but they did the trick, and Furia’s wails ceased, and she gurgled contentedly in her mother’s arms.&lt;br /&gt;
&lt;br /&gt;
Mother. It was still a novel concept even though the novelty had long since washed off. She remembered the day Angron had come to her with news of his new arrival, and his proposal to her.&lt;br /&gt;
&lt;br /&gt;
“Lotara.” He had growled. “I need someone who I trust; who I know will never let me down. There is only one woman who fits that bill, only one I know can do this.”&lt;br /&gt;
“My lord…”&lt;br /&gt;
“I am no one’s lord Lotara, and I grow bored of telling you that.” Angron smiled a predatory smile which scared most people out of their wits. But Lotara wasn’t most people, and she knew it for what it was, bluff. “Now will you do as I’ve asked?”&lt;br /&gt;
&lt;br /&gt;
Asking was a novel thing for Angron. But he had done so, and she couldn’t refuse him. They were joined on matrimony the next day, and shortly afterwards baby made three.&lt;br /&gt;
&lt;br /&gt;
She was brought back to the present when little Furia stopped gurgling, and Lotara saw that she was asleep. She continued to cradle her, feeling her small warm body and the faint coo of her soft breaths. Gently she laid little Furia to rest in the cradle, then turned as she heard a familiar stomping sound coming from outside.&lt;br /&gt;
&lt;br /&gt;
Angron strode into the room, instantly filling it with his blunt, savage grandeur. He looked uncomfortable now that he no longer wore his armour, and the dreadlock-like cables of the Nails snaked from the back of his head into the flesh of his shoulders.&lt;br /&gt;
&lt;br /&gt;
“You’re back.”&lt;br /&gt;
&lt;br /&gt;
“Sorry to disappoint.” Angron grunted. “The Nails were biting badly, so I took a detour while they cooled down.”&lt;br /&gt;
&lt;br /&gt;
She nodded. Though the Nails were not as bad as they were during those last years of the Crusade, when Pain tics had flawed one side of his face and chronic nosebleeds had left streams of blood running down his chin, the Nails still bit him every so often and when that happened he had to get away before he was drawn into a killing frenzy to sake the thirst of the agony engine in his brain.&lt;br /&gt;
&lt;br /&gt;
“How’s my daughter?” Angron asked.&lt;br /&gt;
&lt;br /&gt;
“&#039;&#039;Our&#039;&#039; daughter is fine,’ she replied. “She’s fast asleep at the moment, and will remain so if you can keep quiet.”&lt;br /&gt;
&lt;br /&gt;
“When she’s awake she screams like those elder hag women, what are they called?”&lt;br /&gt;
&lt;br /&gt;
“Banshees.” Lotara answered.&lt;br /&gt;
&lt;br /&gt;
“Yes them.” Angron rumbled. “I just wish I could shut her up the way I shut them up.” He mimed a sweeping blow from Gorefather, and chuckled. To anyone else that would be horrifying, but Lotara had spent enough time around Angron to understand his unusual sense of humour.&lt;br /&gt;
&lt;br /&gt;
As if in anticipation, a faint cooing sound rose up from the cot.&lt;br /&gt;
&lt;br /&gt;
“Speak of the Daemon.” Angron rumbled.&lt;br /&gt;
&lt;br /&gt;
“You’ve woken her.” Lotara scolded as she went over and gently picked up Furia.&lt;br /&gt;
&lt;br /&gt;
“Look Furia, daddy’s back. Say hi to daddy.”&lt;br /&gt;
&lt;br /&gt;
“You know how ridiculous that sounds?” Angron commented.&lt;br /&gt;
&lt;br /&gt;
“Mothers have been talking like that to their children for millennia, and nothing’s gone wrong yet. Hell, my mother spoke to me like that, and have I turned out poorly?”&lt;br /&gt;
&lt;br /&gt;
Angron didn’t answer, and Lotara rolled her eyes.&lt;br /&gt;
&lt;br /&gt;
“Do you want to hold her?” She asked, holding Furia out. Angron rarely held or played with Furia, and this concerned Lotara. She was his child; he couldn’t be a bystander on her life even with the omnipresent problem of the Nails.&lt;br /&gt;
&lt;br /&gt;
“Every time I take her she just starts crying. She doesn’t like me.”&lt;br /&gt;
&lt;br /&gt;
“She’s your daughter, of course she likes you. You just need to show her that she shouldn’t cry. She is born of your blood you know.”&lt;br /&gt;
&lt;br /&gt;
Angron grunted, but he carefully took Furia in one massive hand with a gentleness none of his brothers would have believed he possessed.&lt;br /&gt;
&lt;br /&gt;
For a few seconds he held her, and she stared right back at him with wide eyes.&lt;br /&gt;
&lt;br /&gt;
For a split second Lotara swore she saw something fleeting in his eyes, a faint fragment of a lost emotion the Nails had burned out of him. But whatever that emotion was it departed as soon as it appeared, leaving Angron the same way he always was, a mountain of barely controlled rage.&lt;br /&gt;
&lt;br /&gt;
Furia started to cry, and he handed her back to Lotara.&lt;br /&gt;
&lt;br /&gt;
“Like I said, she doesn’t like me.”&lt;br /&gt;
&lt;br /&gt;
Lotara clicked her tongue – a habit of hers when she was on the verge of losing her temper, which seemed to happen more and more often these days.&lt;br /&gt;
&lt;br /&gt;
“I wish you’d show a bit more affection for her. She can’t grow up with you emotionally distant all the time, except when you’re angry.”&lt;br /&gt;
“It’s hard to show affection when that part of your brain has been lobotomised.” Angron snarled. “Sorry if I’m not as emotionally engaged as you’d like, Lotara.”&lt;br /&gt;
&lt;br /&gt;
“You should be. She is your daughter, your future. With her, you have a chance to start again, to make amends for the sins of the past.”&lt;br /&gt;
&lt;br /&gt;
She wished she had never spoken those words, but they slipped from her mouth regardless. Angron hated being reminded of Nuceria, of his greatest failing. He didn’t say anything; he just strode to the window and gazed out across Startseite, the home custom made for the Primarchs and their families.&lt;br /&gt;
&lt;br /&gt;
“I never wanted her you know.” He said. “I never wanted to be saddled with parenthood, but father insisted. He forced it on me, on all of us. That is why you are here, to help me with this burden. He stole me away from my first family, and now he thinks giving me a new one will fix that?”&lt;br /&gt;
&lt;br /&gt;
“He didn’t do this just for that. He did this so you would have something to live for now that the Crusade is done.”&lt;br /&gt;
&lt;br /&gt;
She switched to Nagrakali, the language unique to the XIIth Legion. She only did that when she had to make a point to him. “We cannot change the past Angron, but we can change the future. You can give Furia a better childhood then you had, a loving family, freedom, peace. You just have to be willing to play a part in this. I can’t raise her alone, she needs you as well.”&lt;br /&gt;
&lt;br /&gt;
He didn’t say anything, and after a while Furia finally fell asleep.&lt;br /&gt;
&lt;br /&gt;
“I’m taking her to bed. Will you be joining us?”&lt;br /&gt;
&lt;br /&gt;
Angron shrugged. “The Nails still itch. I’ll spend a few hours in the training cages.”&lt;br /&gt;
&lt;br /&gt;
As Angron stalked off, Lotara realised something. As long as the Nails were in there, as long as they buzzed in his brain, he would never truly appreciate his daughter, their daughter. The Nails were shackles, preventing him from immersing himself in his daughter’s life. She would have to do the unthinkable, convince him to have them removed. She knew the Emperor could do it, but Angron had refused time and time again.&lt;br /&gt;
&lt;br /&gt;
Would she be able to do it? Succeed where even the Emperor had failed? She would have to try. For Furia’s sake, she would try.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Angela Grows Up==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A faint wind crossed the grass behind the mansion that afternoon.  Some quiet sounds of grass mowers and passing vehicles echoed past its façade and holofield, but they sounded muted behind the field’s protection.&lt;br /&gt;
&lt;br /&gt;
Angela, thirteen-year-old daughter of Sanguinius, lay facedown on the thick green grass.  She was cradling her head in her hands, trying to talk without her voice breaking.  It wasn’t easy.  She was in a lot of pain.&lt;br /&gt;
&lt;br /&gt;
“That rough, was it?” her cousin Miranda asked in sympathy.&lt;br /&gt;
&lt;br /&gt;
“It hurts, Miranda,” Angela said miserably.  She drew her wings as close to her body as she could out of pure instinct, even as her fingers dug into her hair.  “How…how are you dealing with it?” she asked into the grass.&lt;br /&gt;
&lt;br /&gt;
Miranda shrugged, helpless.  “It doesn’t hurt.”&lt;br /&gt;
&lt;br /&gt;
“At ALL?” Angela asked incredulously.  “I mean…I know you’re stronger, but…this is agony!” she wailed, fighting back the pain in her head.&lt;br /&gt;
&lt;br /&gt;
Miranda stared at her beautiful cousin, her own heart aching.  “Angela…where does it hurt?” Miranda asked, trying a new tack.&lt;br /&gt;
&lt;br /&gt;
“It’s…” Angela searched for words, then whimpered as the psychic pain returned.  “It’s like when you hit your arm on something sharp…a lancing pain in a specific place, not…oh, hell, that hurts,” she groaned, cradling her head.  Her wings trembled for a moment as the pain flared back up.  “It’s like a needle stuck in my head,” she whispered into the green rolls of plants.&lt;br /&gt;
&lt;br /&gt;
Miranda, whose third eye was taking on a peculiar shine, looked sadly at her cousin.  “How did you make it through school today?” she asked quietly.&lt;br /&gt;
&lt;br /&gt;
“I didn’t,” Angela whimpered.  “I came home with tears in my eyes.”&lt;br /&gt;
&lt;br /&gt;
Miranda blinked back a tear of her own.  “I’m so sorry, Angela,” she said.  “I wish I could help.”&lt;br /&gt;
&lt;br /&gt;
“Everyone I’ve asked said it will pass soon,” Angela said miserably.  “But…soon can’t come fast enough.”  The pale blonde laced her fingers behind her head and tried to relax, but the spike of manifesting psychic power in her brain ripped a fresh line of agony through her young body, and she gasped in pain.&lt;br /&gt;
&lt;br /&gt;
Miranda’s powers manifested in the same way as Angela’s but for whatever reason, be it her eye acting as a focus or simply superior training from her father, she wasn’t wracked with pain.  She just found it intensely creepy, and tried to ignore it unless she felt she needed it, which hadn’t happened yet.  The redhead lay down beside her cousin and stretched out on Sanguinius’ luxurious lawn, watching the haze overhead.  “Let me know if I can help,” she said quietly.&lt;br /&gt;
&lt;br /&gt;
“I will,” Angela promised.  She reached over and quickly squeezed her cousin’s hand.  “Thanks.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hours passed.  Angela’s knuckles turned back to their normal hue as her death grip on her throbbing head faded.  “It…it’s easing, I think,” she managed.&lt;br /&gt;
&lt;br /&gt;
Miranda glanced over at her.  “Can you feel anything new?”&lt;br /&gt;
&lt;br /&gt;
Angela slowly raised her head from the grass and wiped loose blades from her face.  “…Do you hear that?” she asked.&lt;br /&gt;
&lt;br /&gt;
Miranda cocked her head and listened.  “I don’t hear…”&lt;br /&gt;
&lt;br /&gt;
“Shh.”  Angela turned her head to face the house and pushed off the ground with one hand, twisting at the waist to stare at the mansion.  “What…what is that?” she asked, staring intently at the house.&lt;br /&gt;
&lt;br /&gt;
Miranda listened hard, but all she could hear was the wind.  Then it hit her.  “Angela, can you hear this?” she asked.  She focused for a moment and arced a tiny spark of psychic power between her fingers.&lt;br /&gt;
&lt;br /&gt;
Angela’s head whipped around, waving blonde hair everywhere.  “What the hell was that?” she asked.  “I saw…or heard or something…what was that?” she demanded.&lt;br /&gt;
&lt;br /&gt;
“That was your extra-sensory perception coming alive,” Miranda said.  “That ‘sound’ you hear from the house is your father’s presence.”&lt;br /&gt;
&lt;br /&gt;
Angela turned, very slowly, and drew herself up into a cross-legged position.  She stared at the house again, her eyes wide, perhaps even frightened.  “It’s…” she started, before trailing off again.  “Wow.”&lt;br /&gt;
&lt;br /&gt;
“Yeah, he’s pretty complex, isn’t he?” Miranda asked.  That was understating it somewhat.  The faint psychic shadows of the people on the street out front were completely insignificant compared to the raging typhoon of psychic power inside Sanguinius.  The rippling ‘sound’ of his passing through the building, no doubt freshly returned from the Palace, was cutting through the background noise like a chainsword.&lt;br /&gt;
&lt;br /&gt;
The door opened as Angela sat up.  Sanguinius himself, no doubt sensing his daughter’s pain recede, looked about the lawn and spotted them.  “Angela, dearest, there you are,” he said.  “Miranda, hello.”&lt;br /&gt;
&lt;br /&gt;
“Father,” Angela said eagerly, scrambling to her knees to rise.  He gestured her to stay.  As he made his way over to her, Miranda rose and popped her shoulders, sensing her presence becoming superfluous.&lt;br /&gt;
&lt;br /&gt;
“Feel better tomorrow, huh?” she asked.&lt;br /&gt;
&lt;br /&gt;
“I’ll try,” Angela said.  She looked up at her cousin and smiled at last.  “Thanks.”&lt;br /&gt;
&lt;br /&gt;
Miranda headed back through the house to her waiting bicycle.  Sanguinius passed her with a nod on his way to his daughter, who was now kneeling in the waving grass.  The wind was picking up considerably, now, and it was blowing the clouds away.&lt;br /&gt;
&lt;br /&gt;
The giant warrior was clad in a shimmering robe of light yellow over red, but all Angela was seeing was a fiery vortex of energy racing through his physical form.  Her eyes weren’t blind, but suddenly, she was seeing something new.&lt;br /&gt;
&lt;br /&gt;
“Dad,” she said quietly.  “Is this what you see?”&lt;br /&gt;
&lt;br /&gt;
Sanguinius smiled.  “No, little one, it isn’t.  If you can believe it, you’re not quite finished.”&lt;br /&gt;
&lt;br /&gt;
“More?”  Angela winced.  Getting this far had hurt.  It had hurt a lot.  Sanguinius noted her discomfort and offered a sympathetic look.&lt;br /&gt;
&lt;br /&gt;
“Little Angela, please just bear with it.  The next part isn’t painful so much as…unnerving.  Even frightening.”&lt;br /&gt;
&lt;br /&gt;
The two of them stared at each other until Angela asked the question.  “Um.  How?”&lt;br /&gt;
&lt;br /&gt;
Sanguinius sighed.  “You will be presented with certain temptations.  Some will come overtly, like the desire to use your powers to harm people who dislike you, or read minds and emotions of those all around you.  Others will be more…subtle.  Impulses.  Dark dreams.”&lt;br /&gt;
&lt;br /&gt;
“And…how is that scary?” Angela carefully asked.  “I’m already…you know, fairly powerful…I never feel like I should be abusing my authority or Royal connections, Father.”&lt;br /&gt;
&lt;br /&gt;
“I know, little one, and I’m proud of you for that,” Sanguinius said gently.  “But I speak of something more…base.”  He drew his legs beneath him and knelt facing her, realizing with a pang how slowly she was aging compared to him at the same age; and yet it felt like she had been learning to walk only days ago.  “You know of the more depraved aspects of the Warp, of which I have warned you, don’t you?” Sanguinius asked, his tone turning darker.&lt;br /&gt;
&lt;br /&gt;
“I do,” Angela said with a shiver.  The stories he had told her of his own battles with the lesser half of existence had been terrifying.&lt;br /&gt;
&lt;br /&gt;
The towering Primarch lifted one hand to his daughter’s cheek.  “Little one, please believe me when I say that no impulse or drive you ever feel from your powers should be acted upon,” Sanguinius said slowly.  “Do you understand?  Daemons and their ilk do not need to appear in the flesh to twist normal desires into service and zealotry.”&lt;br /&gt;
&lt;br /&gt;
Angela’s new senses alerted her to a streak of pure, black hatred running through her father at that moment, and she shuddered against his hand.  “I understand, Father,” she said.&lt;br /&gt;
&lt;br /&gt;
Her father finally smiled again.  “Do you know,” he said, his tone lightening considerably, “how many strings I’ve had to pull to keep the Sisters from transporting you off to the City for training?”&lt;br /&gt;
&lt;br /&gt;
Angela managed a weak grin.  “No.”&lt;br /&gt;
&lt;br /&gt;
“I’ve had to fend off calls from the Adeptus Astra Telepathica perhaps…seven or eight times now,” Sanguinius sighed, sitting back on the grass and gazing up at the sky, and looking nothing like the Angel of Death.  “It was only after Magnus personally told them to stay their hands that you and Miranda were saved from the City.”&lt;br /&gt;
&lt;br /&gt;
Angela cocked her head.  “Saved?”&lt;br /&gt;
&lt;br /&gt;
“Saved,” Sanguinius said heavily.  “Were it not for your parentage, you would both have been…isolated for mutancy.”&lt;br /&gt;
&lt;br /&gt;
Angela shook her head.  “Well…thanks, father.”&lt;br /&gt;
&lt;br /&gt;
Sanguinius nodded.  “You understand, little one, that this means you will have to be trained by either myself or Brother Magnus, instead,” he cautioned.&lt;br /&gt;
&lt;br /&gt;
His daughter bowed acceptance.  “I do.  Thank you again,” she said.&lt;br /&gt;
&lt;br /&gt;
The sound of the wind picked up as the breeze fluttered the two Blood Angels’ feathers.  Angela shivered as the cold air puckered her arms, and she scooted over to sit where her father was blocking the wind.  “Father, as long as we have a moment, may I ask you something about this?” she asked, gesturing broadly at her head.&lt;br /&gt;
&lt;br /&gt;
Sanguinius nodded.  “What are the little…lines that hold things together?” Angela asked, struggling with the words.  It was all still so new!&lt;br /&gt;
&lt;br /&gt;
“Those…hm.  No two psykers see the universe in exactly the same way, you know,” Sanguinius hedged.  “If I were to wager…I’d say that they were probably the ties between the Warp and the real world.”&lt;br /&gt;
&lt;br /&gt;
Angela’s eyes unfocussed as the wash of unearthly color over the world swam in and out of her second sight.  “It’s…they look fragile,” she said nervously.&lt;br /&gt;
&lt;br /&gt;
“They aren’t,” Sanguinius promised.  “It takes something terribly powerful to break them.”&lt;br /&gt;
&lt;br /&gt;
Angela knelt again, this time rubbing her temples.  “It’s…hard to see normal things with this Warpsight over everything,” she admitted.  “Will it get easier to focus?”&lt;br /&gt;
&lt;br /&gt;
“It will become much easier to focus,” Sanguinius said solemnly.  “Simply understand that what your Warpsight allows you to see was always there, it was simply not possible to detect consciously.  Your powers will awaken, slowly and, it seems, painfully.  But they will clarify your sight.  For all that, you had ought to remember: your normal senses are no less important.”&lt;br /&gt;
&lt;br /&gt;
“How do I tell what’s coming in through my Warpsight and what’s real?” Angela asked, waving a hand at the shimmering lights that danced over the world now, lights that just couldn’t really be there.&lt;br /&gt;
&lt;br /&gt;
Her father opened his hand and clenched it again, and as he did, the lights around him faded somewhat.  “What you must do is remember, little one: the world of the mortals is fixed and immutable.  What is put in place stays there.  The Warp is not.  Discerning the real from the nonreal will be easy with practice,” he reassured her.  “What is difficult is telling the simple Warp illusions from foresight.  That is a skill even I have not yet mastered.”&lt;br /&gt;
&lt;br /&gt;
“Really?” Angela asked in surprise.  The sky was growing darker yet, and she shivered in her exercise shorts and tank top.  The complex fabric ties and folds that accommodated her wings weren’t exactly keeping out the cold.&lt;br /&gt;
&lt;br /&gt;
“I would caution you to avoid relying on anything your Warpsight shows you until you are trained properly, little one,” her father said.  He placed his hands on her shoulders as she scooted closer to him on the grass.  “Are you feeling better?”&lt;br /&gt;
&lt;br /&gt;
“A bit, yes, thank you,” Angela admitted.  “But it’s getting very cold out here.  I hate how fast the pseudoweather changes this time of year.”&lt;br /&gt;
&lt;br /&gt;
Sanguinius smiled regretfully.  “I will never agree with Father’s decision to make the whole world a macro-hive.  I miss what little remained then of the old world.  It felt like there was so much to uncover.”  He rose to his feet, and Angela did too.  “Still.  We can discuss this more inside, if you’re uncomfortable.”&lt;br /&gt;
&lt;br /&gt;
“Thanks, Father,” Angela said.  At the threshold, however, she paused.  Her Warpsight was flaring.  “Wait…”&lt;br /&gt;
&lt;br /&gt;
Her father glanced back from the door of the luxurious manor.  “What is it?” he asked.&lt;br /&gt;
&lt;br /&gt;
She slowly turned to stare out over the yard.  “I…Father, what does it feel like when you’re being watched?”&lt;br /&gt;
&lt;br /&gt;
“I can not truly relate it to you, but…” Sanguinius trailed off as he realized what was happening.  “For what it’s worth, you are being watched.”&lt;br /&gt;
&lt;br /&gt;
Angela stared over her shoulder at him.  “What?”&lt;br /&gt;
&lt;br /&gt;
Her father gestured to the fence that separated the manor’s yard from the neighbor’s.  The neighbor’s son, Michael, was just clambering over it, disregarding the gate between them a mere fifteen feet to his left with a determination that always made Sanguinius roll his eyes.  As soon as he landed, he came running.  Sanguinius closed the door behind himself as he entered the house, granting his daughter a measure of privacy.&lt;br /&gt;
&lt;br /&gt;
The lanky young noble skidded to a halt in front of the porch, and looked up the few small steps from the ground to the plastic deck.  “Hey!  Are you alright?” he asked immediately.&lt;br /&gt;
&lt;br /&gt;
“I’m fine, yes, thanks,” Angela said, trying to conceal her shock.  Mike’s thoughts and emotions were a roiling cauldron in his physical shell.  It was distracting.&lt;br /&gt;
&lt;br /&gt;
“You missed school today!” Mike said worriedly.  “Are you sure you’re fine?”&lt;br /&gt;
&lt;br /&gt;
Angela kicked herself mentally.  “I’m fine.  Really.”  She smiled shyly.  “Thanks.  Um, did I miss anything?”&lt;br /&gt;
&lt;br /&gt;
Mike shook his head.  “I don’t think so.”  He was much more modestly dressed for the season, with a rather expensive outfit for climbing over fences.  Angela flushed a bit as he finally offered her a grin in return.  “So did you level up, or whatever?”&lt;br /&gt;
&lt;br /&gt;
“Mike, my brain metamorphosing is not a video game,” Angela giggled.&lt;br /&gt;
&lt;br /&gt;
“But you gain new powers as you acquire experience!  That’s pure video game logic!” Mike pointed out.&lt;br /&gt;
&lt;br /&gt;
Angela pretended to ponder the point.  “Well, now, that is true,” she admitted.  She hesitated.  “I would appreciate it if you didn’t make light of it, though, Mike.”&lt;br /&gt;
&lt;br /&gt;
Mike’s face fell.  “Sorry.  I’m just worried about you.”&lt;br /&gt;
&lt;br /&gt;
Angela felt a completely alien – but energizing – rush of sensations echo through her Warpsight.  She ran her hand over her forehead, trying to clear the haze, and an image of Mike sliding his hands around her waist and drawing her into a hug appeared in her mind.  She opened her eyes to see Mike simply standing at the base of the porch, looking up at her with concern etched on his face.  “Angela?” he asked.&lt;br /&gt;
&lt;br /&gt;
“S-sorry,” Angela said, trying to figure out what had just happened.  “I think I saw something.”&lt;br /&gt;
&lt;br /&gt;
Mika shuffled his feet.  “Um.  Can I, uh, can I come in?  It’s getting really cold out here.”&lt;br /&gt;
&lt;br /&gt;
His friend pushed the door open behind her and beckoned him in.  “Sure, come in.”&lt;br /&gt;
&lt;br /&gt;
Sanguinius was already upstairs, Angela sensed, but her mother was back from work now too, and was sitting in the study closest to the main door to the manor.  Angela elected to just sit inside the door on the thick carpet, sitting on her knees and ankles so her feathers didn’t brush the carpeting.  Mike sat across from her on the carpet, sprawling on the floor.  He stretched and rubbed his elbows, trying to restore some heat.  “How are you not freezing in that outfit?” he asked, gesturing at her minimal attire.&lt;br /&gt;
&lt;br /&gt;
“I was, actually,” Angela admitted.  Mike stared at her, then laughed.&lt;br /&gt;
&lt;br /&gt;
“Putting on a brave face?” he asked.  “Nice.”&lt;br /&gt;
&lt;br /&gt;
Angela didn’t have anything to say to that.  She was too busy watching him change.  Where outside his sense in the Warpsight had been a bit tumultuous, now it was quite placid and stable, and the vortex of light in him was symmetrical.  He sat up a bit and stretched again, then sank back against the side of a chair.  As he did, the vortex barely shimmered, but as he turned to look at her again – and his eyes lingered on her lips – it suddenly flickered unearthly colors.  “So, what are you up to this weekend?” he asked, and his vortex shifted colors again.  This time it was almost like it was…trying to hide behind itself?  Nothing made sense yet.&lt;br /&gt;
&lt;br /&gt;
Angela tsked in frustration.  “Uh, just sticking around here, I think,” she said.  “I don’t want to be seen in public, if I have another attack.”&lt;br /&gt;
&lt;br /&gt;
Mike nodded glumly, and the tremors of…what?  Thought?  Emotion?  Whatever it was, the tiny ripples in the vortex of light in him dimmed.  “Sorry.”  The tremors returned, a bit less energetic.  “Can I drop by to see how you’re doing?” he asked hopefully.&lt;br /&gt;
&lt;br /&gt;
“Of course, Mike, you can come by whenever you like,” Angela said.  The tremors flittered again, and again they were maddeningly different.  She sighed aloud at the nonsensical behavior of her new senses.&lt;br /&gt;
&lt;br /&gt;
“Something wrong?” Mike asked, instantly all concern again.&lt;br /&gt;
&lt;br /&gt;
She shrugged angrily.  “I just can’t get my senses to line up.”&lt;br /&gt;
&lt;br /&gt;
Mike grimaced.  “I wish I could help.”  He suddenly looked up at her eyes again, and his vortex lit up with a new color.  “Maybe I can.”&lt;br /&gt;
&lt;br /&gt;
“Huh?”&lt;br /&gt;
&lt;br /&gt;
“I know you pretty well, right?  And you’re…you know, having trouble seeing what’s going on, right?” Mike asked, excited.  “Well…can you just…you know, spend the day with me and focus on that, and let your new…powers I guess, just align themselves on their own?”&lt;br /&gt;
&lt;br /&gt;
Angela stared at him.  “Are you…asking me out?”&lt;br /&gt;
&lt;br /&gt;
Mike blinked.  “I, uh…huh.”  He coughed, blushing.  “Guess it did sound that way, didn’t it…” he muttered.  “Uh, we don’t have to…”&lt;br /&gt;
&lt;br /&gt;
“Because I’d love to.  I have to spend my time doing something other than wondering what the hell is going on around me,” Angela said firmly.&lt;br /&gt;
&lt;br /&gt;
Michael perked up immediately, and his vortex – what was it?  His soul? – flickered a whole rainbow of colors.  “Great!  But, uh, you said you didn’t want to go out in public...” he reminded her.&lt;br /&gt;
&lt;br /&gt;
“We can stay here, then,” Angela said.  “If it starts to hurt again, I’ll just talk to Dad and see what he can do.”&lt;br /&gt;
&lt;br /&gt;
“Okay!”  Mike beamed.  Angela found the flickering of lights in his soul accompanying his sudden euphoria quite a bit less distracting, all of a sudden.  Maybe familiarity was the difference after all.&lt;br /&gt;
&lt;br /&gt;
On an impulse, she rose to her knees, waddled over to where her friend was sitting, and squeezed her arms around him in an awkward hug.  He stared over her shoulder into the soft white feathers on her wings, stunned.&lt;br /&gt;
&lt;br /&gt;
“Uh, A-Angela?” he managed.&lt;br /&gt;
&lt;br /&gt;
“Sorry, but…I need to see something,” she murmured.  He relaxed his shoulders as her frigid skin, still chilly from the icy winds outside, pressed against his bare hands.  He reflexively squeezed back, and she flinched in his hands as he brushed the base of her wings.&lt;br /&gt;
&lt;br /&gt;
“Sorry,” he said, desperately hoping she wasn’t paying any attention to him below the waist.&lt;br /&gt;
&lt;br /&gt;
She wasn’t.  Her eyes were screwed shut with intense concentration.  She was staring into the vortex at the heart of him, trying to map it, to understand it, before it drove her mad.  “Mike, I’m sorry I missed class,” she whispered.  “I know you were counting on me for the Bio project presentation.”&lt;br /&gt;
&lt;br /&gt;
“Hey, forget it, Morticia was in today, so we had enough people to do the thing,” he said.  The faintest taste of the air of the school bio lab brushed her tongue as he said it.  Was it a memory?  Even as she wondered, the image of her cousin Morticia, gangly and sickeningly thin, appeared.  She was reading from a cue card as Mike stood behind her.&lt;br /&gt;
&lt;br /&gt;
Angela gasped in Mike’s ear and threw herself backwards from him.  She toppled from her knees and fell onto one hand, bruising her wing on the chair behind her.  “Shit!” she managed.&lt;br /&gt;
&lt;br /&gt;
“What?  What?” Mike demanded.&lt;br /&gt;
&lt;br /&gt;
“I…I saw into your mind for a minute there,” Angela said.  She clapped her hand over her mouth, nearly retching.  How perverse had she been?  How horribly invasive?  “I’m…I’m so sorry,” she said through her hand.  “Mike, I’m so sorry!”&lt;br /&gt;
&lt;br /&gt;
“Easy, Angela, I didn’t feel a thing!” Mike said helplessly.  “I…you didn’t do anything!”&lt;br /&gt;
&lt;br /&gt;
Angela managed to fight back the impulse to vomit in revulsion.  “Mike…was Morticia wearing a green jacket over a white frilly shirt today?” she asked tremulously.&lt;br /&gt;
&lt;br /&gt;
Mike blinked.  “Yeah…but you saw her before you went home, didn’t you?”&lt;br /&gt;
&lt;br /&gt;
Angela shook her head again.  Her eyes were wide and shaky.  “No, Mike.  I haven’t seen her in days.”  She sank onto her side, sliding her hands over her eyes.  “Oh, no, no, no…”&lt;br /&gt;
&lt;br /&gt;
Mike dropped onto his side, trying to make eye contact with her.  “Hey, Angela, snap out of it!” he said urgently.  “Tell me what’s wrong!”&lt;br /&gt;
&lt;br /&gt;
She buried her face in her hands again, trying not to snap at him.  “Mike, please!  I just…I just fugging read your mind!  That’s…that’s beyond wrong!”&lt;br /&gt;
&lt;br /&gt;
“And you can’t control it!” Mike said, starting to feel a little angry himself now.  “Look, I live next door to Lord Primarch Sanguinius!  All of my parents’ coworkers are Navigators!  I’m used to being around psykers!  They can’t even read your mind unless they’re actively trying!”&lt;br /&gt;
&lt;br /&gt;
“I just DID!” Angela bit off, finally glaring at him.  Their eyes met-&lt;br /&gt;
&lt;br /&gt;
She saw him standing up and storming out.  She saw him staring at her with pained eyes.  She saw him lean in and kiss her.  She saw him gripping her by the shoulder and trying to shake her loose of her funk.  She saw him try to pull her upright.  She saw herself reach out and try to slap him.&lt;br /&gt;
&lt;br /&gt;
Her mind spun and twisted with the overlapping and contradictory actions.  She choked on a sob.  “This is so scary,” she whimpered.&lt;br /&gt;
&lt;br /&gt;
Over half of the possible actions disappeared in an instant.  His vortex dimmed.  His face-how could she even still see it? – got closer as he hesitantly leaned into her.  “Okay.  Okay, Angela, stay with me, alright?” he asked.  “Just…stay with me.”&lt;br /&gt;
&lt;br /&gt;
“I’m trying,” she said.  “I’m so overwhelmed…it’s so frightening…”  Tears stained the carpet under her head.  “Mike, please don’t leave, alright?”&lt;br /&gt;
&lt;br /&gt;
Mike shook his head.  “I wouldn’t.”  The number of visions of him leaving instantly narrowed to a few.  She squinted her eyes, staring into nothingness beyond him.  She tried so hard to see what was coming, but the futures tangled and mixed and tore.  Some were grotesque, even violent…his slapping her senseless and leaving forever, and a few of her unleashing her psychic power, and unthinkable things of those natures.  Most, however…&lt;br /&gt;
&lt;br /&gt;
Her wings were aching.  She had clenched them so tight that the bones were rubbing against each other through the feather and skin.  She forced them to relax and tried to see into the visions that soothed her.  Specifically, the ones where he stayed, and his manner was gentle and non-judgmental.  She stared into them, trying to see which ones had her taking the initiative, and saw one she liked.&lt;br /&gt;
&lt;br /&gt;
She very gradually rose up from the floor, wincing as her bruised hand brushed the ground beneath her.  He was beside her in a moment, trying to help, but she distractedly brushed him aside, and to her alarm, some of the more promising visions disappeared.&lt;br /&gt;
&lt;br /&gt;
Angela looked up at him, trying to make eye contact with him again, but as suddenly as switching a lightbulb off, all the visions, all the vortices, all the colors were gone.  She blinked, but they had faded away.  The little lines that held the world together had faded into nothingness, her father could have been anywhere, and all she could see was a handsome boy with a worried look and outstretched hands.&lt;br /&gt;
&lt;br /&gt;
“Mike…I don’t know anything,” she said heavily.  Her powers had faded until the next, no doubt even more agonizing psychic shockwave.  She leaned against him as she sat beside her, and buried her face in his shoulder.  “I’m so bad at this,” she mumbled.&lt;br /&gt;
&lt;br /&gt;
Mike awkwardly tried to shift her to a position that didn’t have her wings digging into his arms, but she didn’t notice his discomfort.  Once he was settled, she silently slid one arm and one wing around his back, pulling him close.  “I need to take this one step at a time,” she said.  She sounded exhausted, and felt disappointment weighing her down.  She looked up at him, tucked into her wing’s crock.  “Still on for this weekend?” she asked.&lt;br /&gt;
&lt;br /&gt;
If she had had her Warpsight available, she would seen his vortex flicker a bit, in a way she would have liked.  “Sure,” he said gamely.  “I’ll be here.”&lt;br /&gt;
&lt;br /&gt;
Angela’s bare shoulders slumped.  “Thank you, Mike,” she said quietly.  She leaned against his shoulder and let the minutes pass.&lt;br /&gt;
&lt;br /&gt;
==The Trader&#039;s Son==&lt;br /&gt;
Sport is a war.&lt;br /&gt;
&lt;br /&gt;
Death might be a freak occurrence, injuries might be accidental rather than deliberate and the prize might be a mere trophy, but the act of two teams competing against one another was nothing more than a controlled and stylized form of ritual warfare. That was a truth the ancients had long grasped, and one that was foremost in the mind of Muldorn Pryror as he surveyed the playing field and the opposition.&lt;br /&gt;
&lt;br /&gt;
This was nothing serious, or so the instructors had said. Friendly tryouts. But everyone knew that was a lie. This was a cutthroat contest to sort the wheat from the chaff. And Pryror knew what he was.&lt;br /&gt;
&lt;br /&gt;
Scrumball. In a long-forgotten tongue it was called Rugby, but that was a coarse name bereft of any poetry, artistry or class to Pryror. And it was a sport that deserved those words. A sport where brawn and brains were needed in equal measure. Where speed was as much a weapon as muscle. Where attack and defence needed to be balanced, and psychology counted.&lt;br /&gt;
&lt;br /&gt;
In short, the perfect sport for testing the skills of the young nobles of the Imperium.&lt;br /&gt;
&lt;br /&gt;
Pryror gave a small grin as he eyed his team, each wearing a blue sash. Only the very finest were allowed to study at Imperator High. The cream of the crop of united humanity. Every man on the pitch was a child of perfect genetics and eugenics, brought here to compete. From such competition would the future of the Imperium be forged.&lt;br /&gt;
&lt;br /&gt;
Then his eyes spotted someone across the pitch with a red sash around his chest, and in an instant his grin was replaced with a scowl. The broad chested, sandy haired heir to the Kimball-Carlin dynasty. Not everyone here was up to the standards that should have been the foundation of Imperator High. A few were decidedly subpar. And Carlin was one of those. The grin returned, now with a wolfish edge. He would show him. Pryror would show the upstart what it meant to face the Imperium’s finest.&lt;br /&gt;
&lt;br /&gt;
Pryror was the heir to the Pryror Rogue Trader dynasty, one of the oldest and most venerable of all the many Rogue Trader lineages. His dark skin had a smoky sheen, and his handsome features seemed sculpted by a master craftsman.&lt;br /&gt;
&lt;br /&gt;
It had only been a month since Pryror had started his schooling, and he was still struggling to get used to it. He was the first of his family in over three thousand years to walk on the surface of Terra. It was much changed from the days of his illustrious ancestor, Ras Runako Pryror. Great hives had arisen from the destruction of the Unification Wars, and Imperator High was sited upon one of those, the rather blandly named Hive Tetra in the old Jermanic territories. The hive was a grand statement of the Emperor’s intent, and the schola even more so. Imperator was as grand as one of the great palaces on Terra, an architectural marvel that never failed to fill Pryror with awe.&lt;br /&gt;
&lt;br /&gt;
The Imperator High Sports grounds were just as impressive, over five miles across. Everything from firing ranges and carefully cultivated ‘bush’ areas for wilderness training to more conventional playing fields that were havens for students during the midday lunch breaks were present across the expanse. The towering fastness of the main building loomed over them, spires reaching for the skies. Imperator High was a city in miniature, an entire world unto itself.&lt;br /&gt;
&lt;br /&gt;
A blast of the whistle jolted Pryror back to his senses. The head Coach, a broad man chewing on a cigar called them all over.&lt;br /&gt;
&lt;br /&gt;
“This is a friendly match. I don’t want any groxplay. You can show your skills, but don’t overdo it. Got that?”&lt;br /&gt;
&lt;br /&gt;
“Sir, yes sir!” The students chorused.&lt;br /&gt;
&lt;br /&gt;
The two teams separated, and Pryror’s team gathered around him. He was humbled when they had chosen him as captain, and he was determined not to let them down.&lt;br /&gt;
&lt;br /&gt;
“Men, you all know what to do. Remember, a knife through the flanks is a better move than trying to batter through the centre. Keep on the attack, keep them off balance, keep them on the back foot, and we will secure victory. Got that?”&lt;br /&gt;
&lt;br /&gt;
The chorus of roars was all the answer Pryror needed. These were the sons of planetary governors, noble houses, segmentum megacorp CEOs and other powerful and influential dynasties. They were the best, paragons of the next generation. They would not fail.&lt;br /&gt;
&lt;br /&gt;
The teams formed up, two mirror images facing each other across the field. Pryror was a halfback, in the perfect position to defend or attack. A good place to survey the field and help his fellows if they needed it.&lt;br /&gt;
&lt;br /&gt;
Red team had the ball. He watched as they started moving it up the field, and the fullbacks moved to intercept.&lt;br /&gt;
&lt;br /&gt;
A crowd of students had already gathered on the stands and were watching proceedings. Though Pryror could not make any of them out, a thought stung him. Were they watching from the bleachers? Were the eyes of the most noble, the mightiest, the ones around whom the whole student body revolved like satellites watching this contest? He was not worthy of them. None of the students here were. But they could show that even the merely human could equal their standards.&lt;br /&gt;
&lt;br /&gt;
There he was. His rival. He had the ball. Now Pryror had a chance. He could give the upstart a lesson, a lesson in his own weakness, his own inferiority.&lt;br /&gt;
&lt;br /&gt;
Pryror moved. He had to be fast. He had to hit him before he could pass the ball, or worse, get out of range.&lt;br /&gt;
In ancient Merica, they had worn armour while playing scrumball. They weren’t wearing armour here. Pryror collided with, throwing both into the air. The pain of landing was only slightly less than the pain of impact.&lt;br /&gt;
&lt;br /&gt;
As he lay on the ground, his fellow blue team players gathered around him, and Pryror smiled. Now the red team advance was stalled, and they could go on the attack. This was a good start to the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the end, Pryror’s faith in his teammates won out. Blue team won 27 to 20. A close game, a hard-fought game. One in which both sides had played hard. As the coach said, honour had been satisfied all around. Pryror though could not keep a satisfied smirk off his face as the two teams went down the line, shaking hands. An old tradition, a sign of peace among the combatants.&lt;br /&gt;
Alex Carlin saw his smirk, and his eyes narrowed. As both sides broke up and the students started walking back to the changing block, Alex gestured him aside.&lt;br /&gt;
&lt;br /&gt;
“What the hell is your problem, Pryror?” Alex asked.&lt;br /&gt;
&lt;br /&gt;
“I would have thought that was obvious,” Pryror replied. “My problem is you.”&lt;br /&gt;
&lt;br /&gt;
“Me?”&lt;br /&gt;
&lt;br /&gt;
“You. Do you know what you are?” Alex just glared at him in reply, until Pryror could not take it any more.&lt;br /&gt;
&lt;br /&gt;
“I’ll tell you. You’re an upstart. Someone who does not deserve to be here.”&lt;br /&gt;
&lt;br /&gt;
“Excuse me?” Alex growled.&lt;br /&gt;
&lt;br /&gt;
“You heard me,” Pryror stated firmly. “Your family got their warrant of trade by sheer accident. Mine was forced into it to pay penance for the crime of fighting the Emperor.” It was an old family story of shame and penance. “My ancestors were nobles of the Mid-Afrik hives, ground under by the Thunder Warriors and given the chance to serve as Rogue Traders to atone for opposing the Emperor. I am the first in four millennia to stand once more on the soil of Terra.” He did not try to hide the pride in his voice.&lt;br /&gt;
&lt;br /&gt;
“You claim that as a virtue?” Alex scoffed. “My family have never been anything but loyal to the Emperor.”&lt;br /&gt;
&lt;br /&gt;
“And what has your family achieved? Over the millennia my family brought dozens of human worlds into the Imperium peacefully and marked dozens for compliance actions. They scouted xenos empires for the Astartes Legions to purge. My family’s wealth came from serving the Imperium, from fighting in the grand struggle, not from grave-robbing dead worlds far from the action.”&lt;br /&gt;
&lt;br /&gt;
“So your wealth came from bleeding compliant worlds dry, right?” Alex said spitefully. “So who’s the more righteous party now?”&lt;br /&gt;
&lt;br /&gt;
Pryror returned his gaze stonily. “My family helped build the Imperium. Yours merely profited from it. Don’t try and equate yourself with me. Your warrant of trade is a mere sham next to mine, and don’t you forget it.”&lt;br /&gt;
&lt;br /&gt;
Pryror could feel a withering gaze from Alex as he turned and headed for the changing block. Let him glower. Alex Carlin would learn his true place. Muldorn Pryror would make sure of that.&lt;br /&gt;
&lt;br /&gt;
== A matter of security ==&lt;br /&gt;
&lt;br /&gt;
Quadriga marshalled his patience.  “No, Commissioner, I suspect I have grasped all there is to grasp in your argument,” he said flatly.  “There is inadequate personal security at the starport.”&lt;br /&gt;
&lt;br /&gt;
“Inadequate?  That was the opposite of my argument!” the Commissioner said irritably.  He looked at Skuratova for support, but she just rolled her eyes.  “What mechanism of bypass do you anticipate an off-world assassin employing, good Custodian, that a smuggler, a recidivist, or a local troublemaker could not?”&lt;br /&gt;
&lt;br /&gt;
“Whether or not we know every possible avenue of infiltration is impossible to know, Commissioner Ralt,” Quadriga replied.  “Therefore, there are avenues of which we are unaware, and must pre-emptively secure.”&lt;br /&gt;
&lt;br /&gt;
Ralt, one of the very few assistants to the Director whom Malcador had not personally hired, rubbed his eyes.  Arguing with Quadriga was an exercise in frustration on the best of days.  “Kindly do not lecture me like a neophyte, honored Custodian, I’ve been capturing enemies of the Imperium since before the end of the Crusade.”  He glared at the table, as that was safer than glaring at a Custodian.  “Of course the starport at Albiona Hives is heavily secured, and of course you want to layer more security on anyway to ensure the safe commutes of the Daughters Primarch and their families.  As I am attempting to explain, the issue of disruption of local commerce and travel shall clearly be an infrequent one, and therefore not the basis of the starport administrator’s objection.”  He tapped his dataslate and brought up a road map that stretched from the starport outside the hive to the larger Albia residential and educational district.  “The problem is twofold.  The starport can handle infrequent disruption for security reasons.  I mean, look at the damn thing, it’s the size of a city!  The problem is unscheduled disruption, sir!  You served in the Crusade, you know how much logistics can back up when there are unexpected delays.”&lt;br /&gt;
&lt;br /&gt;
“And yet endure the backing up they shall, because the security of the Sub… Daughters is of both higher urgency and greater delicacy than ensuring the hovertrains run on time,” Quadriga said.  Gold light glinted from the shoulder designs of his pauldrons as he pointed at the image on the slate’s projector.  “Those roads could house an army in rank.”&lt;br /&gt;
&lt;br /&gt;
Skuratova appreciated the brief disruption in Quadriga’s unyieldingly intense scrutiny of her job performance from her subordinate, but now it was her turn to attract his annoyance.  “I would hear the second objection, then,” she said lightly.&lt;br /&gt;
&lt;br /&gt;
Quadriga turned his gaze on her long enough for Ralt to catch his breath.  He was a lifer, forty five years in the Protective Detail office with under a month of vacation time in the whole span, and ultimately his Commission to Secure the Imperial Household commanded the Treasury plainclothes that shadowed the mortal ‘mothers’ and transhuman Daughters of the Royal Family.  “The second objection is my own, actually,” Ralt said.  He leaned back in his chair and crossed his arms.  “I suggest we simply put a few plainclothes Treasury agents in with the baggage taxi drivers on the public ramps.  We can give them fake name placards, so the passers-by don’t bother them.  They can be staring at the Daughters and their parties with no problems, since everybody else will, and nobody will bat an eye.  We can even put a few Mechanicus bomb-sniffers in the boots of their cars.”&lt;br /&gt;
&lt;br /&gt;
Skuratova nodded her head.  “Hmm.  Workable, cheap, unobtrusive.  Not a poor suggestion, Ralt.”  She turned to Quadriga.  “So how does it not measure up?”&lt;br /&gt;
&lt;br /&gt;
“I have voiced no opinion,” Quadriga said curtly.&lt;br /&gt;
&lt;br /&gt;
“I pre-empted it, I suppose.  My fault.”&lt;br /&gt;
&lt;br /&gt;
Quadriga glared behind his mask.  Mortals.  “Yes, in fact,” he ground out.  “It is not enough.  A few plainclothesmen?  What if the enemy employs marksmen, or a mechanical trap on the exit ramp, with no chemical components a bomb-sniffer would find?  What good would Treasury covert personnel be if the foe were using a Chem that granted kinetic power, such as Psyk?”&lt;br /&gt;
&lt;br /&gt;
“Well, then, the Daughters’ hundred other mechanisms of security would intercept them,” Ralt pointed out.  “There’s no need for you to implement your suggestion.  A wall of Custodians between the terminal and the cars is impractical and horribly intrusive.”&lt;br /&gt;
&lt;br /&gt;
“To guard the Royal Household from all possible avenues of harm is our task above all others, Commissioner Ralt,” Quadriga said firmly.&lt;br /&gt;
&lt;br /&gt;
“Yes, I know.  I was there when the order was given, nineteen years ago,” Ralt snapped.  He felt his ire rising at the Custodian’s presumptuousness.  “Quadriga, you suffer from the same ailment that took me twenty years of introspection to overcome.  You can’t accept a good idea that isn’t yours.”&lt;br /&gt;
&lt;br /&gt;
Quadriga felt a muscle twitch in his palm.  He had had veteran Imperial Army officers discharged for speaking to him in that tone.  Before he could vocalize his disgust, however, Ralt pressed on.&lt;br /&gt;
&lt;br /&gt;
“The Emperor’s orders were explicit, and I am following them,” he insisted.  He set his hand down on the stone tabletop between them and gestured emphatically at the pile of binders in front of his boss.  “Besides, I don’t feel like obstructing the Emperor’s direct plans.”&lt;br /&gt;
&lt;br /&gt;
“Plans?” Quadriga grated.  “Kindly inform me of the tasks with which you have been so burdened by His Imperial Majesty of which I remain deeply ignorant.”&lt;br /&gt;
&lt;br /&gt;
“Not ignorant, sir, I didn’t say that,” Ralt said.  A moment of hesitation crept up on him as he suddenly realized what he was doing, aided by Skuratova’s wide-eyed stare, but he pressed on.  “But the Emperor created the Daughters to serve as the ultimate bridge between the transhuman masters of Humanity during the Crusade and the civilian government of the Imperium after the bulk of the fighting was over.  How can they get the kind of… of social connections, life experiences, and education they need to fulfil their role in the Emperor’s master plan if they have to peer past a slab of aurumite at every turn?”  He sank back in his chair, feeling deflated.  “Just… consider it, that’s all.”&lt;br /&gt;
&lt;br /&gt;
The Custodian sat in silence for a moment.  “Your transparent attempt to appeal to my sense of duty is both unconvincing and irrelevant, Commissioner,” Quadriga finally said.  It was perhaps not entirely an accurate declaration, but he felt the need to exercise his authority.  “Nor do I appreciate your attempt to superimpose your particular interpretation of the Emperor’s will over our collective responsibility.”&lt;br /&gt;
&lt;br /&gt;
Skuratova spoke up.  “Why not, though?  The Emperor wouldn’t have given the Daughters the appearance of normalcy if he didn’t want them to live as close to normalcy as possible,” she pointed out.  “Nor is the Commissioner’s point unfair, honored Custodian.  Realistically, it’s just not possible to plan for every variant of approach vector to Their Highnesses, nor is it possible for them to gain the life experiences they want and deserve if we take the measures to obstruct all those vectors we can think of.”&lt;br /&gt;
&lt;br /&gt;
“Their personal preferences are equally irrelevant,” Quadriga stated firmly.&lt;br /&gt;
&lt;br /&gt;
Ralt snorted.  “Sure.  That’s why the Lord Regent Malcador felt the need to assign them covert bodyguards on top of my people.  Because the girls haven’t expressed their unhappiness with a ring of armed guards following them around a thousand times.”&lt;br /&gt;
&lt;br /&gt;
“More, for Furia,” Skuratova chuckled.&lt;br /&gt;
&lt;br /&gt;
Quadriga felt a stab of genuine irritation enter his mind at their flippant tone, although he could tell that he was no longer the subject of their resentment.  “Regardless, their safety can’t be ensured through your covert proposals alone,” he pressed.&lt;br /&gt;
&lt;br /&gt;
“I think the point the Commissioner is making, is that it’s literally not feasible to ensure their safety absolutely,” Skuratova said.&lt;br /&gt;
&lt;br /&gt;
“And my proposal will get as close as possible,” Quadriga riposted.&lt;br /&gt;
&lt;br /&gt;
“While making the Daughters all the more motivated to try to escape it later, which surely poses no security risks at all,” Ralt said disgustedly.  “We’re talking in circles.  Are you overriding my proposal to implement your own despite the drawbacks, or are we doing it my way?”&lt;br /&gt;
&lt;br /&gt;
Quadriga hesitated.  Ralt’s remark about the Emperor’s design had struck a chord closer to his mind than he had allowed them to notice.  Still, he had his orders, and they were to oversee the implementation of the others’ orders.  “No, we shall play things out as you recommend, I think, but there shall be a Custodian present in the terminal for this transit, and that is the end of it,” he said.&lt;br /&gt;
&lt;br /&gt;
Ralt shrugged.  “Yes, sir.”&lt;br /&gt;
&lt;br /&gt;
==Roberta&#039;s Chess Game==&lt;br /&gt;
Roberta looked down at the chess board as she moved a knight forward, her pieces in position to move in for a secure win within five moves come her next move. She could not help but smile, imagining the simple board playing out as a battlefield with her units supporting each other in unison, just as her father had envisioned. Her smile faded somewhat as she remembered what her father had said about feeling too good about one’s victories, something hard to take too seriously considering his own bragging about his “perfect” record. Hypocrisy of the highest order...&lt;br /&gt;
&lt;br /&gt;
She looked up at her opponent, who answered her with a grin. Her eyes followed his hand as it descended upon the board and picking up… wait, what the FUCK was his Queen doing there? How had it slipped past her defenses? How was such a thing even POSSIBLE? She examined the board and saw how her death-trap had been outmaneuvered. The man put down his queen in a position that now shone in its obviousness. Check-mate. How could it have happened? It must have been some tactical ge…&lt;br /&gt;
&lt;br /&gt;
As the man pulled out a large cigar and lit it, Roberta fixed her glasses irritatedly. She cleared her throat.&lt;br /&gt;
&lt;br /&gt;
“Creed.” &amp;quot;Creed...&amp;quot; &amp;quot;CREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEED!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==A Day With Cora==&lt;br /&gt;
===A Morning With Cora===&lt;br /&gt;
Cora lazily reached for her alarm; thumbing the switch and opening her eyes. She grinned, she had pre-empted the alarm by five minutes, it was a small victory. She rolled over and considered if fifteen more minutes would be so bad. With a slight frown she dismissed the thought, there was a test today. She stirred herself and sat up on the side of her bed, sliding her feet into her waiting slippers. The first few buttons on her pajama shirt had come undone during the night and her dark hair was only slightly disheveled, she had avoided the worst of bed head. She stood up and shuffled sleepily to her dresser, nudging the backpack on her desk as she passed. The raven charm on its zipper chimed its bell as it swung and she opened her dresser. A quick observation and she weighed her options for today. Deciding quickly she grabbed her selection and walked out of the room, leaving the door half open.&lt;br /&gt;
&lt;br /&gt;
She glanced at few of the pictures as she walked down the hall, mostly of her herself, her dad, and her grandfather and a few with some of the extended family. She tossed her clothes into the bathroom as she passed, letting them land and wait on the sink counter. She walked out into the living room and then into the kitchen. She noted the time and knew her dad would be getting back from his run in ten minutes, she would be ready. Cora hit the brew button on the coffee maker and sparred a glance outside the kitchen window. The morning sunset left a light red hue in the cloudless sky, as the trees in her yard rocked slowly with the wind. She spun her black fluffy slippers on the kitchen floor and walked for the front door. Three feet from it, she heard a thump on the other side and she frowned, it was early. She opened the door and stepped out into the cool morning air. She watched the car of the newspaper boy turn the corner and she pouted, she had been hoping to catch the paper and talk to him a bit. She noticed it seemed a little chilly this morning and she looked down at her fluffy slippers and white and blue striped panties. A small bug was crawling near the paper at her feet and-&lt;br /&gt;
&lt;br /&gt;
She wasn’t wearing her pajama pants.&lt;br /&gt;
&lt;br /&gt;
Her face contorted in an embarrassed grimace and she blushed as she ducked back inside, slamming the door. She was such a dunce, if the newspaper boy would have been on time she considered, she might have died of embarrassment. Small schedule deviations were sometimes blessings in disguise, she thought. She cracked the door open and quickly snatched the paper from the deck floor, scanning to see if anyone had seen. Satisfied none of her neighbors were up, she shut the door and set the paper on the kitchen table. She looked to the clock and lamented that she had lost all her extra time in the incident, but she was still on schedule she knew. She pulled one of the chairs out from the dining room table as she passed, angling it toward the bay window that looked out into her large backyard. She knew how much her dad liked to think as he watched the trees and birds. She allowed herself a moment to enjoy view. She saw a small flock of ravens beginning to form on one off the trees and she smiled. She enjoyed the birds too, she had even had a pet raven when she was younger. He had died two years ago now, she considered and her mood became more sullen. He had been very clever, a trickster to the core, and he had had the most beautiful jet black feathers, with just a hint of a blue hue. She had cried for a week after the accident, her father tried to comfort as best he could. He hated it when she was unhappy and she simply became more sad that she was hurting him.&lt;br /&gt;
&lt;br /&gt;
She let the memory fade leaving the view behind to enter the bathroom. She set the water just as she liked it and quickly undressed, stepping into the shower. She felt relief as the warm water washed over her body and she began to lather up some soap. She thought about this morning’s incident and found herself laughing as she washed herself. She still wasn&#039;t sure how she had let herself get caught in such a position, being such an airhead sometimes. Still, a part of her wondered what would of happened had he not come early. He was certainly handsome enough and the few times she had chatted with him, he seemed very nice. She had been wanting to make an impression on him this morning, maybe greeting him in her underwear wouldn&#039;t have  been such a bad choice? She felt her pulse quickening as she rubbed the soap harder onto her skin. She felt a chill run up her spine and she began to rub herself more delicately, her hand subconsciously wandering lower. She felt it brush against her womanhood followed by a surge of ecstasy. Oh, how it would have been wonderful, she thought, to have gotten a much more special delivery from him. She went to feel again when she heard the front door of the house shut.&lt;br /&gt;
&lt;br /&gt;
“Crap,” she said, surprised. She had gotten distracted, if if her dad was home she was now at least five minutes behind schedule. She quickly considered her options and adjusted plans. She opted to not condition her hair this morning, something she might hate herself for later. It would just have to be, she thought as she quickly rinsed and stepped from the shower. She slipped a fresh pair of panties, black with white frills, on and took a moment to look herself over. Her porcelain skin still gleamed from the shower and she took in her form. She was fit, nicely toned, the product of working out with her dad. She certainly wasn&#039;t the most athletic, or very muscular at all, but she certainly didn&#039;t have to worry about “the pudge” some of her friends were so frightened of. Her diet and exercise had always been sufficient for her figure and she was glad of it. Her breasts were a healthy C-cup, but she knew her money-maker was her hips, a feature further accentuated by her thin waist. She may not be the most gifted, physically, she allowed, but she knew how to use what she had. She giggled to herself as she brushed her teeth and continued to dress.&lt;br /&gt;
&lt;br /&gt;
She had decided on a mid-length black skirt and loose jacket, with a white button-up shirt underneath. She put on a little make-up; a light dabbing with a subtle rosy blush, too much would be glaringly obvious with her light skin, and just a touch of blue mascara for her eyes. Her lashes had always been sufficiently curly for her taste and she had no vendetta against her eyebrows, making the rest easy. She fixed her raven hair, keeping it short and straight, with a very gentle curve, and placed her bangs in their proper place. She lightly applied her favorite perfume, a gentle cherry blossom scent, and gathered her mess. She fell back to her bedroom, noting with a slight annoyance her pajama pants lying oblivious to sense on the floor beneath the foot of her bed. She tossed her dirty clothes in the hamper and opened her closet. She looked over her various accessories and faced the toughest decision of the morning. She reached for her red scarf, passing over the blue and yellow in favor of a more direct color. She set the scarf on her bed for the moment and went to her jewelry box.&lt;br /&gt;
&lt;br /&gt;
If she were to only have one fault, it would be her love for jewelry. Her collection, though not overly large, was quite impressive she thought. She often fought with herself over putting her allowance toward more jewelry or other, less important, expenses; Jewelry often won. She decided on the silver banded watch her father had given to her on her last birthday and a pair of silver earrings with small blue gems. She felt a little giddy as she put them on and wrapped her scarf around her neck, admiring her completed self in the mirror. She slipped on her shoes and spun theatrically, slipping her lead arm followed by the other into her waiting backpack and grabbed a pile of change from her desktop, dropping it in her coat pocket. She left her room and entered the dining room, smiling as she saw her freshly-showered father relaxing at the table sipping his coffee and reading the newspaper. The flock outside was larger and she considered getting them a treat, but she decided against it. Fat ravens, though adorable, weren&#039;t often the fittest of the flock she thought. She walked up to her father and leaned over, kissing his cheek. He looked up from his paper at her and smiled, something she was very happy to see him do.&lt;br /&gt;
&lt;br /&gt;
“Morning, you didn&#039;t want to exercise today?” he inquired.&lt;br /&gt;
&lt;br /&gt;
“No, I have a Biology test today, so I needed the rest and focus,” she replied.&lt;br /&gt;
&lt;br /&gt;
“Hmm, good luck with that one,” he said seriously. Neither bothered to hide the fact they were less than brilliant on the subject. Her father had always made sure she was smart when it came to things like math or history, but certain sciences were a weak point for him and he had unintentionally passed it down to his daughter. If she couldn&#039;t break a biological principle into chemistry, then into physics, and then into math, it was difficult for her to really appreciate what was going on. “Congratulations on last night by the way, I caught the end of the game on the vox on my way back planetside. I’m very proud of you.”&lt;br /&gt;
&lt;br /&gt;
“Thank you,” she beamed, the volleyball tournament was mostly a local affair and not involved in determining the state championship, but it had a lot of bragging rights between local rivals riding on it. She was the best Wing Spiker on the school volleyball team. While not given the respect of Isis for her captaincy, the lauding of Roberta for her genius ability, or even the awe and mysticism of Freya’s thighs, she was proud to know she was considered the best technical player and their ace in the hole. “Will you be able to come to the district matches next week?”&lt;br /&gt;
&lt;br /&gt;
“I think so,” he smiled, “maybe you’ll be able to celebrate properly after your next win, instead of having a test to worry about.”&lt;br /&gt;
&lt;br /&gt;
“Hopefully!” she laughed, “I should get going, I don&#039;t want to be late.”&lt;br /&gt;
&lt;br /&gt;
“I understand, good luck again. I love you.”&lt;br /&gt;
&lt;br /&gt;
“Love you too, daddy!” she said as she walked out the front door. He was certainly in a better mood, she thought. She was almost certain he had gotten into another fight with Horus last night. He had seemed very troubled when he had gotten home, so much so she had let him quietly slip into his room, exchanging only a simple “Good night” before he retired for the evening. She understood though, he was very hurt by the arguing, he always wanted to understand everyone and have them understand him, but it was a tough goal to achieve. She took a last glance at her home and started her walk properly.&lt;br /&gt;
&lt;br /&gt;
All things considered, the distance, pace, and traffic, she could expect to take twenty minutes to reach her school and additional five to become situated at her desk, ready for the test to begin. That is, if she stuck to just walking. As it would happen, she had prepared for a necessary delay. With a determined grin she walked confidently into a bagel shop along her route. An older lady greeted her from the counter and Cora hesitated and began to glance around expectantly. A few silent seconds passed before he appeared.&lt;br /&gt;
&lt;br /&gt;
If she were to have only two faults, if would be jewelry and boys. He was a couple years older than her, working his way through one of the local colleges as a manager at a bagel shop. They had never spoken much, so she didn’t know much more than that, but she knew he was complete cutie and always the gentleman. He walked from out of the bakery in back, with a tired look on his face, but upon seeing here, lit up noticeably. He asked the old lady to take her meal break and she disappeared. Cora was about to say hello and order, like she usually would, when he raised his hand to stop her.&lt;br /&gt;
&lt;br /&gt;
“Pardon me,” he said quietly, “but I can guess you want a whole grain bagel with strawberry cream-cheese and an apple juice box. Am I right?”&lt;br /&gt;
&lt;br /&gt;
She smiled and nodded, unsure if she would be able to speak, rather than just squeal for joy. She reached into her pocket and pulled out the change from her desk, handing it to him without counting, the weight familiar enough for her to know it was correct. He took her change with a flourish, which made her giggle, putting the change into the register and handing her the bag with her purchase in a motion made of equal parts ballet and tango. She managed a thank you, before turning to leave. She spared a glance back and their eyes met, before she giggled again and walked out of the store. She let out a sigh and started to beat herself up for never saying more. She was a frequent customer not only for how good the bagels were, but for him. Maybe she would come up with an excuse to speak to him tomorrow. Perhaps she would “accidentally” leave something of hers there and come to him to help find it. Perhaps, she could simply forget to wear pants again and--&lt;br /&gt;
&lt;br /&gt;
She braced for the shock.&lt;br /&gt;
&lt;br /&gt;
Bounding from behind with a loud shout of “Surprise!” the attacker leapt upon Cora’s back. Cora nearly stumbled forward but, caught her footing and used her momentum to grasp the attackers arm and throw them from her back. Landing in a crouch, with a gentle touch, the attacker turned to Cora, revealing a gleam of anger in their eyes.&lt;br /&gt;
&lt;br /&gt;
“How did you know I was coming?” Kiara said, pouting, her dark hair and skull pendants swinging with the motion of her head.&lt;br /&gt;
&lt;br /&gt;
“Well...” Cora smiled, she straightened her jack and adjusted her scarf. She shielded her eyes and looked toward the sun, licked a finger and tested the air, and stomped on the concrete of the side walk three times. Considering certain atmospheric and geological conditions, the consistency of the sidewalk, and the fact you have, within the last fifteen minutes, woken up late after spending another night out in town I have most the information necessary. Additionally, the fact I counted the steps between here and your house the last time we walked together and factoring in that you never run before 0930 in the morning, I was able to predict your approximate arrival time with an error of plus or minus six seconds. As for your leaping attack, that just comes from playing hide and seek with you for the better part of two decades.”&lt;br /&gt;
&lt;br /&gt;
Kiara looked at Cora with a startled expression, then one of confusion, followed by one of doubt, and lastly, one of suspicion, all within five seconds.&lt;br /&gt;
&lt;br /&gt;
“You heard me,” she asked bluntly, “didn&#039;t you?”&lt;br /&gt;
&lt;br /&gt;
“Yes,” Cora smiled, “but only because you let me, right?”&lt;br /&gt;
&lt;br /&gt;
It was Kiara’s turn to smile. They were good friends, similar, yet different in many ways. While Cora was calm and calculating, Kiara was cool and cunning. Their styles were functional opposites, but seemed to compliment eachother . Where Cora was good at school and sports, Kiara was often a loner, preferring to keep middle of the pack approach in academics but she and Cora shared a connection that was special to both of them. They had grown up like sisters and, though their fathers would have little to do with the other, the two were nearly inseparable. Kiara stood up and joined Cora on her walk, which was now thirty seconds behind her calculated schedule.&lt;br /&gt;
&lt;br /&gt;
“So, when are you going to ask him?” Kiara asked.&lt;br /&gt;
&lt;br /&gt;
“Who,” Cora started, “What do you me-”&lt;br /&gt;
&lt;br /&gt;
“I mean that guy your practically stalking. The bagel dude.”&lt;br /&gt;
&lt;br /&gt;
“I am not,” Cora huffed, “Stalking him. I just like the bagels.”&lt;br /&gt;
&lt;br /&gt;
“The sausage too, apparently.”&lt;br /&gt;
&lt;br /&gt;
“Shut up!” Cora playfully pushed Kiara.&lt;br /&gt;
&lt;br /&gt;
“I’m serious! Just ask him.”&lt;br /&gt;
&lt;br /&gt;
“Ask him what!?”&lt;br /&gt;
&lt;br /&gt;
“You know, ‘Do you want to go out with me?’ ‘Blondes or brunettes?’ ‘Do you prefer little boys?’ That kind of stuff.”&lt;br /&gt;
&lt;br /&gt;
“How about ‘Hi! I’m obsessing over you and I know exactly what you do in the privacy of your bedroom every night at 0145.”&lt;br /&gt;
&lt;br /&gt;
“….What does he do?”&lt;br /&gt;
&lt;br /&gt;
“Kiara!” Cora groaned, “I’m being sarcastic. I’m not that obsessive! Well…He closes his curtains way before that at least…”&lt;br /&gt;
&lt;br /&gt;
The two shared a laugh, then Kiara changed the subject.&lt;br /&gt;
&lt;br /&gt;
“Take a look at this!” she said gleefully, holding up her hand. She was holding an obsidian pendant, inlaid with white and red gems in the form of a red eyed skull, on an obviously fine black leather collar. Cora had to stop herself from simply grabbing it, she settled instead for gawking dumbly.&lt;br /&gt;
&lt;br /&gt;
“It’s beautiful!” she exclaimed as she leaned in to look closer at it’s workmanship and quality. It was simply stunning to her senses, so much so she didn’t see the curb, her foot landing awkwardly on the corner. Reacting a split second too late, her other foot shot forward to brace her, crossing her other leg. She fell sideways and directly into Kiara, who yelped in surprise. The two fell backwards, thankfully landing in the grass. Cora took a moment to gain her bearings. From the feeling and sight, it seemed she was on top of Kiara, face first in her breasts. It was soft and warm and smelled of--&lt;br /&gt;
&lt;br /&gt;
She sat up quickly, getting off of Kiara.&lt;br /&gt;
&lt;br /&gt;
“Oh, I’m so sorry!” Cora apologized.&lt;br /&gt;
&lt;br /&gt;
“It’s alright,” Kiara laughed, she put on a devious smile, “Cherry Blossoms?”&lt;br /&gt;
&lt;br /&gt;
“Cinnamon?” Cora asked, relieved.&lt;br /&gt;
&lt;br /&gt;
The two laughed as the helped each other up. Cora noticed the skull pendant collar on the ground, with thankfully no visible damage.&lt;br /&gt;
&lt;br /&gt;
“I’m so sorry about the pendant, I didn’t mean to-- I can pay to fix it if it’s broken! I didn’t-”&lt;br /&gt;
&lt;br /&gt;
“Don’t worry,”Kiara stopped her, “It’s yours.”&lt;br /&gt;
&lt;br /&gt;
Cora was dumbstruck.&lt;br /&gt;
&lt;br /&gt;
“Don’t stare with your mouth open,” Kiara laughed, “People will think to put something in there.”&lt;br /&gt;
&lt;br /&gt;
Cora snapped out of it, “Do you mean it? What for?”&lt;br /&gt;
&lt;br /&gt;
“It’s a gift, in celebration of your amazingly elite volley-lobbing skills and our friendship!”&lt;br /&gt;
&lt;br /&gt;
“I can’t word right now, but thankful am I.”&lt;br /&gt;
&lt;br /&gt;
“It’s alright, I know how you can be. Just accept it already or we’ll be late to class.”&lt;br /&gt;
&lt;br /&gt;
It dawned on Cora they were standing outside the school, 3 minutes from class time.&lt;br /&gt;
&lt;br /&gt;
“Oh, crap!” Core cursed and bolted for the school door. She stopped before she entered, running back to Kiara. She hugged her and accepted the collar, giving her a peck on the cheek. “Thankyou-thank you-thank you,” she managed before running to her class, Kiara laughing at her panic.&lt;br /&gt;
&lt;br /&gt;
Cora hurried into her classroom and got to her seat without a moment to lose, happily she put on the collar, feeling the cool leather on her neck. It was a perfect fit. Some of the other girls were lost in conversation or cramming last bits of precious information into their head. Cora noted Isis lost in thought and she nudged her elbow.&lt;br /&gt;
&lt;br /&gt;
“It’s time,” Cora said.&lt;br /&gt;
&lt;br /&gt;
“Hmmm?” Isis seemed a thousand miles away before waking up, “Oh.” She stood up and turned to the class. “Class, attention!” The all-girls school was big on formality, something it’s worldly teachers wanted to impart on the students. Isis, being the class leader, was responsible for such things, though everyone had their own way to do things. Cora was just happy to help. There was a general moan, but everyone stood up, as three seconds later the teacher entered.&lt;br /&gt;
&lt;br /&gt;
“Good morning!” The class said in unison, as Morticia stifled a cough.&lt;br /&gt;
&lt;br /&gt;
“Hello, everyone!” The teacher sad happily. “First off congratulations to the volleyball team on their defeat of the Green Tide last night! Freya, Cora you had some amazing combos! Isis and Roberta, splendid performance as always! Everyone else, as well!”&lt;br /&gt;
&lt;br /&gt;
There was a small cheer from the students that cared and were actually paying attention.&lt;br /&gt;
&lt;br /&gt;
“Ugh...Sir?” Freya chanced, putting on her most powerful puppy dog eyes, “In honor of our astounding victory, is there anyway we could cancel the test or at least guarantee a D- for the volleyball team?”&lt;br /&gt;
&lt;br /&gt;
He was unmoved in his cheeriness.&lt;br /&gt;
&lt;br /&gt;
“Unfortunately, Ms. Russ, Tests, like death are inevitable. And some of you seem to have the same amount of control over both!” He said it with a smile, though it did nothing to soften the blow. Freya exaggeratedly let her head fall to her desk with a clunk.&lt;br /&gt;
&lt;br /&gt;
“So screwed…”&lt;br /&gt;
&lt;br /&gt;
Cora checked her desk and retrieved two pencils and a block eraser. She sighed as he began to pass out the tests. She was banking on a decent ratio of problem questions and concept checks over rote memorization of principals. The teacher paused at her desk and she gave him a happy, hopeful look. His face became solemn and he shook his head. He gave her the test and continued on. Cora calmly wrote her name and began to read the first question.&lt;br /&gt;
&lt;br /&gt;
With three words, she calculated her chance of passing to be less than 5 percent.&lt;br /&gt;
&lt;br /&gt;
“Not as planned.”&lt;br /&gt;
&lt;br /&gt;
===Lunch With Cora===&lt;br /&gt;
The lunch bell rang and she gave in to defeat. The test had drained her completely and Cora knew she would come up short As disappointing as it was, her mood was further darkened when she realized she was the last student in the room, the rest having long finished and enjoying some free time. With a sigh she turned the test to the front page and verified her name was on it. She inspected her pencils and judged them to be too worn or chewed to be of any future use. Quietly gathering her things, she tried to let her mind drift to happier thoughts, but was brought crashing back to the fact she was now in peril of failing the class overall. Why couldn’t she just study and pass this like any other class? Why was she allowing herself such a dark spot on her, otherwise, clean record? Her melancholy was rising and she felt a small headache coming on. A tear gently rolled down her cheek, which she quickly dried. Fighting back any further tears, she realized it was wasting her time to just stand and stare at her desk. She brushed some eraser shavings into her hand and carried her test to the front of the classroom.  &lt;br /&gt;
&lt;br /&gt;
Mr. Bile was dozing at his desk and for a fraction of a moment she considered something underhanded. Cheating wasn’t unheard of here, but still Cora pushed the thought aside. Deciding there was no reason to make it worse than it had to be she attempted to place her test and make a quiet escape before he awoke. Her effort was in vain, no sooner had the test hit the desk then the biology teacher stirred.&lt;br /&gt;
&lt;br /&gt;
“Ah,” he yawned, “Finished at last! How did it go?”  His tone was, as ever, cheery and friendly, which seemed to make it all the more demeaning as Cora thought of it. Fearing how she might respond, she simply shook her head and continued to avoid meeting his eyes. Wasn’t it bad enough they replayed this scene nearly every test, she wondered, why does he expect her to change? Dropping the pencils and eraser bits into the trash she started to walk away from his desk, as he started paging through her test.&lt;br /&gt;
&lt;br /&gt;
“I’m sorry,” she managed to say softly, as she placed her hand on the door handle, “I just don’t get it.”&lt;br /&gt;
&lt;br /&gt;
“If you keep this up, we’ll have to take serious action,” he began, “I’m well within in rights to make recommendations. You might have to be suspended from your extra-curricular activities.” His face was no longer friendly, replaced by a serious expression with little empathy in it. Even though she had considered the possibility, the fact it was now being waved at her hit something deep within. She wanted to say how she would show them, that she would improve on her own, no matter the sacrifice and that they didn’t need to punish her. Yet, she felt more tears forming and she turned and left the classroom wordlessly, leaving the heavy atmosphere of the nearly empty room with tears on her cheeks.  Fabius Bile was left with the test and  set about to grade it. If she didn’t appreciate his warnings, he decided, she would understand the consequences.&lt;br /&gt;
&lt;br /&gt;
Cora opened her locker and leaned inside, allowing her self to sob for a moment longer. Crying was no solution she knew, but it certainly seemed to be the most natural option at the moment. She dabbed her eyes with her sleeve and took a deep breath. Looking into her locker mirror she attempted to regroup herself. Her eyes focused on her pendant collar and she felt her mood turning. Finding a suitable thanks for Kiara would be a challenge, as she was notoriously hard to shop for. The problem swirled in her head as she finally pushed the test to the back of her mind. Improving her mood took a little effort, but Cora was proud that she could.  As if on cue, she felt a hand fall on her shoulder.  She opened the locker door further and caught the reflection in the mirror.&lt;br /&gt;
&lt;br /&gt;
“Hey, Isis,” Cora smiled, “What’s up?”&lt;br /&gt;
&lt;br /&gt;
“Nothing to much,” Isis said, as she leaned in close behind her. Their eyes caught as each of them looked into the mirror, their faces next to each other. “It seems as though one of my squaddies is having a hard time.” Isis brought her hand up, straightening one of Cora’s bangs and said, “A good captain always should keep up squad morale.”&lt;br /&gt;
&lt;br /&gt;
Cora frowned, she had just gotten over this too. &lt;br /&gt;
&lt;br /&gt;
“I appreciate the offer,” she said, trying to hide her annoyance as she turned from the mirror to look at Isis’ face over her shoulder, “But, you should consider squad morale restored.”&lt;br /&gt;
“Until when?” Isis retorted, “Until they kick you off the team a handful of games from our championship?”&lt;br /&gt;
&lt;br /&gt;
Cora felt a bit flush, but realized Isis wasn’t meaning malice. She sighed, “I suppose your right…”&lt;br /&gt;
&lt;br /&gt;
“Come on, let’s discuss things over lunch.”&lt;br /&gt;
&lt;br /&gt;
Cora relented and let herself be led to cafeteria. Being the peak of lunch, it was quite crowded and there was a great deal of activity. Farrah and Hana were having a discussion about gear drive balancers or something,  Victoria sat in the middle of her clique, apparently oblivious to Athena trying to get her attention, and then she spotted Freya and Remilia lunching with a few extra seats near them. Isis stepped into the food line and Cora motioned to where she was going to sit. Nodding, Isis turned and cursed something, apparently just realizing how long the line really was. Cora walked over and took a seat next to Freya, enjoying her home made lunch of a sizable magnitude. Despite some of her habitats, including her well known drinking, Freya was a bit of a health nut. Having grown up in a culture of binge drinking and near constant fast food when she was younger, but had taken a bit of a turn when her father went through a mild health crisis. She dove head first into healthier lifestyle, forcing her father to make some changes. How well he followed them was debatable, but he was too much of a softy for her to ever out rightly refuse.  Freya took a large bite from a delicious red apple and greeted Cora, with just little apple juice dribbling from the side of her mouth.&lt;br /&gt;
&lt;br /&gt;
“’Sup, Cora? Bomb the test too?” she asked happily, already taking another bite.&lt;br /&gt;
&lt;br /&gt;
“How did you guess?”  Cora asked as she sat down and opened her backpack.&lt;br /&gt;
&lt;br /&gt;
“Eh, you seemed a bit more gloomier than your normal gloominess when you got your test.”&lt;br /&gt;
&lt;br /&gt;
“I am not gloomy,” Cora tried to counter, she was more occupied with trying to find her lunch then defending herself.&lt;br /&gt;
&lt;br /&gt;
Remilia chimed in, “That’s a pretty collar, where did you get it?” Freya looked up and tilted her head, before noticing Cora’s neck, apparently just seeing it. &lt;br /&gt;
&lt;br /&gt;
“Oh,” Cora giggled, “It was a gift from Kiara, she practically tackled me this morning to--” With a flash, her mind cut her off mid sentence and transferred her to mere hours ago as she was walking to school. Cora had just anticipated Kiara’s surprise attack and braced herself, one of her reactions being setting the small bag, with bagel lunch inside, carefully out of the way to avoid he foot movement as she flung Kiara with her own momentum. She had never bothered to pick it up. Now she was without a lunch. “Oh, no…” she said dejectedly.&lt;br /&gt;
&lt;br /&gt;
“Not gloomy at all,” Freya quipped. Cora shot Freya a look but realized her eyes were closed. “Here,” she outstretched her hand, “Have an apple!”&lt;br /&gt;
&lt;br /&gt;
Cora felt a bit guilty for having come so close to snapping at her, she was just being personable in her own way. With a short bow she thanked Freya and accepted the apple, realizing she was quite hungry, she guessed the test must of really drained her.&lt;br /&gt;
&lt;br /&gt;
“How are you so happy, you probably failed too, right?”&lt;br /&gt;
&lt;br /&gt;
“It’s just a test, besides, I earned enough extra credit with my ecology project that I can coast the rest of the quarter.”&lt;br /&gt;
&lt;br /&gt;
“What happens then?”&lt;br /&gt;
&lt;br /&gt;
“Then all the sports I care about are over and they really can’t do anything about it,” she said with a proud smile.&lt;br /&gt;
&lt;br /&gt;
“Just enough to not get held back?” Remilia joked, pushing her finished tray to the side and leaning her head on her hand.  &lt;br /&gt;
&lt;br /&gt;
“And not an effort more,” Freya concluded, still holding her proud expression. &lt;br /&gt;
&lt;br /&gt;
“I don’t think Freya’s master plan is a good guide for you,” Remilia turned to Cora, “But just remember the team is behind you.”&lt;br /&gt;
&lt;br /&gt;
Cora smiled, “Thanks a lot.”&lt;br /&gt;
&lt;br /&gt;
With her long-awaited lunch in hand, Isis joined the conversation sitting across from Cora. &lt;br /&gt;
&lt;br /&gt;
“And because of that,” Isis said straightly, “We want you to take a break from the team.”&lt;br /&gt;
&lt;br /&gt;
Cora blinked, “What?” Isis’ face was serious and unmoving. She looked to Remilia, who tried diverting her eyes before giving her an empathetic nod. Freya seemed to be as surprised at Cora, albeit the sandwich in her mouth contorting her expression. “You can’t be serious. No way. Unacceptable.”&lt;br /&gt;
&lt;br /&gt;
“It’s not a suggestion.”&lt;br /&gt;
&lt;br /&gt;
“Yes, it is,” Remilia interrupted, with a more competent face. She ignored Isis‘ stare as she continued “The team wants to help you, but you have to be willing to show us you really care.”&lt;br /&gt;
&lt;br /&gt;
“But,” Cora tried, “We’re just now starting the tournaments! I can’t just quit!”&lt;br /&gt;
&lt;br /&gt;
“You don’t have to quit. You can still practice with us on the weekend, so you can keep up and you can support the team other ways. During the week has got to be your study time.”&lt;br /&gt;
&lt;br /&gt;
Cora knew they were just trying to help, but she did not want to just give up, “Who would replace me?”&lt;br /&gt;
&lt;br /&gt;
“We were thinking of moving Petra up--”&lt;br /&gt;
&lt;br /&gt;
“And take away your backup as librero? We’ll be weak in the backcourt!”&lt;br /&gt;
&lt;br /&gt;
“We could always try Furia,” Isis offered.&lt;br /&gt;
&lt;br /&gt;
“She doesn’t play ‘low-contact’ sports, she’ll have a hard time too, because all of our opponents have been really focusing on my side. We need someone with experience--”&lt;br /&gt;
&lt;br /&gt;
“I can make Furia an offer she can’t refuse,” Freya entered, “I could move to your spot, we put Furia in front of me, and the Golden Girl can easily pick up the slack on our side. Besides, it will give each of us a little breathing room from each other and we won’t fight over every volley…as much.”&lt;br /&gt;
&lt;br /&gt;
“See,” Isis said, “We can cover for a few games, but we’ll need you down the stretch. I can’t risk losing you later, but I can compensate for now.”&lt;br /&gt;
&lt;br /&gt;
“And you two,” Freya looked at Remilia and Isis, “When did the ‘team’ decide this? I don’t remember being asked.”&lt;br /&gt;
&lt;br /&gt;
“We said there was a meeting, you said you had a party to get to and it could wait until tomorrow.”&lt;br /&gt;
&lt;br /&gt;
“…Oh,” Freya slumped, “Sorry, Cora, I would of said something to make it easier…”&lt;br /&gt;
&lt;br /&gt;
Cora was deep in thought, this was turning into some kind of day. A part of her wanted to believe it was all joke, another part angry that it had to be planned like some kind of conspiracy behind her back.&lt;br /&gt;
&lt;br /&gt;
“Can I at least practice today?” she asked sadly, “I could kind of use the stress relief.”&lt;br /&gt;
&lt;br /&gt;
“Fine,” Isis said, “but as your captain I want to remind you I’m looking out for the good of you and the team. Beat this problem with us, not against us.”&lt;br /&gt;
&lt;br /&gt;
The school bell rang and lunch was starting to finish, Cora stood up&lt;br /&gt;
&lt;br /&gt;
“Thanks for the apple Freya,” she paused, before looking at the others “And thanks for caring, I know it’s for the best, but I still think it sucks.”&lt;br /&gt;
&lt;br /&gt;
“Noted, see you at practice.”&lt;br /&gt;
&lt;br /&gt;
Cora walked away from the table and threw away her apple core.&lt;br /&gt;
&lt;br /&gt;
Some kind of day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Intermission: The Bonds of Metal===&lt;br /&gt;
The loading dock door slowly opened out into the bay. With the stealth of a natural hunter, Freya slowly stalked from the shadows inside the school and out into the dimly lit alley. Eyes wide, already adjusting to the light, she scanned slowly as she slinked, searching for her target. There would be no one else out here, she knew, the janitors were all on lunch and any potential interlopers had already been dealt with. No, there would be no one else to watch she thought, as a wolfish grin formed on her face. Even though there was no sign for the moment,  it wouldn’t be long--&lt;br /&gt;
&lt;br /&gt;
Freya sniffed the air. Her target was here, no doubt. The familiar smell of the preferred brand, no more than a few yards a way. She silently stepped against a large dumpster in front of her and edged carefully toward the other side. A small orange glow bobbed a bit through the darkness, delicately placed between two fingers of a not-so-delicate woman leaning against the dingy school wall, gazing in the opposite direction. A predatory glint shined in Freya’s eyes, the hunt was at an end and the battle was about to begin. In her head, she checked the plan one last time, reviewing each perfectly thought out step. Who said she couldn’t be brilliant, she thought proudly. The hairs on the back of her neck started to straighten upward and her hands clenched slightly, it was the adrenaline kicking in she knew, confrontation was unavoidable now. She inhaled deeply, quiet as a ghost and she crouched down to prepare.&lt;br /&gt;
&lt;br /&gt;
“What is it, Russ?” Furia asked, still looking emotionless down the alley. &lt;br /&gt;
&lt;br /&gt;
Freya almost fell over as she ducked backward. With her cover blown she would have to alter her perfect plan, no matter though, it would still work. With a quick change in attitude she turned from predator to puppy. She stood and walked happily around the corner separating them.&lt;br /&gt;
&lt;br /&gt;
“Heeeeeey, Furia! What’s goin’ on?!” she asked giddily. Furia didn’t even look in Freya’s direction. A moment of awkward silence passed between them. Realizing the delicacy of the situation, Freya decided to be direct.  &lt;br /&gt;
&lt;br /&gt;
With a flash, Freya surged forward off her right leg, her well trained muscles propelling her with great take-off speed directly at Furia. She knew she would have one chance. Snarling, her hand shot for Furia’s face. Furia, realizing the situation, reacted. She turned her head, relatively slowly at least, to dodge the assault and to her satisfaction, Freya’s hand missed her face by two inches. Furia was about to comment when she noticed the absence. Her eyes looked down her nose, her cigarette was missing. Freya grinned, the precious stick in her hand, a shining, transluscent strand of spittle still attaching it to Furia&#039;s cracked lips. Furia realized that Freya hadn’t missed at all, she had planned that. Before she could realize anything else, Freya stood upright and flicked the cigarette into a dark, moist corner of the loading dock. The burning end bouncing pitifully before being extinguished by the puddle it landed in.&lt;br /&gt;
&lt;br /&gt;
“You know,” Freya said, her face smiling, eyes shut, and index finger raised, “Smoking is very bad for young girls…”&lt;br /&gt;
&lt;br /&gt;
Perhaps once in the existence of mankind there had lived a certain man, a man who straddled the fine line of genius and insanity. Perhaps this certain man had, in a fit of brilliance or demented delusion, envisioned a level of hell more horrible then any man before him had considered. Every terrible and burning detail was made plain to him in one fleeting moment, to the horror of his consciousness. In that evil place he had created, he found he had also created the master of it, a terrible daemon of sickening feature and unequalled rage and hatred. In that single moment, this man stared into the abyss and the abyss reached out to him. For a reason no one should ever wish to know, the doomed man had created so much terror in his minds eye that the place ceased being imagined and passed the dream divide into the  material. As blood tears ran from the crazed man’s eyes, the daemon king of his own creation ripped from him his sanity and consciousness with nothing but it’s hatred and malice of him. If such a rage had ever existed, it was but a bucket to the ocean of hate compared to the anger now building on Furia’s face.  Realizing the situation was now on the knife edge of a volcano, Freya revealed her trump card.&lt;br /&gt;
&lt;br /&gt;
“…But metal isn’t!” she cried, withdrawing two paper stubs from her pocket and holding them in front of Furia’s face. For a moment, Furia considered ignoring words and just biting Freya’s hand off…and then the other. That was, until she realized what the stubs were. The killing haze faded from her eyes and her anger was temporarily abated.&lt;br /&gt;
&lt;br /&gt;
“These are tickets to Metaldammerung…” Furia finally said.&lt;br /&gt;
&lt;br /&gt;
“’Metaldammerung: The largest metal event ever conceived, every sound, every style, united in the ultimate metalhead experience!’ I GOTthem for the Nordic guys flying in, even Bjorn is going to be there! But you probably know everyone else who’ll be in attendance, I’d guess…”&lt;br /&gt;
&lt;br /&gt;
“Those sold out in twenty minutes when they started selling. I broke some dude’s legs and he still wouldn’t give them up, cutting bastard…How did you…?”&lt;br /&gt;
&lt;br /&gt;
“Pop’s an old friend of one of the headliners, I think you’re familiar with 13th Company?”&lt;br /&gt;
&lt;br /&gt;
Furia was momentarily taken aback, she loved their sound, they were easily one of her-- The thought died and her anger returned.&lt;br /&gt;
&lt;br /&gt;
“What’s the price or are you just showing off?” Furia spoke with a murderous tone.&lt;br /&gt;
&lt;br /&gt;
“No price,” Freya shook her head, “Just a service.”&lt;br /&gt;
&lt;br /&gt;
Furia stared icily.&lt;br /&gt;
&lt;br /&gt;
“We need a temporary substitution on the volleyball team. I think you’ll do the trick,” Freya said.&lt;br /&gt;
&lt;br /&gt;
“I don’t do non-contact.”&lt;br /&gt;
&lt;br /&gt;
“Not even for tickets? Or for me?”&lt;br /&gt;
&lt;br /&gt;
Furia almost laughed at that one.&lt;br /&gt;
&lt;br /&gt;
“Oh, forgive me for not thinking of your feelings. Dean’s rule too. I can’t play sports where the school will get sued if I get too rough.”&lt;br /&gt;
“…woof..” Freya said, defeated, “I guess we’ll have to think of something else.”&lt;br /&gt;
&lt;br /&gt;
“You do that. Leave me alone, before I break you.”&lt;br /&gt;
&lt;br /&gt;
Freya looked gloomy for a moment, before she perked up and held the tickets out again. &lt;br /&gt;
&lt;br /&gt;
“You can have these anyways,” she smiled.&lt;br /&gt;
&lt;br /&gt;
Furia hesitated, “W-What? Why?”&lt;br /&gt;
&lt;br /&gt;
“I was going to give them to you anyway,” Freya tilted her head, “Because I remembered how angry you were when you didn’t get them. Besides, I have a couple for myself still, I just thought you would appreciate it a little more than the other girls I hang out with. I just thought the chance to get something from you in return was too good an idea to pass up, but know I got to do some thinking again. Please, I know you want them.”&lt;br /&gt;
&lt;br /&gt;
Furia took the tickets as Freya beamed another smile. Furia looked at them closely, they were good for the Pit too… &lt;br /&gt;
&lt;br /&gt;
“I accept your apology, but to make this even you owe me a free one.”&lt;br /&gt;
&lt;br /&gt;
“Eh?” Freya looked dumbly, “Oh, I suppose that’s fair…but only if it’s my face.”&lt;br /&gt;
&lt;br /&gt;
“Got it,” Furia said, before unleashing her rage. Her fist connected like a train to a school bus against Freya’s face, sending her reeling backwards. She stumbled a bit as she stood up and tried to shake it off.&lt;br /&gt;
&lt;br /&gt;
“Naht bad…Be happy…I’m…falling down now….” Freya said as she hit the ground face first, apparently unconscious. Furia looked at the tickets and then Freya, her head was probably the hardest thing within a lightyear or nine of Earth, she’d be fine after a nap. She stepped over Freya and walked back into the school, turning at the door, back at Freya.&lt;br /&gt;
&lt;br /&gt;
“…Thanks…”&lt;br /&gt;
&lt;br /&gt;
She left Freya, thankful she hadn&#039;t heard and maybe just a little sad she didn&#039;t...&lt;br /&gt;
&lt;br /&gt;
===Another morning with Cora (optional sequel)===&lt;br /&gt;
As she climbed out of her bed, Cora was eager to do something today, something she hadn’t dared to do for too long: Talking with the cute boy at the bagel shop. To be in time, she had set her alarm some minutes earlier. Everything should work out just as planned. She would walk in, talk to him for a while and then ask him casually if he had any spare time soon.&lt;br /&gt;
&lt;br /&gt;
Nodding to herself in the mirror, she put on a nice black dress to go with a pair of dark blue jeans, and, as it was a bit cold in the morning, her green scarf.&lt;br /&gt;
&lt;br /&gt;
After a shower and her breakfast, she waved her father goodbye and left the black Ravenspire, surrounded by a flock of ravens that were searching for food.&lt;br /&gt;
&lt;br /&gt;
The pallid girl entered the bakery at the planned time, and seeing only the boy, she decided to be straightforward. Yet, somehow her feet weren’t really obeying her, and she walked slowly, with shaking legs, towards her aim.&lt;br /&gt;
&lt;br /&gt;
The young man greeted her, smiling widely, and said: “The same procedure as every day?”&lt;br /&gt;
&lt;br /&gt;
She bit her lip and only managed to say a mumbled “Yeah.”&lt;br /&gt;
&lt;br /&gt;
As he put her order together, Cora slammed her fist on the counter to get her thoughts clear, a bit too hard to be unnoticed by the young man, and he spun on his heel, surprised and confused.  &lt;br /&gt;
&lt;br /&gt;
“Um… is there a problem, Miss?”&lt;br /&gt;
&lt;br /&gt;
Realizing how it must have looked, she blushed hard and tried to sink deeper into her scarf, her delicate white face becoming an embarrassed red.&lt;br /&gt;
&lt;br /&gt;
After an extremely uncomfortable moment of awkward silence, she said hastily: “Ohmygod I’msosorry! Ididn’tmean to…”&lt;br /&gt;
&lt;br /&gt;
Seeing Cora shrinking in front of him, the young man walked around the counter and held his hands up before her. “It’s okay, no problem, Miss. How couldn’t I forgive you? Err, I mean… uh…”&lt;br /&gt;
&lt;br /&gt;
Now it was his turn to blush, as Cora could see when she removed her scarf from her face. Letting the meaning of his sentence sink in, she suddenly pulled together all her courage and said: “Well… hi, I… I’m Cora.”&lt;br /&gt;
&lt;br /&gt;
She could see him trying to calm down, as he answered carefully: “Hey, my name is Zacharias… but would you mind calling me Zac?”&lt;br /&gt;
&lt;br /&gt;
She managed a slight smile and extended his hand towards him. “Sure. Pleased to meet you, Zac.”&lt;br /&gt;
&lt;br /&gt;
He nodded and took her hand, breathing an elegant kiss on it. “The pleasure is all mine, Cora.”&lt;br /&gt;
&lt;br /&gt;
Hadn’t she been already head over heels for him before that, she would be right then. To her own surprise, she suddenly stepped towards him and gave him a short kiss on the cheek.&lt;br /&gt;
While he looked completely stunned, Cora noticed a knock on the door. As she turned around, she saw Kiara grinning widely through the glass door, causing Cora to turn red again.&lt;br /&gt;
Behind her, Zac said: “Well, uh, I guess you have to go...”&lt;br /&gt;
&lt;br /&gt;
She turned around and sighed. “Yeah... my schedule is vicious”, she grinned and tried to shoo Kiara away with a gesticulation, which – of course – didn’t work out.&lt;br /&gt;
&lt;br /&gt;
“But maybe we could meet somewhere outside the shop, maybe go to the cinema?” Zac suggested hesitantly. &lt;br /&gt;
&lt;br /&gt;
With another elegant move, he handed her the bagel and the box of apple juice. He grinned and said: “So I guess that’s on me today. But what about today at eight o’ clock?”&lt;br /&gt;
&lt;br /&gt;
“Well, I live down the street, the huge, black tower... you can’t really miss it”, Cora smiled and couldn’t stop giggling in anticipation. &lt;br /&gt;
&lt;br /&gt;
“Well, until then, milady.” He waved at her as she left the bakery.&lt;br /&gt;
&lt;br /&gt;
“Goodbye!”&lt;br /&gt;
&lt;br /&gt;
Outside, on their way to the school, Kiara said casually: “So you’ve got a date, huh? Hopefully it’s not only because he wants you to stop stalking him.”&lt;br /&gt;
&lt;br /&gt;
“Hey! I am SO not stalking him, you meanie”, Cora pouted. “Besides, don’t talk to me about stalking with YOUR dad, honey.”&lt;br /&gt;
&lt;br /&gt;
“What’s that supposed to mean?” Kiara said, her eyes narrowing.&lt;br /&gt;
&lt;br /&gt;
“Well, there’s this story about some people seeing someone with a bat mask at night in the city...”&lt;br /&gt;
&lt;br /&gt;
“And what about these nightly raids your father does with his friends?”&lt;br /&gt;
&lt;br /&gt;
“Nah, as I asked him about that, he only quoth “Nevermore!” and went away...”&lt;br /&gt;
&lt;br /&gt;
===Yet another morning with Cora===&lt;br /&gt;
&lt;br /&gt;
Cora opened her locker, whistling a cheerful melody, and took out her biology book. No matter how much she hated having that subject, she was too glad to be annoyed about it at the moment. Well, it still itched her that the team had decided that she should learn rather than playing volleyball during the week, but now, she had another activity to make up for it. Finally, she had had a date with Zac, although she had felt the presence of her observers at any time. Oh, this overambitious Kayvaan!&lt;br /&gt;
&lt;br /&gt;
As she looked in the mirror in her locker, she noticed a familiar shape standing behind her, grinning maliciously. Her joyful facial expression changed into a stern look, clearly showing the cunning behind her ice-blue eyes. &lt;br /&gt;
&lt;br /&gt;
“So, the little emo girl finally had a date, huh? And you went to this run-down café named “Eldrad’s Exquisite Establishment” with him? How pathetic,” sneered the girl with the beautiful, cruel face behind her.&lt;br /&gt;
&lt;br /&gt;
Cora turned around, waving her raven hair out of her face. “Well, Miss “I’m so proud of how slutty I am”, not everyone lures innocent guys (and girls) into an expensive-as-hell nightclub, hits on six other people there and finally leaves the date without paying anything.”&lt;br /&gt;
&lt;br /&gt;
Victoria shot Corax’ daughter a disdainful look, turned away and strutted down the floor, mumbling something like “You’re just jealous!”.&lt;br /&gt;
&lt;br /&gt;
Sighing, Cora closed the locker after looking one last time in the mirror. She ducked down, turned around and dodged the attack from behind, lifting her attacker over her against the closed locker door – a rather painful experience, but she knew that Kiara would recover soon.&lt;br /&gt;
At first, however, she collided face-first with the metal door, and Cora could hear a muffled “Ow!”.&lt;br /&gt;
&lt;br /&gt;
The Night Hunter girl stood slowly up and wiped the blood from her nose. Still dazed, Kiara grabbed Cora’s shoulder to stand still. &lt;br /&gt;
&lt;br /&gt;
“Damn it! So that’s how you thank me for the collar?”&lt;br /&gt;
&lt;br /&gt;
Cora grinned. “Well, blood diamonds they are...”&lt;br /&gt;
&lt;br /&gt;
Kiara shrugged and said with a much more friendly voice that was filled with curiosity: “So... how was it?! You should have told me this morning already...”&lt;br /&gt;
&lt;br /&gt;
“Sorry, school started later today for me...” Cora interjected.&lt;br /&gt;
&lt;br /&gt;
“... but nevertheless, how was it? I demand to know what happened!” Kiara said in an imperative tone. &lt;br /&gt;
&lt;br /&gt;
The raven haired girl smiled widely and licked her lips. “Well, it sure was delicious; this Mr. Eldrad definitely knows how to cook a thing.”&lt;br /&gt;
&lt;br /&gt;
She winked, seeing Kiara glaring angrily made her continue hastily though.&lt;br /&gt;
&lt;br /&gt;
“He is such a gentleman! I’ve never felt so cared for! Oh...” Cora put her hands against her cheeks and sighed adoringly.&lt;br /&gt;
&lt;br /&gt;
“Eldrad? Really? And I thought he was a scheming dog,” Kiara answered, laughing at her friend.&lt;br /&gt;
&lt;br /&gt;
Cora pouted. “Well, if you don’t want to...”&lt;br /&gt;
&lt;br /&gt;
“TELL IT! NAO!”&lt;br /&gt;
&lt;br /&gt;
“Okay, okay. Fine. So we went to this café, ate cake and talked about this and that. It turned out that he likes the same music as I do! And he was very eager to watch a volleyball match of our team!”&lt;br /&gt;
&lt;br /&gt;
“Now THAT I can imagine, with dozens of round things jumping up and down...” Kiara grinned. &lt;br /&gt;
&lt;br /&gt;
Cora rolled her eyes. “I’m still wondering why I’m telling you anything.”&lt;br /&gt;
&lt;br /&gt;
“Oh, don’t be so whiney, you know how boys are. It’s not like you’ve never... oh, wait a second...” Kiara eyed her friend suspiciously. “You... you never had a boyfriend before?”&lt;br /&gt;
&lt;br /&gt;
Cora shifted and seemed to be embarrassed. “Well... uh... there was this boy in the kindergarten... oh damn it, I never had the courage to do anything! And those guys who asked me out were insensitive pricks!”&lt;br /&gt;
&lt;br /&gt;
Kiara’s face was a mixture of amazement and amusement. “Then you’ll find out soon enough, little princess. But speaking of insensitive pricks...”&lt;br /&gt;
&lt;br /&gt;
She pointed down the hallway, where a bunch of girls walked towards them: Victoria, smiling arrogantly, followed by Petra, Alpharia, Omegan, and Athena.&lt;br /&gt;
Fulgrim’s daughter spoke first, looking disgustedly at the blood on Kiara’s palm: “Oh, I’m sorry to interrupt your cutting session, please go on; I won’t disturb you killing yourself.”&lt;br /&gt;
&lt;br /&gt;
She proceeded and left the two girls, while her fellowship shot dismissive glances at Cora and Kiara. &lt;br /&gt;
&lt;br /&gt;
Kiara moaned. “Imbeciles. However, you’ll learn that every white knight is also a macho deep within, the difference is just how good he’s able to hide that. But as I know that Miss Macha and Miss Taldeer work at the café, it seems like he’s pretty good at hiding it. Or you just can’t spot it yet.”&lt;br /&gt;
&lt;br /&gt;
“How can you say such a generalising thing? I...” Cora was interrupted by a loud voice from outside the building, which she recognised in an instant: Only Furia had a voice like a megaphone and anger in every decibel.&lt;br /&gt;
&lt;br /&gt;
The two girls decided to look outside, where Furia definitely was up to something that would get her in trouble – not that she wasn’t used to it.&lt;br /&gt;
Outside, besides an impressive white motorbike and a red monster on wheels, stood Furia and Hana, arguing about a little scratch in Hana’s bike.&lt;br /&gt;
&lt;br /&gt;
“Damn you,” she shouted, “I’m totally sure that this scratch wasn’t there before you couldn’t handle your rusty piece of junk and crashed into my baby!”&lt;br /&gt;
&lt;br /&gt;
“That’s a lie, you whiney irritant! You’re just too dumb to realize when you’ve hit something, and now you want to blame it on me!” Furia growled, inhaling deep from her lho-stick.&lt;br /&gt;
&lt;br /&gt;
Hana stepped forward, slapping Furia’s cheek with her fist and said contently: “I realized that I hit you, if that is good enough for you, you choleric barker!”&lt;br /&gt;
&lt;br /&gt;
Suddenly, the air seemed to heat up, and Cora thought that she had heard something snap, like the little rest of self-control Furia had had. Now she clenched her fists and put down her helmet, her eyes narrow and her face a mask of uncontrollable rage.&lt;br /&gt;
&lt;br /&gt;
“That’s enough! You’re so going to regret this!” she yelled, hatred pouring almost visibly out of her. &lt;br /&gt;
&lt;br /&gt;
She stepped forward and hammered her right fist into Hana’s ribcage, making her gasp in pain.&lt;br /&gt;
&lt;br /&gt;
“First, I’ll tear you apart, then I’ll smash your bike to scrap!” Furia yelled, leaping forward again and placing her left fist on Hana’s cheek, sending her sprawling across the muddy ground. She recovered quickly, however, dodging the next blow and kicking the steel toe of her boots against Furia’s leg, which caused her to fold over into the mud as well, cursing rudely. She wiped the dirt off of her face, but there was no time to prepare for the next attack. The biker girl jumped towards Furia, smashing her fists into the short-haired girl’s groin. &lt;br /&gt;
&lt;br /&gt;
“You! Will! Pay! For! This! Scratch!” Hana shouted.&lt;br /&gt;
&lt;br /&gt;
Furia suddenly grabbed Hana’s fists, spun her around and punched her elbow into the leather-clad girl’s back.&lt;br /&gt;
&lt;br /&gt;
“I! Will! Crush! You! And your damned bike, too!” Furia hissed through gritted teeth, foam dripping out of her mouth.&lt;br /&gt;
&lt;br /&gt;
Then, she jumped on Hana, wrestling her to the ground and biting pieces out of Hana’s black leather jacket in frenzy. &lt;br /&gt;
&lt;br /&gt;
Cora stood at the side, her mouth opened, but she was unable to do anything. Somewhere in her mind, she found the idea of two girls wrestling on the ground, ripping off their clothes, strangely arousing. By looking around, she noticed that she probably wasn’t the only one: At least half the boys of the school thought the same way and cheered for Furia or Hana to fight on.&lt;br /&gt;
&lt;br /&gt;
Furia stopped only when Hana managed to land a blow on her chest, rolling down from the biker girl, but taking a fighting stance in an instant, although she was panting heavily. As Hana leaped towards her to punch her in the face, she was abruptly stopped mid-air by a white gauntlet.&lt;br /&gt;
&lt;br /&gt;
“It’s enough, sister. You do not need to embarrass the White Scars further,” Temujin Khan said, his voice calm, but with a scornful undertone.&lt;br /&gt;
&lt;br /&gt;
“Oh come on, man, it just started to get funny. Furia would have beaten the crap out of your sister, Tem,” Ragio, Furia’s brother, shouted, protesting against the end of a good fight. “But you,” he addressed the crowd, “piss off, and don’t stare at my sister, you weaklings!”&lt;br /&gt;
&lt;br /&gt;
Temujin sighed. “Come on, Hana, time to go. There’s still plenty of skull white colour to paint over that scratch.”&lt;br /&gt;
&lt;br /&gt;
Cora looked at Kiara, who just shrugged. &lt;br /&gt;
&lt;br /&gt;
“Well,” Kiara said, “seems like the safety-car ended the rage.”&lt;br /&gt;
&lt;br /&gt;
Cora nodded. “Yeah, that’ll give some penalty points.”&lt;br /&gt;
&lt;br /&gt;
===Practice with Cora===&lt;br /&gt;
The rest of the afternoon had passed in haze after the events of the morning and the news that lunch brought. The raven-haired girl looked up into her open gym locker and sighed. She finished tying her sneakers and stood up, adjusting her practice jersey with a few gentle tugs. A quick gaze around the locker room revealed that only a few girls had yet to finish changing, practice would be starting soon. Quickly folding her clothes, she placed them inside and shut the locker door. Cora hurried out the locker room door and jogged out onto the gymnasium floor. Most of the girls had assembled on the far end of the court, while a few were still joking around while they waited. It seemed the cheerleaders were practicing today too, Cora noted, seeing Victoria and the rest in their own training gear stretching near the band section. Cora quietly fell in at the end of the line, no one had yet said anything to her, save for a smile from Freya as she approached.&lt;br /&gt;
&lt;br /&gt;
“Doin’ alright?” the daughter of Russ tempted.&lt;br /&gt;
&lt;br /&gt;
“I’ll be better when we start,” Cora responded, a bit more coldly then she meant. She sighed and then noticed Freya‘s shiner, “Sorry, how did you get that black eye?”&lt;br /&gt;
&lt;br /&gt;
“Eh, I got hit by a Thunder Hawk, I won though-- ANYWAY, Miss Gloomy, you won’t be waiting long, at least,” she said nodding to the top of the nearby bleachers. Had she not known who was there, Cora would of looked. As it was, she simply started stretching.&lt;br /&gt;
&lt;br /&gt;
“LISTEN UP, MAGGOTS,” came the blaring call of the assistant coach, “STRETCH ROUTINE, BEGIN!”&lt;br /&gt;
&lt;br /&gt;
Perhaps not the most subtle of assistant coaches, Kell certainly had the volume to command respect. The old stiff-neck was as unforgiving as he was loud and never seemed to lose any enthusiasm for both faucets of his leadership style. Starkly opposite to Kell was the head coach, who was directly to his left. Since taking over the program, Ursarkar E. Creed had made every state tournament, won numerous championships, and had never failed to make a surprise entrance. As far as Cora could guess, the coach had probably rigged some kind of rappelling gear from the ventilation ducts high above. That, or he had been hiding under an unassuming backpack in the bleachers everyone had failed to see, each was equally likely given the circumstances. Creed cracked his trademark smile as he bit down on a new cigar, unlit for the moment. The two then seated themselves at the top of the bleachers, preferring to watch from the vantage point, Creed always claimed it gave him a tactical edge. For a moment, Cora wondered if the coaches were even aware of her punishment.&lt;br /&gt;
&lt;br /&gt;
Turning to the fore of the gym, Cora noticed Isis had taken her position in front of the team and had begun to call out different stretches for them to copy. Together, the team counted out the familiar motions, they followed the routine to the letter almost everyday with few exceptions. After a short while, the players paired up for more involved stretching. Freya and Cora took turns stretching out the other’s calves and hamstrings. As Freya lied on her back upon the gym floor with one leg raised, Cora pressed it forward gently, noticing that the cheerleaders had started to practice their tumbling. Changing off with Freya, it was Cora’s turn to be stretched. The stretching was feeling very good to Cora, after a rather tense day she felt herself slowly unwinding and the familiarity of the routine was, itself, comforting. The weight on her shoulders seemed to slowly be lifting and she was playing with the idea of just falling asleep there.&lt;br /&gt;
&lt;br /&gt;
A blaring whistle robbed her of any possibility.&lt;br /&gt;
&lt;br /&gt;
“ON THE LINE, MAGGOTS!”&lt;br /&gt;
&lt;br /&gt;
The team stood up and ran to the nearest court line. Another whistle marked the start and each girl immediately began to sprint forward. The cyclic running lasted for about ten minutes when the “last round” whistle blew. Each player redoubled her efforts and tried to make the last run their fastest. Though no slouch, Cora certainly wasn’t the fastest of the team. That title probably went to Angela or Isis, but Roberta was always quick to claim that she was a better distance runner and, if the rumors were true about her toned legs, Freya could run as long as she could stay awake. As the team finished their running for a short breather, the cheerleading squad took the opportunity to run through a new routine, which was rather impressive and completed with only a few minor mistakes. The timing and coordination of all the flips, throws, and jumps was very involved and something Victoria was always very proud to claim as due to her natural ability in the subject. By the look on her face now, however, Victoria seemed quite displeased and berated a few of her squad for their sloppy timing. In truth, Cora could agree with the reasoning, but not with the execution, it just wasn’t the way she would run a squad.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the break finished, Cora noticed the volleyball nets had finished being erected by a couple of the teams managerial servitors and the girls began to split up into the sections, divided by the more senior and junior players and then further by starters and the rest. The starters would take their places on one side of the net and the others on the opposite, cycling through so the starters always faced relatively fresh opponents. In theory, a starter could be challenged for her spot, but the lineup had been solid since the start of the year, the other girls content to sub in or start when a player was indisposed for a game. Cora had to keep reminding herself not to go to her usually spot, which Freya now took. Furia hadn’t shown, as Cora had expected, honestly, and Petra filled in the open position with Roberta to her left. It certainly wasn’t a weak team without her, Cora calculated, but it wasn’t optimal. Russ was a natural athlete, but she was better up front and Petra was the stronger pairing for Remilia and wasn’t as experienced up close. For all this, it seemed that the coach was at least willing to rubber stamp the lineup, he had hardly even made eye-contact with Cora since practice had begun and she wondered if it was intentional. In the back of her head, she knew what she had to do, even though it would probably do more harm then good.&lt;br /&gt;
&lt;br /&gt;
She had to prove the numbers wrong, the team was far weaker without her, more so than Isis had considered.&lt;br /&gt;
&lt;br /&gt;
The whistle sounded and the scrimmage began. The starters always had the disadvantage and Cora caught the ball passed to her, it was her serve. With a quick wink from Farah and a nod from Venus, she knew she had a solid team of her own, but this was going to take a lot of effort on her part. She quickly glanced over the starters for her first target, settling on the most obvious. Petra was a fine player, but she was the interloper in this sense and was missing her knee pads for some reason. The plan formed in Cora’s head and she immediately put it to action. She tossed the volleyball high and stepped forward jumping to meet it before it had begun to come down. With a hammer blow she sent it rocketing downward over the net and outward toward the line. Petra anticipated, but hesitated, certain it would go wide. The ball slammed the ground a hairs width from the line.&lt;br /&gt;
&lt;br /&gt;
Ace.&lt;br /&gt;
&lt;br /&gt;
A few of the starters traded looks and Petra seemed to realize her mistake. Freya was visibly stirred, her instincts unsure how Petra had let that one go. The ball was returned to Cora and she readied herself. Another leaping hit and the ball, again, soared in Petra’s direction. To her credit, she didn’t hesitate twice, but instead dropped to her knees, a move she would regret, and hit the ball into the net. Petra rubbed her knees as she stood up and Freya fumed, she was showing very little patience for her replacement. As if on cue, Cora watched Freya take a few steps forward, attempting to shore up the deficiency in her eyes. Such was according to plan. The stare on Cora’s face was as cold as Valhallan ice when she lined up and it was directed straight at Petra, who, despite the setbacks, seemed only more determined than ever. Their eyes locked for a moment and Cora repeated the motions again. The ball shot forward, Petra dropped, and Russ moved to back her up, realizing the trap too late. Freya knew the ball would over shoot her and Remilia hadn’t yet noticed her being so far out of position. With trained precision, Freya spun on a dime and dove to keep the ball in play. She reached out, but was mere inches short and the ball bounced off of the court. Petra regained herself and shot a look at Cora, Freya was now visibly miffed. Cora considered another shot, but decided against it, it was better to let Freya stew and keep Petra on her toes. Reverting to a more docile attack stance, the next volley was less hostile, lasting several bouts until Isis finished with a fantastic spike on a perfect set from Angela.&lt;br /&gt;
&lt;br /&gt;
A few points traded back and forth later, Cora had perfected her next plan. Freya was set to serve and Cora knew what was coming. A thunderous blow that could shatter bones sent the sphere hurtling toward the spot between her eyes. Reacting fluidly she deflected the shot high and motioned to Venus, who knew her part. With a set the match of any other person on the team, Venus left the ball hovering lazily near the net. Angela moved to block and Cora charged the net. Angela was, perhaps, the most gifted of any of the girls in terms of sports prowess, Cora would need a bit of luck to pull this off. As it was, she knew Angela was prone to go with her gut instincts more often than she ought and preferred up-front confrontation, Cora was not going to allow this. As Cora jumped to spike, Angela leapt to block, perfectly in the way of the ball’s path. At the last moment Cora did the unexpected, she tapped the ball with her hand upwards, just above Angela’s natural reach. The angelic visage turned to one of agony as he stretched her fingers, only managing to graze the ball on the way past. Isis was sent reeling and only barely managed keep the ball from the ground, but sending it back over the net. A strong hit from Farah followed by another set from Venus and Cora again charged. The starters were off balance, but braced for the impact. Cora spiked the ball and caught Remilia on her off foot, a rare mistake for the defensive star, but one Cora couldn’t pass up. The ball hit the ground. Another point.&lt;br /&gt;
&lt;br /&gt;
Substitutions were called and Cora jogged off the court. A couple of the starters seemed relieved to see her go, a few more than just a bit angry, and one simply stared. Compared to her victory conditions, things were going well enough, she supposed. She toned down her assault but kept the pressure on every time she was called in, scoring a few more points and earning several sour looks. However, her main goal was still left to be achieved.&lt;br /&gt;
&lt;br /&gt;
Isis hadn’t become the team captain by accident. Her abilities were enhanced by natural gifts and trained to a keen edge. Where Cora could count on her finesse, Angela her raw talent, or Freya her athleticism, Isis was a blend of each and, though she wasn’t entirely certain, Cora would not have been surprised if she exceeded each of them. Simply watching Isis play was a learning experience, like watching a sword master dismantle an opponents defenses or an artisan crafting a masterpiece. Her shape, her very movement was beautiful, but not in a classical sense. Certainly, Cora thought, it was the same beauty one might see in a fine blade or bolter, elegant, yet rigid. Beautiful, but deadly. She had yet to be truly bested on the court, her instincts were rarely wrong and she had enough natural ability to cover any mistakes with ease. Thinking very long and hard, Cora locked in to studying her, nearly missing her call to re-enter the game.&lt;br /&gt;
&lt;br /&gt;
The clock on the wall revealed that this would probably be the last volley and Cora’s last chance to complete her mission. The last obstacle would be the greatest she knew. Despite playing solidly for the entire scrimmage, Isis showed no sign of wear, only a light perspiration from her extortions could be seen on her face. She swayed as a predatory animal might before assaulting its prey and her movements were as crisp as ever. Ideas swirling in her head, Cora tried to find an approach that could possibly work. Knowing she didn’t have enough hours in a day to wear Isis out or even enough room to order a lance strike safely, her options were rapidly deteriorating. This was turning out to be more of a mental exercise than a physical one, she chuckled to herself, it was enthralling. After a long day of uncontrolled experiences, this duel of wills was a blessing in disguise. She took her spot, still focused on Isis, as Freya stepped forward to serve. The berserker champion of the team was no more tired than she was when the game began and the serve rocketed toward Cora with all the force of the first. Her mind raced and her body reacted batting the ball into high arch. Venus adjusted her footing and squared off for a set. Venus nodded to Farah who immediately prepared to charge. To Cora’s surprise, Isis reacted. The team captain came forward to the net, abandoning her position to block the inevitable spike and finish the scrimmage on her own note. The iron-fisted spike of Farah was among the most brutally powerful of the team and the captain was allowing no chance for it’s success.&lt;br /&gt;
&lt;br /&gt;
It was then Cora found her answer and, as much as she hated it, she knew it would work.&lt;br /&gt;
&lt;br /&gt;
Bounding off her back foot she charged forward toward the net. As Farah jumped, she was followed shortly by Isis, and, by less than a blink, Cora. The great plan depended on two factors: One, she was faster than Farah, and Two, Isis held Cora’s devotion to the team in high regard. On the first, Cora was almost positive, the second wasn’t as clear, other factors were at play and it was too late to properly guess their effect. The last moments of the scrimmage was a do-or-die scenario, not optimal, but acceptable.&lt;br /&gt;
&lt;br /&gt;
Even as the iron hand of Farah was beginning to descend, Isis knew where the ball was going to go. She knew because she had seen it play out in her mind over and over. Farah was strong, but crude in her form. Perhaps she wouldn’t go as far as to call it simple, but it was predictable. Her hands together and as flat as she could make them, Isis was in the perfect position to block. There were no surprises left, nothing that could change the outcome. All was to her will and soon it would be finished, in her favor. Cora’s little vendetta would fizzle and the captaincy secure an unquestioned. She smiled, it was just the way as it was intended to be.&lt;br /&gt;
&lt;br /&gt;
While thoughts of victory filled Isis’ head, Cora focused only on the ball. The time to strike had come. With a precise impact, Cora knocked Farah aside, the iron hand still descending for the ball. With a lightning fast strike, Cora contacted the ball and gave it forward motion. It was directly beside Isis’ head when the team captain realized she had been out-maneuvered. Never, not in a thousand years, would she have guessed Cora to go to such lengths just to prove her wrong. She watched as Farah’s hand came down hard on Cora’s back and the two fell awkwardly, crashing to the ground. Managing to turn her head from the scene, she saw the impossible. The volleyball impacted the ground exactly where Isis had been standing not five seconds before and bounced away, the other starters as astounded as her. Her own landing was awkward and she stumbled, trying to catch herself, taking another incredulous look to the other side of the net.&lt;br /&gt;
&lt;br /&gt;
Cora hadn’t seen the result, she even missed the look on Isis’ face. The daze of Farah’s hit was still smarting and she tried to help Farah up after regaining her feet. Perhaps the most confused of all, Farah accepted the help and then begrudgingly took her hand away when she began to realize what had happened, so hurt by the act that tears had started to form in her eyes in anger. Cora searched for an apology to say, but was cut short by the end of practice whistle. The team seemed hardly to notice, until they began to walk to the locker in ones and twos. Farah turned and left in anger as Venus chased after her, sparing a look at Cora that seemed to ask “Why?” Isis seemed in a daze and slowly walked to the other side of the gym, sparing not a word to anyone. Roberta was the first to speak to Cora.&lt;br /&gt;
&lt;br /&gt;
“What are you trying to pull?! Do you think you’re special or something?!”&lt;br /&gt;
&lt;br /&gt;
“I just wanted,” Cora started, “to sho-”&lt;br /&gt;
&lt;br /&gt;
“Shut up! Are you a moron or something!? Isis went out of her way for you! Bile wanted you off the team and she stuck her neck out for you! She stopped him from just kicking you off the team outright! She cared enough about you to risk our entire season!”&lt;br /&gt;
&lt;br /&gt;
“’I didn’t know that! She never told me-”&lt;br /&gt;
&lt;br /&gt;
“Do you really think she would!? After all the crap your dad’s went through, after all the fights you two have had, do you think you really would have believed her? On top of all that, you disrespect her and the teams decision and nearly hurt a teammate to do what? To prove you’re good at volleyball? Newsflash, moron: We knew that! Had I been the captain, I would have used you until they removed you from sports entirely, but you know what? Isis should have done the same damn thing for all the crap you pulled today!”&lt;br /&gt;
&lt;br /&gt;
Cora was stunned, she didn’t know how to respond. As Roberta stormed off, Cora was left speechless.&lt;br /&gt;
&lt;br /&gt;
The silence was only barely broken by Coach Creed.&lt;br /&gt;
&lt;br /&gt;
Who was right behind Cora.&lt;br /&gt;
&lt;br /&gt;
The old coach leaned forward and whispered so only she heard, “Do you think you accomplished anything?”&lt;br /&gt;
&lt;br /&gt;
“I don’t know,“ she said. Cora felt tears coming on. The dawning realization that she had made a terrible mistake all the more clear.&lt;br /&gt;
&lt;br /&gt;
“I’ve commanded many armies, coached many teams, mentored many people. Sometimes, the ends justify the means, but rarely does it make the fallout any easier.”&lt;br /&gt;
&lt;br /&gt;
The young girl swallowed hard, almost not realizing the coach was already gone.&lt;br /&gt;
&lt;br /&gt;
“How the crap does he do that?” Freya asked, ducking under the net and approaching Cora.&lt;br /&gt;
&lt;br /&gt;
“I’m sorry…” was all Cora could managed as she looked down at the floor, her tears starting streak her cheeks and falling to the ground.&lt;br /&gt;
&lt;br /&gt;
“Ah, no big deal,” Freya beamed.&lt;br /&gt;
&lt;br /&gt;
“Why aren’t you mad at me?” Cora asked, unbelieving.&lt;br /&gt;
&lt;br /&gt;
“I know you were right about this whole thing sucking. I think it sucks too and, personally, Isis having her feelings hurt doesn’t bug me that much. Farah’s a tough girl, her pride is the only thing that’s hurt, just give her a Baneblade or a Land Raider to play around with and she’ll probably forget the whole thing happened. As for Miss Perfect, she’s just upset the ball hit her in the face, that was funny.”&lt;br /&gt;
&lt;br /&gt;
“You’re wrong, I was wrong…very wrong…” Cora started to cry.&lt;br /&gt;
&lt;br /&gt;
“Come on,” Freya comforted her, placing her arms around Cora, “it’ll be fine.”&lt;br /&gt;
&lt;br /&gt;
Cora embraced Freya and squeezed tightly. Despite her over-simplification of everything, Freya was being truly empathetic and it was very comforting to Cora. She spent another good minute crying before she could compose herself.&lt;br /&gt;
&lt;br /&gt;
“That’s better!” Freya smiled, “I know what you need, how about a good 40k run to relax a bit?”&lt;br /&gt;
&lt;br /&gt;
“Maybe not that far…hey!” was all Cora could manage before Freya started dragging her around the court.&lt;br /&gt;
&lt;br /&gt;
The two ran together for sometime, long after everyone else had left, Cora was sure. To her surprise, it was strangely relaxing, it at least let her mind focus on other things. She felt very at ease around Freya, she was happy to have her close by. It was similar to the way she felt with Kiara or Morticia, but neither of them practiced or played sports with her. Freya had shown her true kindness and friendship in her own special way and Cora was glad to count her as a friend. Cora realized it was getting to be late and she would need to go. Freya was showing no desire to stop and she felt a little bad ducking out before 20k were finished, but she needed a break. She leaned in close to Freya.&lt;br /&gt;
&lt;br /&gt;
“Thank you.”&lt;br /&gt;
&lt;br /&gt;
She split off as Freya continued making laps and jogged for the locker room. She entered to see that locker room was as deserted as she expected, her bag and locker untouched, thankfully. The sound of running water came from the showers, but she expected it had just been left on from the rest. She quietly undressed, removing her practice gear down to her undergarments. It had been a good workout, but a shower was very much in order she giggled to herself. She removed her bra and slipped off her panties, placing them into her gym bag. She was about to grab her hygiene products when she heard the running water abruptly stop. Cora instinctively turned and looked toward the showers. She watched as the door slowly opened and Isis stepped out staring numbly ahead. Cora was instantly struck by her appearance. It wasn’t the first time she had seen one of her teammates naked, but it was usually short and fused with an air of humor or embarrassment. As it was, Isis had little to be embarrassed about. Her still wet body was amazingly perfect, her smooth skin, tan skin unblemished, the well toned legs and arms connected by her thin, flat stomach and shapely breasts and full hips. She seemed to lose herself for a moment before realizing Isis was looking at her and her own pale, exposed body. She felt herself turning red and she reached for her towel on the bench, quickly covering herself. Isis made no comment and began to dry herself, seemingly content to not say a word to Cora.&lt;br /&gt;
&lt;br /&gt;
Her embarrassment was replaced by sadness and Cora felt the urge to say something, anything to her, even if just to try. She searched for words but, again, found herself lacking. Her eyes fell to the floor and she felt like crying again. When she looked up, Isis was in front of her, garbed in only her towel.&lt;br /&gt;
&lt;br /&gt;
“You surprised me,” Isis spoke, not coldly or cynically, but sounding genuinely hurt.&lt;br /&gt;
&lt;br /&gt;
Cora’s mouth trembled, “I’m sorry…I didn’t kno- I didn’t think…”&lt;br /&gt;
&lt;br /&gt;
“I suppose we’re both to blame though, aren’t we? I backed you into a corner and you lashed out in defense. I can’t say I wouldn’t have done the same thing, I just didn’t expect you to do the same.” Isis reached out a placed a soft hand below Cora’s chin, slowly lifting her head to meet her eyes, “There’s a tough girl behind the tears after all.”&lt;br /&gt;
&lt;br /&gt;
Cora felt ashamed and a lone tear slowly drew down her cheek. Isis gently wiped it away and moved a lock of Cora’s hair from her face to behind her ear, gently stroking her head.&lt;br /&gt;
&lt;br /&gt;
“If you’re really sorry,” Isis began, “Study hard. Get help, if you have to. Stop Bile from meddling in things that aren’t his business. If you can do that, I can have you on my team again, we can be a team again.”&lt;br /&gt;
&lt;br /&gt;
Cora felt excited as Isis drew her in and the two embraced. They released each other and Isis began to change as Cora walked to the shower, neither saying another word. By the time she had finished, Cora saw that Isis was long gone. She quickly changed and voxed a short message to Kiara and Morticia.&lt;br /&gt;
&lt;br /&gt;
She needed to unwind from the day’s events and she needed her most trusted friends to do so.&lt;br /&gt;
&lt;br /&gt;
==Racing the Khan==&lt;br /&gt;
I was at a bike rally when I first met her. Not one of the big ones, but the kind of local shindig where you can find some really crazy shit. She was riding the biggest, baddest bike I&#039;d ever seen. It had to be a custom job, probably built it herself or had someone she knew really well do it. She was wearing a leather jacket and an expression of absolute confidence, in herself, in her skills, in her machine.&lt;br /&gt;
&lt;br /&gt;
It was beautiful.&lt;br /&gt;
&lt;br /&gt;
I worked up the courage to talk to her and found myself vindicated. She was as cool as she looked, and quite a bit friendlier. She didn&#039;t dismiss me and I wasn&#039;t TOO intimidated by her. I knew bikes, and actually paid attention to personal hygiene, and that gave me a leg up on almost anyone else there. I complimented her bike, and she offered me a ride.&lt;br /&gt;
&lt;br /&gt;
I won&#039;t say she didn&#039;t wink when she said it, but I won&#039;t say she did.&lt;br /&gt;
&lt;br /&gt;
Two weeks later I&#039;m astride my own bike. Nothing to sneeze at, but not exactly a monster like Hana&#039;s. The rumble of the engine is some comfort. Something stable and steady I can focus on to distract myself from my nervousness. Maybe I&#039;m a romantic bastard, but dammit, I wanted to impress her dad. Maybe it&#039;s love, who can say?&lt;br /&gt;
&lt;br /&gt;
I&#039;m contemplating my navel like that, when suddenly the fucking KHAN rolls up beside me. If Hana&#039;s bike was a monster, his was some kind of eldritch chopper from beyond the abyss. The whole thing looked like someone had taken a single massive engine and bolted a seat to the top and wheels to the bottom. The Khan himself grinned at me and pulled his shades down to get a good look at me. It was only then that I noticed the tiny figure seated behind him as Hana. She grinned too, almost sheepishly. I&#039;d only just put two and two together when the Khan revved his bike&#039;s engines, jets of flame spurting forth from it&#039;s exhaust pipes as he turned back to the road.&lt;br /&gt;
&lt;br /&gt;
I&#039;d have thought I&#039;d panic. But I set my teeth instead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For Hana.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And the race was on.&lt;br /&gt;
&lt;br /&gt;
Needless to say, I lost. But I did keep up, and I even managed to stay on my bike despite the insanity of some of those turns.&lt;br /&gt;
&lt;br /&gt;
I stood up, shakily, ready to hang my head in shame, when I felt a pair of leather-clad arms wrap around my neck, the smell of road-grit and engine oil filling my nose. I looked up into Hana&#039;s smiling face (Great emperor she&#039;s tall..) and felt a hell of a lot better.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not bad.&amp;quot; I heard a heavy voice say. &amp;quot;With practice I&#039;d say you&#039;d make a fine enough white scar.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I heard myself thank him, just before he peeled off down the highway and Hana sat in the seat of my bike, patting the seat behind her with a smoldering look in her eye I can still recall perfectly.&lt;br /&gt;
&lt;br /&gt;
And that&#039;s when I knew that from then on, everything would be awesome.&lt;br /&gt;
&lt;br /&gt;
==Hints and Suppositions==&lt;br /&gt;
Lyra lay sprawled across her desk, staring towards the wall. Her watcher grunted and fumbled with her books beneath the desk, organizing them for her next class. It wasn&#039;t unusual to see her sprawled across the desk - despite her fair hair and lack of skulls and chains it was &amp;quot;common knowledge&amp;quot; she was a great deal more emo than Kiara was purported to be. &lt;br /&gt;
&lt;br /&gt;
She was actually staring at Freya, who was doodling idly in one of her textbooks. A surge of some emotion - Lyra did not care to dissect exactly what the contents of that emotion were - made her heart beat faster. Her hand clenched into a fist as she stared at the redhead. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You know what they say-&amp;quot;&lt;br /&gt;
&amp;quot;-about Freya don&#039;t you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lyra sat up and looked at the twins. No, that wasn&#039;t quite right - they were The Twins. &lt;br /&gt;
&lt;br /&gt;
Lyra glared sullenly at The Twins and waited, but a sidelong glance that gave them an uncanny mirroring of one another was all the response she got. &amp;quot;No, what do they say?&amp;quot; she asked, exasperation finally getting the better of her. &lt;br /&gt;
&lt;br /&gt;
Alpharia grinned wickedly. &amp;quot;They say she fucks like a wolf-&amp;quot;&lt;br /&gt;
&amp;quot;-because she fucked a wolf, you know,&amp;quot; Omegan finished, her twin&#039;s wicked grin presenting itself in stereo across her lips. &lt;br /&gt;
&lt;br /&gt;
Lyra felt the intense blush crawling up her cheeks and setting her ears on fire. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;What, you didn&#039;t think any of the boys-&amp;quot;&lt;br /&gt;
&amp;quot;-who go to this school could possibly-&amp;quot;&lt;br /&gt;
&amp;quot;-manage to catch her interest long enough-&amp;quot;&lt;br /&gt;
&amp;quot;-to survive a night in the sack with her?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lyra was getting dizzy from looking back and forth between the two short haired students. &amp;quot;Well, it&#039;s not like there aren&#039;t rumours about you two, you know,&amp;quot; she replied, her blush making her snippy. &amp;quot;From what I hear you still sleep....in...&amp;quot; Lyra&#039;s eyes had gone wide and she was looking up and behind The Twins, who looked at her in confusion. &lt;br /&gt;
&lt;br /&gt;
A dark shadow had gown behind the twins and they seemed to realize it just as a low, heavy growl emerged from the darkness behind them. They slowly turned, their hands dropping away from each other, but it was too late.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SHADDUP!&amp;quot; roared Freya, her thick red hair flying as she grabbed the twins by their necks and whipped them around, taking them both off their feet and putting them in individual headlocks, one under each arm. Lyra nearly toppled backwards out of her seat at the whirl of legs and arms as the twins squeaked in dismay. Small, firm hands and a heavy grunt behind her told her her Watcher had caught her balance for her.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I WOLFING DO NOT WOLF WOLVES!&amp;quot; roared the irate athlete, causing laughter to ripple through the room. The Twins made strangled noises, and Lyra noticed - due largely to their awkward position - that their panties followed the same reversal scheme as the rest of their clothing did. Unlike the glimpse she&#039;d gotten of Freya&#039;s panties, there was no surge of....well, whatever it was.&lt;br /&gt;
&lt;br /&gt;
What the hell that meant, she wasn&#039;t sure she wanted to know.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bah!&amp;quot; Freya unceremoniously dropped the blue-faced twins, who lay on the floor gasping. &amp;quot;Come on,&amp;quot; she muttered at Lyra, who clenched her fists. &amp;quot;Let&#039;s go get some coffee before the next class.&amp;quot; She growled menacingly at the twins one last time, who looked at each other with wide, bloodshot eyes.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nah I think I&#039;ll....&amp;quot; she started, and then blinked as Freya turned those dark eyes on her. A flutter went through her chest and she swallowed. &amp;quot;....get something with less caffeine this time&amp;quot; she finished lamely, not willing to risk Freya&#039;s anger. &lt;br /&gt;
&lt;br /&gt;
Freya relaxed. &amp;quot;Cool. Hurry up.&amp;quot; Freya grabbed her book bag in one hand and slung it over her shoulder, despite the fact it was at least twice the weight of anyone elses in the room. The twins propped themselves up on their elbows and grinned up at Lyra as she stood, her Watcher clambering up onto her shoulder.&lt;br /&gt;
&lt;br /&gt;
Alpharia smirked and lifted her other hand, spreading her pointer and index finger and miming a licking motion between them, while Omegan held an invisible object in her free hand and bobbed her head while pressing her tongue into her cheek rhythmically. Lyra harrumphed and straightened her skirt, her cheeks reddening as she followed the redhead out of the room, hating the fact that she could be teased about everything by anybody and ignore it all...unless it involved her would-be best friend Freya. &lt;br /&gt;
&lt;br /&gt;
She wasn&#039;t sure if she hated Freya or liked her, but one thing was for sure - the idea of Freya doing anything like THAT wouldn&#039;t be coming out of HER mouth ever. She wasn&#039;t suicidal....&lt;br /&gt;
&lt;br /&gt;
==A Day With Dirk==&lt;br /&gt;
&lt;br /&gt;
The blaring alarm roused Cora from her sleep. She yawned and rubbed her eyes before sleepily slipping out of bed to turn it off. No sooner did she switch the alarm off then a shout sounded from across the room followed by a loud slamming noise. &amp;quot;FFFFFFF-&amp;quot;  Dirk shouted from his bunk. Cora jumped in shock and swung around. Dirk was sitting on the top bunk and rubbing his head. &amp;quot;Dirk! What&#039;s wrong? Are you okay?&amp;quot; She asked, catching her breath and trying to calm herself. He panted and turned to her slowly, his forehead and torso glistened with sweat. Unlike his sister, Dirk was an athletic type. His body was muscular and he was even part of the boxing team. &amp;quot;Wha? Yeah I&#039;m fine. Just a nightmare.&amp;quot; He said, rubbing his fingers up his face and through his hair. &amp;quot;What was it about? Was it the same one?&amp;quot; Cora asked as she approached the bed. &amp;quot;Yeah. Same shit, different day.&amp;quot; he said, regaining his composure. &amp;quot;Maybe you should talk to dad about it, I think it might help. I&#039;m not trying to pressure you but I&#039;m worried about you.&amp;quot; Cora said, genuinely concerned for her brother. &amp;quot;Oh Emperor, not this again. Just leave it alone.&amp;quot; Dirk said defensively. &amp;quot;I&#039;m just not sure that it&#039;s normal to have a re-occurring dream about mutating into some hulking tentacle monster Dirk!&amp;quot; She retorted. Dirk smiled, reached over the side of the bunk and patted Cora on her head. &amp;quot;I&#039;m fine. I have you to talk to about it. But if we don&#039;t move, we&#039;re going to be late for school.&amp;quot; he lept from the top bunk gracefully.&lt;br /&gt;
&lt;br /&gt;
Cora nodded in agreement and gave Dirk a hug before leaving the room. He looked into the mirror and rubbed his eyes. He took a moment to make faces at himself before heading off to the shower. He spent longer than usual just letting the water hit his face after washing his hair. Physically, Dirk felt pretty invigorated. Mentally, not so much. As he turned off the water, he heard a pounding at the door. &amp;quot;Come on Dirk. They&#039;ll be here any minute!&amp;quot; Cora shouted through the door. Finally he sprang to life and hurried out of the shower. Corax was sitting in the living room in his favorite chair, reading as usual. Dirk rushed into his room and threw on his usual attire of black jeans and a matching t-shit. He made sure not to leave behind the wristbands and scarf Cora made for him. More often then not, people harassed him for his sense of style but he was never one to really bother with other&#039;s opinions of him, at least not anyone who didn&#039;t matter to him. He grabbed an open text book off of his desk and snapped it shut before rushing out into the living room. Cora was already waiting for him. Dirk smiled as Corax looked up from his book. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Have a good day at school kids. Dirk, you watch out for Cora.&amp;quot; He said calmly. &amp;quot;Daaaad! I&#039;m not a helpless little girl you know.&amp;quot; Cora protested. &amp;quot;Yeah but you have to worry about all kinds of douchey guys teasing you.&amp;quot; Dirk added with a sly smile. Cora turned to him and narrowed her gaze. &amp;quot;What about you!? You have to worry about all those trashy girls.&amp;quot; Cora exclaimed. &amp;quot;Nah, I&#039;m not a brain-dead fuck-head. You don&#039;t have to worry about me catching anything.&amp;quot; Dirk said before bursting into laughter. &amp;quot;DIRK! Watch your language young man! There is no need for those kind of words in my house or anywhere else.&amp;quot; Corax interjected, lightly pounding his fist on the arm of his chair. Dirk nodded and wiped the grin off of his face. &amp;quot;Alright dad I&#039;m sorry.&amp;quot; Corax stared at Dirk with an angry look on his face. Dirk cleared his throat and gave a goofy smile to try and make his father smile. Corax was not amused.&lt;br /&gt;
&lt;br /&gt;
A horn sounded outside causing Dirk and Cora to turn their heads towards the door. &amp;quot;Dirk hurry up and put your shoes on. That&#039;s them!&amp;quot; She commanded urgently. Dirk looked down at his feet and twiddled his bare toes. &amp;quot;Oh yeah, look at that. I thought I was missing something.&amp;quot; He said casually. Cora opened the door and waited eagerly for her brother. Dirk placed his text book in between his teeth, grabbed his socks and pulled them on as he hopped towards the door. &amp;quot;La-er da-!&amp;quot; Dirk mumbled as he pulled his sneakers on. He swung himself around in a half-circle to face his sister. The bright light stunned Dirk, causing him to throw up his hand and wait for his eyes to adjust. He stumbled down the cobblestone walkway towards Cora and Kiara&#039;s voice. &amp;quot;Yeah I know. Bruce isn&#039;t all to happy about it but dad says that we&#039;re going to alternate.&amp;quot; Kiara explained. Dirk&#039;s eyes finally adjusted and revealed Cora leaning on the Curze&#039;s car. It was a pretty nice ride. Lots of custom parts and a spiffy dark-blue paint job to boot. It was complete with a knarley looking skull with batwings on the hood and even a vanity plate that read &amp;quot;IMTGDBM&amp;quot; whatever the hell that meant. Bruce had a strange style but Dirk had grown fond of it after spending so much time around him. The two were as close as Cora and Kiara were but shared far less similarities. While Dirk was loud, light-hearted and bold; Bruce was quiet, awkward and more than slightly morbid.&lt;br /&gt;
&lt;br /&gt;
With a jogging start, Dirk slid effortlessly across the freshly waxed hood and landed softly on the other side of the car. &amp;quot;Shotgun!&amp;quot;  he exclaimed. &amp;quot;Hey, watch the paint. My dad will kill you if you scratch it.&amp;quot; a familiar monotonous voice rang from the back seat. Cora looked at Dirk angrily but couldn&#039;t find the right words to shout. Dirk chuckled and opened the passenger&#039;s door. &amp;quot;Morning Bruce. Morning Kiara.&amp;quot; he said as he slid into the leather seat. Cora slipped quietly into the back next to Bruce. Bruce was your typical pasty emo/goth kid. He only wore dark colors and he was always somber and quiet. He went the whole nine yards with painted nails, eyeliner thicker than his sisters and black wristbands much like Dirk&#039;s but with that same winged skull on it made by Kiara. &amp;quot;So Kiara, you&#039;re looking awfully beautiful today by the way. Are you single?&amp;quot; Dirk commented. Kiara shook her head and blushed. He&#039;d complimented her every opportunity he got once he discovered that it&#039;s cause her pale face to burn a bright red.  &amp;quot;Dirk! Stop teasing Kiara!&amp;quot; Cora demanded. Dirk laughed lightly before abruptly being strangled. He chuckled and struggled to break the thin plastic string Bruce had looped around his neck. Dirk chuckled and snapped the string with little effort. &amp;quot;Easy! Easy man. I had a rough night.&amp;quot; Dirk said with a chuckle, turning around to face the back seat with a smile. &amp;quot;Nightmares again?&amp;quot; Kiara blurted out. Cora&#039;s eyes went wide for a second before she turned away from Dirk awkwardly. &amp;quot;Oops...&amp;quot; Kiara muttered. &amp;quot;Cora. What the shit? You told her?&amp;quot; Dirk asked, slightly peeved. &amp;quot;It... slipped?&amp;quot; she said innocently. Dirk smiled at her and turned back around. &amp;quot;It&#039;s cool. So Cora wen are you gonna ask him out?&amp;quot; Although he wasn&#039;t facing her, Dirk was grinning wide. &amp;quot;Kiara!&amp;quot; Cora exclaimed embarrassed. &amp;quot;What I never told anyone I swear!&amp;quot; Kiara claimed. &amp;quot;I overheard.&amp;quot; Bruce admitted plainly. Cora covered her red face, embarrassed. &amp;quot;Can we please just go. We&#039;re gonna be late.&amp;quot; Cora suggested.&lt;br /&gt;
&lt;br /&gt;
Kiara put the car into gear and drove down the road, gradually increasing in speed. As a rule of life, Dirk knew that new drivers either drive at snails pace or  speed. Apparently Kiara was the latter type. Dirk, Cora and even Bruce held on for dear life. Kiara seemed calm as always as she ran stop-signs and cut of cars. Dirk&#039;s life flashed before his eyes as Kiara finally rolled into the school&#039;s parking lot and brought the car to a screeching halt. &amp;quot;We&#039;re here!&amp;quot; Kiara announced proudly. The car was quiet for a moment. &amp;quot;Sexy&amp;quot; Dirk finally announced before pushing the door open and hopping out. He quickly surveyed the parking lot to see if any one of note was around. Furia and Ragio were in the corner of the lot smoking by the hole in the fence. Primos, Ultimo, Alpharia and Omegan were all chatting near the flagpole, each twin mirroring the next with subtle adjustments and hand movements. Lastly, Freya and Miranda were walking towards the entrance side-by-side. As he surveyed the lot, the rest of the passengers exited the vehicle. Bruce and Dirk leaned against the car and watched the two girls move towards the entrance. The two stopped and Cora turned to her brother. &amp;quot;Dirk! You&#039;re going to be late!&amp;quot; She warned. &amp;quot;Don&#039;t worry about it. My first period teacher isn&#039;t coming in today.&amp;quot; He said plainly. &amp;quot;How do you know?&amp;quot; Kiara asked, twirling her finger around a coil of her long dark hair. &amp;quot;Oh I know.&amp;quot; Bruce interjected with a grin.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We&#039;ll see you after school then. Don&#039;t take to long or we&#039;ll leave without you!&amp;quot; Cora said, turning and jogging towards the school&#039;s entrance. &amp;quot;Uhm, bye Dirk!&amp;quot; Kiara said with a small wave before chasing after Cora. The two watched their sisters rush off as the warning bell sounded. By now the two sets of twins had disappeared inside and Dirk was alone with Bruce. Furia had also entered the school though it was unlikely she was doing anything scholastic. Ragio had drove off in his hulking truck.&amp;quot;Women drivers, no survivors&amp;quot; Dirk commented. &amp;quot;I think you convinced her that she has a crush on you.&amp;quot; Bruce said plainly. &amp;quot;I think I&#039;ve convinced MYSELF that I have a crush on HER.&amp;quot; Dirk started. &amp;quot;I don&#039;t want your dad to cut me up thought like all her other potential boyfriends though. Plus Cora&#039;d get my dad to brow-beat me until I backed off.&amp;quot; He added. Bruce nodded and the two gazed around in a moment of silence, backs to the car. &amp;quot;Plus you just want to sleep with her.&amp;quot; Bruce stated. &amp;quot;Fuck yeah I do.&amp;quot; Dirk admitted with a slow nod, his scarf blowing a the light gust of wind.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We better get you inside before you accidentally tan.&amp;quot; Dirk said, pushing himself up off the car with a quick jerk of his body. &amp;quot;I don&#039;t think I&#039;m capable&amp;quot; Bruce stated. The two entered the school and moved past the main office, stopping in front of the cafeteria. &amp;quot;I think I&#039;m gonna go with a power bar today. What do you want? &amp;quot; Dirk asked, peering into the empty cafeteria. &amp;quot;Nothing for me.&amp;quot; Bruce said quietly. &amp;quot;You sure? You don&#039;t want an emo potato?&amp;quot; Dirk asked, smiling inwardly. Bruce leered at him silently. &amp;quot;Emo Potato. You know fries...it cuts itself into little wedges...?&amp;quot; Dirk trailed off as Bruce&#039;s stare continued. &amp;quot;Fine. I&#039;ll meet you in the usual spot during PE. Catcha later Bruce.&amp;quot; Dirk said, pushing open the door and entering.&lt;br /&gt;
&lt;br /&gt;
The morning flew by. Dirk&#039;s first few classes flew by until PE rolled around. Most of the class was already changed and ready by the time Dirk got into the locker room. &amp;quot;Crap. Late again.&amp;quot; He muttered as he hastily changed into his workout cloths; A black muscle-shirt and matching shorts with white stripes going down either side. Dirk strolled into class just as everyone was stretching out and veered towards the dark underside of the bleachers. Casually he leaned against the wall to which they were affixed. &amp;quot;What&#039;s shakin&#039;?&amp;quot; Dirk called out quietly. &amp;quot;Not much.&amp;quot; Bruce said as he lowered himself from the underbelly silently. &amp;quot;Miranda and Freya have been talking about you.&amp;quot; Bruce said quietly, staying in the shadows. &amp;quot;Why do you smell like flowers?&amp;quot; He asked in his usual tone. &amp;quot;What? Oh I had to use Cora&#039;s shampoo this morning...Why the fuck are you smelling me dude?&amp;quot; Dirk responded, puzzled. The two shared a long awkward. &amp;quot;How did you do on your test for AP-Bio?&amp;quot; Bruce asked. &amp;quot;Aced it. Can&#039;t do better then 100%.&amp;quot; Dirk stated, looking out onto the floor and watching his classmates stretch out. &amp;quot;Good. That means I got 100% too. I know I only got the answers to you a few minutes before the test but you were and to memorize them on the spot again.&amp;quot; Bruce added. Dirk just nodded in agreement. &amp;quot;Just as goddamn planned.&amp;quot; Bruce said with a grin. The two then shared a most excellent brofist.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Alright. I&#039;m gonna run out there once we start laps. I&#039;ll chatcha later Bruce.&amp;quot; Dirk said, watching everyone line up. &amp;quot;Bruce?&amp;quot; Dirk called out. He turned back around only to find that he had vanished again. Dirk was used to his strange behavior but he was always impressed at how quickly and quietly Bruce could vanish. &amp;quot;Alright! Get your asses outside and run some laps MAGGOTS!&amp;quot; A loud and booming voice snapped Dirk back to reality. Coach Kharn was always in a bad mood it seemed. There were rumors of the hulking man involving himself in sports just so he had an excuse to throw kids around during wrestling practice or knock the shit out of them as boxing coach. It was probably true. As the students bantered and began walking out onto the field, Dirk wedged himself into the crowd so not to be noticeably late. The ticking of the sprinklers could be head watering the football field in the distance and It was a bit cooler out since a light breeze had whipped up since this morning. Dirk&#039;s scarf flapped in the wind as the class trudged out towards the track. He took a deep breath as he stepped from the grass onto the track. He let the majority of his classmates pass by him until he spotted Miranda and Freya walking side by side talking. Dirk smiled slyly to himself, adjusted his scarf and trotted up alongside them. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Pardon me ladies, I couldn&#039;t help but notice that you were enjoying a nice conversation before I rudely interrupted. What&#039;s up?&amp;quot; Dirk interrupted with his usual grin. &amp;quot;Oh. Good morning Dirk.&amp;quot; Miranda said shyly with a smile, sticking close to Freya. Freya was far less reserved and gave Dirk a hearty pat on the back that caused him to stumble slightly. &amp;quot;Hey Dirk! We we&#039;re just talking about you. What a coincidence.&amp;quot; She said with a chuckle.&amp;quot;Oh yeah? I hope it was something good.&amp;quot; He said, subtly winking as he spoke. &amp;quot;No actually. We were discussing how when you found out that Ragio has been harassing her that you were going to kick his ass.&amp;quot; Freya said with a more serious look on her face. Dirk&#039;s light-hearted smile faded and an angry scowl replaced it. Freya pointed down the track where Kiara and Cora were walking together. Sure enough Ragio was walking besides them, shouting insults and mocking Cora. Dirk wouldn&#039;t have cared if it was him but he was never one to sit by and let people bring down his sister. His fists balled up in rage and he began stomping towards Ragio. &amp;quot;Dirk wait. You&#039;re going to get yourself hurt&amp;quot; Miranda warned. Dirk was no lightweight and had been in fights before but he knew damn well he was nowhere near as strong as Ragio. Ragio was a powerhouse.&lt;br /&gt;
&lt;br /&gt;
Dirk heard footsteps coming up besides him. He glanced over to see Bruce jogging with him. &amp;quot;Aim for his neck, use your scarf to feint and try and kick sand at him if you&#039;re getting pummeled. Kharn won&#039;t be able to resist interrupting for too long.&amp;quot; Bruce suggested. That&#039;s always the way it was. Bruce was always the strategist and Dirk was always the muscle. Sometimes it seemed like Bruce was just pulling the strings but that&#039;s the way their whole relationship was. They walked a fine line between friends and tools for each other. Dirk nodded at the suggestion and broke out into full sprint. &amp;quot;Why don&#039;t you shut the fuck up emo-bitch and butt out!&amp;quot; Ragio shouted, turning his attention to Kiara. &amp;quot;FIGHT!&amp;quot; A voice echoed from across the field right before Dirk made his opening move. A swift kick to the side of the head sent Ragio stumbling towards off of the track and onto the wet field. He sloppily turned to face his assailant when before throwing his hands up to block a second blow. Ragio slapped Dirk&#039;s hand away with ease and delivered a swift left hook of his own to Dirk&#039;s torso with such great force that it sent him skidding through the water grass. &amp;quot;Dirk! Don&#039;t!&amp;quot; Cora shouted from the sidelines. He shrugged off his sister&#039;s protests and remained focused on the fight. Ragio chased after Dirk and delivered a second punch to his mid-section. &lt;br /&gt;
&lt;br /&gt;
Dirk glided along, trying to catch his breath and waiting for Ragio to go for his blowing scarf. Sure enough, Ragio reached forward to yank the scarf but Dirk whipped it away at just the right moment, leaving Ragio wide open to attack. Dirk finally halted himself before lunging forward and slamming his fist into Ragio&#039;s neck, robbing him of oxygen and putting him on the defensive. Dirk followed up with a flurry of punches but only found himself hammering against Ragio&#039;s massive arms he used to protect himself. By now a crowd of students had gathered at the near edge of the track that encircled the field and were shouting all kinds of random profanities and cheers. Ragio regained his composure and answered Dirk&#039;s cheap shot with a vicious strike that caught Dirk right in the mouth and sent him tumbling backwards. No sooner did he roll onto his feet than another blow slammed into his side, forcing him to fall back onto the sandy track. &amp;quot;HOW DO YOU LIKE THAT SHIT BITCH!?&amp;quot; Ragio shouted lept into the air to deliver a lethal knee-drop. The attack failed and instead pounded down into the ground as Dirk rolled away. He was too slow to get however and Ragio began stomping Dirk. He covered himself the best he could but Ragio&#039;s kicks struck Dirk&#039;s mid-section, arms and even his head once or twice. In desperation, Dirk grabbed a handful of dirt and sand and whipped up a cloud with it as he rolled onto his feet, getting some into Ragio&#039;s eyes and blinding him temporarily. &lt;br /&gt;
&lt;br /&gt;
Dirk got in one last good swing before Kharn grabbed him. The final blow knocked Ragio backwards but again failed to take him off of his feet. He was one tough bastard. Khran yanked Dirk back and tossed him back on the ground. Ragio charged but was caught and held back by Kharn. &amp;quot;YOU&#039;RE FUCKING DEAD YOU SUCKER PUNCHING FAGGOT!&amp;quot; Ragio shouted. &amp;quot;GET YOUR ASS INSIDE AND GET CHANGED RAGIO! YOU TOO MAGGOT!&amp;quot; Kharn demanded, shoving Ragio towards the school and pointing at Dirk. Ragio flipped Dirk off and made threatening gestures as he left. &amp;quot;THE REST OF YOU GET THE HELL BACK TO RUNNING!&amp;quot; Kharn roared. General sounds of panic issued form Dirk&#039;s classmates before they swiftly dispersed. Dirk sat there for a moment before Cora, Kiara, Freya and Miranda all ran up to see the damage. Dirk spat blood into the sand, staining it red, and ran his fingers on his busted lip. &lt;br /&gt;
&lt;br /&gt;
Now that he was coming down off his adrenaline he was really feeling the pain and soreness from Ragio&#039;s punishing blows. Blood ran down from his forehead and his mid section was aching from the punishment. Nothing broken but it sure as hell hurt. &amp;quot;Dirk are you okay?&amp;quot; Cora asked quietly, looking down on her injured brother, tears in her eyes. Freya offered him her hand and laughed. &amp;quot;Damn that was some flashy fighting there Dirk&amp;quot; Dirk&#039;s expression changed back to his usual smile before he rolled onto his back and kicked up onto his feet. &amp;quot;Thanks, I try to put on a good show.&amp;quot; Dirk proclaimed as he pat Cora on the head, fighting back the urge to show signs of injury. &amp;quot;I&#039;m fine. He&#039;s not as strong as he looks.&amp;quot; he added. Freya withdrew her hand and punched him in the arm playfully, Miranda hiding behind her. &amp;quot;You&#039;re pretty strong looking yourself. You should work out with me some time Dirk. I&#039;ll spot you.&amp;quot; Freya offered. Dirk laughed and put up his hand in protest. &amp;quot;Maybe. We&#039;ll see how long I get suspended for but when I get back, you&#039;re on. Now, if you ladies will excuse me.&amp;quot; He adjusted his scarf as he spoke and then made extra effort to look dramatic as he walked silently past the girls, back straight and scarf blowing in the light breeze. &amp;quot;Looks like you&#039;re hurting.&amp;quot; Bruce announced quietly. He was standing in the shadow of the goal post but Dirk managed not to jump in surprise. &amp;quot;Sure am. Don&#039;t let anyone know or I&#039;ll look about 50% less cool.&amp;quot; Dirk said with a grin. &amp;quot;Never do, never will.&amp;quot; Bruce responded.&lt;br /&gt;
&lt;br /&gt;
==The Lion and the Fist==&lt;br /&gt;
&lt;br /&gt;
Rogal and Lion elbowed each other hard as they stood near one another, laughing and throwing insults back and forth. Aside from a few other parents and the coach, there were no others around the boxing ring. After a few moments and another elbow, the men parted and moved toward the corners of the ring as their sons approached.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Alright, Roger,&amp;quot; Rogal said as he clapped his hands down on his son&#039;s shoulders. &amp;quot;You&#039;ve been giving it to him good, but you need to keep your hands up! He&#039;s been giving you one or two in the gut and then abusing your head. You&#039;re a Dorn! You don&#039;t take blows like that from anyone!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the same time, Lion was holding up a water bottle for his son. &amp;quot;What are you doing in there, Thoreau? He&#039;s leaving his head wide open! Before you give me any lip, you have to take advantage of that! Hammer in on him, wait for him to feint and give him the hard south!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
All the while, the boys kept amused smiles on their faces and nodded as their fathers spoke. Simultaneously, they said, &amp;quot;Understood, dad.&amp;quot; Both of the huge men grinned and stepped away from the ring as the bell sounded the start of the next round.&lt;br /&gt;
&lt;br /&gt;
Stepping back into the ring, the boys nodded to one another as they stepped back in and laid into each other. Roger landed a few sharp jabs to Thoreau&#039;s jaw, dazing the boy. Before he could press, though, it was returned through a hard right hook into his ribs. The blow brought his hands down and Thoreau caught it, bringing his left hand into Roger&#039;s temple. He staggered for a moment before losing his balance, hitting the mat hard. Thoreau stood overhead, watching his friend as the coach began to count.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Roger! Get up, boy! You&#039;re not done fighting yet!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You obviously don&#039;t know your boy then, Rogal! My Thoreau cleaned his clock!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh really, now? You&#039;re going to say that I don&#039;t know my own son!?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That&#039;s exactly what I&#039;m saying!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The two men continued to shout and fight as Roger slowly made his way back up to his feet as a count of &amp;quot;9&amp;quot; was called.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nah. I&#039;m done. Good fight, Thoreau.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Furia&#039;s Failed Date==&lt;br /&gt;
&amp;quot;WHERE IS MY DAUGHTER! WHERE ARE YOU HIDING HER!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The snarling voice of Angron reverberated through the hospital as he crashed through ward after ward, flinging aside those doctors and nurses who dared to stand in his way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;FURIAAAAA? FURIA? WHERE ARE YOU?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m here Dad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Furia leant heavily against the tiled wall, the bandages around her head hiding her shock of hair.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My God, Furia, what happened to you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Angron&#039;s voice trembled slightly, the furious anger draining away in shock as he saw his injured daughter. Furia shuffled towards him, eyes watery, and clasped herself around his leg just as she had when she was just a girl.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh Dad... I was out with Si...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;SO THIS IS HIS FAULT! I&#039;LL KILL HIM! I&#039;LL KIIILLL HIM FOR HURTING YOU! WHERE IS HE?! WHEERE IS HEEEE?!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He&#039;s through there but Dad, wait! Please!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Angron was in a killing mood. He wrenched a cleaver like knife from his boot and stalked towards the dark room where his daughter&#039;s boyfriend was supposed to be. He kicked the door off its hinges and bellowed a challenge.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;YOU CANNOT HIDE, MAGGOT! I AM ANGRON AND I AM... YOUR... death?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The room&#039;s occupant was mummified in plaster casts. Blood and painkillers were pumped into him from gently beeping machines. Angron&#039;s slab like face creased up in confusion until he heard his daughter speak.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We were coming back from the movies. We got... attacked. These gang guys. Wanted money. Guy hit me over the head with a lead pipe while I was whaling on his friend. When I came to, Si was like this.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She sniffed and wiped her eyes on the hem of her hospital gown.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The witnesses said he kept trying to protect me. He tried to hold them off, but they were much stronger than him. He wanted to make sure I was OK.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Angron blinked, uneasy at this sudden twist of fate.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How... is he... is he going to be OK?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Furia&#039;s lip trembled as she tried to hold back the tears, but it was too much. She fell weeping into her father&#039;s strong arms.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They... the doctors... they... they don&#039;t kno-o-o-ow!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Angron stroked his daughters head and murmered to her gently to calm her down. Anyone who did not know him as his daughter did would have been surprised at the gentility of the monstrous man.&lt;br /&gt;
&lt;br /&gt;
As soon as he had soothed his daughter and directed her back to her own room, Angron made his way outside, stopping only to threaten a doctor with disembowelment if the young man he had just seen did not recover. Outside, he reached into his pocket for a mobile phone and slowly punched in a number with his meaty fingers. He was not raging. He was beyond simple anger. He had crossed deep into the levels of calm fury beyond that.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Is that Kiara? Hi Kiara. Is your Dad there? I need to talk to him urgently.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kurz put down the phone with exaggerated care. He paused, lost in thought for a moment, and then smiled slightly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Kiara?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah Dad?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Some thing&#039;s come up. I have to go to work. Will you be OK on your own?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;Course. As if anyone&#039;s going to break in after what happened last time.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ha. Yeah. Good times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dad... I heard uncle Angron on the phone. He seemed... quiet. Is everything OK?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Night Haunter paused uneasily, a razor sharp meathook in hand. He didn&#039;t like to involve his daughter in the family business.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Do you know about a young man named Simon? He&#039;s stepping out with Furia, apparently.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah, a bit. Didn&#039;t think he&#039;d be her type, but he seems nice enough. Why?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He&#039;s in hospital. Furia too. Mugging.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh God.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes. They&#039;re not sure if Simon&#039;s going to pull through.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There was silence from the den before Kiara spoke again.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... Dad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes honey?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don&#039;t forget your toolbox.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
~Later That Night~&lt;br /&gt;
&lt;br /&gt;
The cinema where Furia and Simon had visited was situated down town. The area had gone downhill in recent years, urban decay and crime claiming an area that had once been fashionable. The muggy, humid night air was alive with the thumping bass of loud music and the distant sound of fights breaking out. From his position in the gloomy shadows of an ally, the Night Haunter could sense a thousand different tastes and sensations on the air, from the pungent perfume dancing about a street walker to the acid tang of vomit pooling in a gutter. He could sense the lingering outlines of where Furia and the boy had been, and the fresh young blood spilled on the pavement. But what most interested him was a single delicate scent that teased his sense like the scent summer flower. Fear. Fear, strong and close.&lt;br /&gt;
&lt;br /&gt;
It was but the work of moments to track down its source. An apartment overlooking the street where the mugging had taken place. The fat man inside had clearly been the witness who had seen what had happened. Kurz adjusted his hat, put down his toolbox, and knocked at the door. A nervous voice called out from inside.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who is it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You can think of me as a concerned parent.&amp;quot; said the Night Haunter, slipping off his gloves and examining his claw like nails. &amp;quot;I just want to go over the details of an incident you observed earlier tonight.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Behind the door, Kurz heard the sound of shotgun being loaded. He smiled slightly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Go away, man! I ain&#039;t talking to no pig. Back off. I got rights..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh, but sir, I&#039;m just a concerned parent. I certainly wouldn&#039;t want any police here. I just want a friendly conversation, that&#039;s all. Is that really too much to ask? Perhaps if I came in...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The door burst open as the fat man came blasting out with the shotgun. The corridor was empty. There was no sign that anyone had ever been there. The man relaxed. Then he heard a mocking whisper in his ear.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Too slow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
~Still Later~&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Angron? Yes. Turns out it was the local pill peddler. They were his clients, apparently. Didn&#039;t want the police to get involved, so he was decidedly unhelpful. Hmm? Oh no, he talked to me. Positively babbled. They hole up in an abandoned hotel on first and tenth. You can&#039;t miss it... oh of course. Wouldn&#039;t miss this for the world. You go on ahead, I&#039;ll catch up. A few loose ends to tie up.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The night haunter snapped the phone shut and returned to his task.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Where were we... ah yes, we were discussing your future. Tell me... do you remember those old anti-drug messages? They weren&#039;t very effective, were they?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kurz positioned the nail and raised the huge mallet in his hand.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You, on the other hand, are going to be a much, much better spokesman. You see, if thing I&#039;ve learned as a parent it&#039;s that if you can&#039;t set a good example...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kurz snarled and brought the hammer came down with a sickening crunch.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...you can serve as a terrible warning.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
~Meanwhile~&lt;br /&gt;
&lt;br /&gt;
In the hospital day room Vulkan and Guiliman sat in front of a flickering television in chairs designed for much smaller men. Guiliman sipped water, the plastic cup seeming comically tiny in his hand. They had been discussing their niece and her boyfriend.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How is he?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hard to say.&amp;quot; shrugged Vulkan. &amp;quot;The doctors aren&#039;t telling us anything. It&#039;s serious though. The parents have agreed to let Magnus try and reach him. They wouldn&#039;t do that unless there was something very wrong.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh no. Poor boy. How&#039;s Furia taken the news?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not well. Most of the girls are with her now, or on their way. Lorgar and Athena are in the Chapel, praying for the boy with his mother and father. They feel they can be of more use there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We&#039;re such a close family.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vulkan shrugged again.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s the right thing to do, Roboute. It shouldn&#039;t matter if they&#039;re family, we should care for all who fall protecting the innocent&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I suppose so. On that subject of family, where&#039;s Angron?. It&#039;s not right to leave his daughter&#039;s side at a time like this. Why, if it was Roberta... well, suffice it to say that I would not leave her side for an instant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vulkan shifted uncomfortably.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I... am not sure. Furia says he was here, but he left again. I believe Horus is trying to track him down. You know Angron. He can&#039;t stand sitting still.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hah! Yes, I can believe that. Probably got bored and wandered off, the brute.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vulkan said nothing. He suspected he knew exactly what Angron was doing, but the less Guilliman knew of his whereabouts the better. He didn&#039;t approve of his brother&#039;s methods, but he knew for damn sure he wasn&#039;t going to let Guiliman interfere.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m going to find Dorn, help him repair the damage our dear brother caused. Perturabo said he was going to do it, but he had to leave suddenly. You coming?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sure. Least I can do, under the circumstances.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Magnus the Red loomed next to the bed as still as a statue, his hand resting on the bandaged forehead of the boy lying there. To a casual observer nothing appeared to be happening, but the thin patina of frost forming on the metal bedstead spoke otherwise. The Cyclops&#039; hidden might was focussed entirely upon the frail figure before him, a last desperate attempt to rekindle the soul of the child that had almost given his life for his niece&#039;s. He was failing. Simon was dying.&lt;br /&gt;
&lt;br /&gt;
Magnus drew himself together and probed deeper. He would not be denied this. He would combat this threat at close quarters. Closing his eyes, the Sorcerer reached out with his astral form and touched the flickering soul of the boy. &lt;br /&gt;
&lt;br /&gt;
Magnus reopened his eyes. The hospital room had disappeared, to be replaced by a twisted and distorted parody of a city street. The sky above boiled as lightning shot clouds scudded high above, red tinted stormlight casting too-long shadows. Across the street a neon lit cinema sign flickered intermittently, advertising a series of violent films. Magnus realised that this must have been the place where Simon and Furia had been attacked, seen through the warped memories of someone who had suffered terribly there.&lt;br /&gt;
&lt;br /&gt;
The psyker was jolted from his reverie by a whispering voice.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who are you? You don&#039;t belong here.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Magnus turned, but saw nothing. He spoke gently.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Spirit... my name is Magnus. I&#039;m here to help.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ghostly voice laughed softly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Too late for that. See the shadows?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The furthest ends of the street were now completely dark., crawling shadows climbing slowly up buildings and shrouding them in cold darkness.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They will be here soon. They couldn&#039;t kill them before, so they came back.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Kill who, spirit?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Those two&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At these words, the door to the cinema collapsed into a fine dust that blew away on an ethereal wind. From the darkness stepped Furia and Simon. But just as the street appeared differently here, so too did they. Simon appeared smaller than he did in real life, his features obscured and hard to see, as though hidden by thick fog. By contrast, Furia glowed with red light, somehow more real than anything else here. She looked taller and stronger than she truly did, and more beautiful too. The scars and imperfections that marred her face had melted away, and her smile was not the irritating smirk that Magnus was used to but a beaming grin that lit up her whole face. As he strode towards the couple, the voice spoke in his ear.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Young love. He sees her as so much more than what others do. An ideal. She does not truly feel the same way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For a moment Magnus caught a glimpse of another face beneath the smiling countenance of the girl, one marked by irritation and boredom.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Spirit, you know more of this than I do. How did this all come to pass? How did these two come together?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The voice sighed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He has long held feelings for the girl. They are of the same age, and of the same class, but she has only recently noticed him. She was failing her assignments, he was tutoring her. She sees this as some kind of reward for his services. He sees it as a date. He will soon tell her how he feels. She will soon laugh. And then...&amp;quot;&lt;br /&gt;
&amp;quot;What spirit? What then?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It ends.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
On the top floor of the hospital, Perturabo heard the voice of his daughter.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dad, people are beginning to ask where you are- why are you building a large bore artillery piece?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Because I was asked to by your Uncle Angron, Petra. That is all you need to know.&amp;quot; he said impassively.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Perturabo worked steadily for another few minutes before becoming aware that the girl had not left.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Do you require anything else of me, daughter?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No, I just... never mind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Speak. Whatever it is you wish to say is clearly important enough for you to waste your time and mine.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I just wanted to ask if I could help, that was all. But don&#039;t worry about it, I&#039;ll go back downstairs.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Petra was just about to close the door again when she heard the Iron Warrior speak.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There is a welding torch in the case over there. Lock that door and come make use of it, please.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, Father!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
The Astoria Plaza hotel had seen better days. Once a jewel of a building, its façade of white marble gleaming white and its legions of staff oiling through polished halls with industrious pride, it now squatted in the decaying wasteland of the downtown area. Its magnificent windows were boarded shut and covered with metal grates, its doors barred and its walls covered in gang signs and years of graffiti. Where the rich and powerful had once rested in well-appointed rooms, the gang members of the Six Points Squad lurked. The location gave them a perfect stronghold from which to rule this neighbourhood. It&#039;s only working entrance was heavily secured, and a glimpse through the barred windows into what had been the lobby revealed a killing ground designed to halt a frontal assault in its tracks.&lt;br /&gt;
&lt;br /&gt;
Angron contemplated the building in front of him from a position in the shadows. He had seen the gang assemble for the night, heard the pounding beat of music and raucous voices singing and shouting and smelt the mixed aromas of fried food and strong liquor. Bright light shined from an upper room through the boarded windows. The thugs were enjoying themselves, secure in the knowledge that they were safe. They believed that they were untouchable. They were wrong.&lt;br /&gt;
&lt;br /&gt;
Angron nodded to himself as he finally decided upon a plan. Few of his brothers would credit the berserker with tactical nuance, refusing to see him as anything more than a crude brute. What they failed to realise was that Angron&#039;s simplicity was not stupidity. It was directness. It was efficiency. It was homicidal bravery. Only those who were afraid that they might fail bothered to sneak and hide. A true warrior faced his enemies head on. Angron stepped forward, roared a challenge at the top of his lungs and hefted a parked car into the air. With the guided precision an orbital strike, the vehicle arced through the air towards the upper floor, tearing through glass, metal and concrete as though it were little more than cardboard. While the building&#039;s inhabitants screamed and shouted in alarm, Angron charged forward and began to climb up the wall towards the hole he had made. The assault had begun.&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
In the mind of a boy named Simon, Magnus the Red also prepared for battle. The encroaching darkness oozed against fine filigreed walls of frosty white psychic energy, a magical cage of light to hold it at bay long enough for the cyclops to ready himself. The astral spectres of Furia and Simon, memories drawn from events that occurred only hours ago, ignored him completely, engrossed as they were in a pantomime of a conversation.&lt;br /&gt;
&lt;br /&gt;
As Magnus sat on the grey steps behind them, meditating and focussing his energy, the whispery voice came to him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why are you doing this? The ending is already written. There is nothing that can be done. These events are mere shadows of what has been already seen and done. Choices were made that can never be unmade. There is no hope.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wrong.&amp;quot; growled the psyker. &amp;quot;There is always hope. The future is not written. I know it. I know I can save him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Words. They mean nothing. And your walls are already breaking.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Magnus felt rather than saw the hammering blows that assailed his defences. Their delicate, frost -like patterns pulsed and glowed as something beat against them. Although the murky shadows denied him the sight of his enemies, he caught glimpses of the foe with his witch sight - cold eyes glinting with baleful intent, the flash of an absurdly sharp knife as it struck the walls holding it back.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Red Man, this is the boy&#039;s nemesis. You cannot fight his fate. This is not your battle. Sooner or later, you will have to realise this.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Spirit, while I draw breath, I shall not allow this child to die. The doom that comes for him is conjured by his own mind, by his feelings of despair and failure. He can overcome them. He MUST overcome them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Magnus stood and raised his hands, summoning baleful blue fire that burned cold around his fingers.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And I will show him how.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Magnus lowered his defences and charged at the surging shadows.&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ohshiohshiohshiohshiohshiiiiiiiiii!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kaz squealed as he fled down the halls away from the devastation. Only twenty minutes ago it had been a perfect night. They had all the drugs, loose women, and, thanks to the mugging of some teenagers earlier that evening, the money to make the night go with bang.&lt;br /&gt;
&lt;br /&gt;
Then the explosion happened. The screams began. Kaz had been in his room entertaining some woman he had picked up in a bar somewhere when he heard the first blast, and the shouts of the first men on the scene. He could remember struggling into his clothes and tumbling after them half-dressed. He heard again Zack shouting something about a car and fires and the horrible gurgling shriek that marked the end of his life. Over and over again he saw himself coming to the blasted threshold of the door and seeing through the smoke and flames the enormous monster seizing his friend, lifting it above its head and tearing him in half. As the blood and viscera rained down upon it, the creature&#039;s eyes met Kaz&#039;s. In their yellow orbs Kaz saw his death. He had run, not even attempting to fire upon it. Whatever the creature was could not be stopped by mundane weapons.&lt;br /&gt;
&lt;br /&gt;
That hadn&#039;t stopped his gang mates from trying though. The sound of gunfire and more screams echoed around the building, as well as the savage roars of the maddened beast charging at its attackers. It was unstoppable. Kaz knew it. His only hope lay in flight. A few people had already tried to leave via the main exit, but had found it blocked from the outside by an iron bar far too large for a man to lift pressed against it. As they had pounded against it, desperate to escape their doom, the monster had come for them. Kaz had heard it coming and had hurled himself into a dark corner, trying with all his might not to breathe out. He was sure that the giant figure had spotted him, but it had carried on past him, swinging an axe with practiced ease as it walked almost casually towards its prey. The men and women at the door had screamed and tried to run, but it was no use. The giant was upon them, hacking, slashing and tearing through them like a hurricane filled with razorblades. Arterial blood sprayed everywhere, painting the walls and floor with sticky crimson gore, the defences that they had erected to keep intruders out now serving to pen them in with their nemesis. The giant had shouted as he murdered them, the booming sound carrying over the slaughter and the gurgles of the dying, crying over and over words that sounded almost distressed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;YOU DID THIS! YOU HURT HER! YOU WILL DIE! YOU WILL ALL DIE FOR THIS!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Kaz could not imagine anything that his gang could have done to earn the ire of this beast, and did not intend to stay long enough to find out exactly what it meant. He had a plan. Fleeing through the old service corridors away from the sounds of combat, he headed downwards. There was a back door in what had been the hotel&#039;s kitchen. Kaz had been assigned to bar it shut, but he had never bothered to finish the job. It hadn&#039;t seemed likely that it would ever be a problem. Now, as he ran full pelt through grimy passageways thick with dust, his feet skidding across the wood, he was thankful for his indolence. It was perhaps the only thing that would save him now.&lt;br /&gt;
&lt;br /&gt;
In moments he was on the threshold. He grappled with the door, frantically turning the lock and pulling at the deadbolt. He could hear something coming closer and closer behind him, the roar of the beast accompanied by the regular crash of exploding mortar. The monster was nearly upon him.&lt;br /&gt;
&amp;quot;Please!&amp;quot; he screamed as he wrenched at the handle. &amp;quot;Please, for the love of God open!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With a shuddering jolt, the door slammed free and Kaz stumbled forwards onto the night. He tried to get up, but in some dimly understood part of his brain, the young man realised something was very wrong. The rank smell of blood was even stronger out here than it was inside, and the pools of gutter water gleamed scarlet in the fluorescent orange city light. Before he could so much as scream, a huge, dark shadow that eclipsed the light loomed over him. With snakelike speed he was hoisted into the air and brought face to face with a creature from his darkest nightmares. As his overworked heart finally gave out, the ganger just had time to hear a mouth full of sharp teeth whisper into his ear&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Boo.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Magnus the Red fought in the centre of a howling vortex of psychic energy, his curving sword cutting through the shadowy figures emerging from the swirling darkness. It was an impossible battle. The darkness oozed around him, the amorphous shapes clinging to the memory of the street and forming and reforming as he cut through them. Every ward he threw up was broken or methodically worked around, and even with his prodigious strength at arms, small clawed hands still managed to strike at him. Magnus himself being forced back, ever closer to the two ghostly figures of Furia and Simon. With every step back, the dark creatures harassing him grew stronger and more solid, drawing together to form the shapes of men in heavy coats, clubs dragging behind them. From beneath hooded tops, small white eyes filled with horrible purpose stared unblinking through Magnus at Furia and Simon. Magnus struck at them again and again, but the advance of the shadow creatures seemed inevitable. As another of his blows was thrown aside by length of pipe that seemed to be becoming more real with every passing second, Magnus snarled in anger.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is unnatural! These creatures do not belong here!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They are his personal demons, warrior. I told you this. Whether they were always here or only appeared after he fought and lost is irrelevant. They have come for him. Why do you delay the inevitable?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;More importantly, why do you seek to stop me, spirit? Are you with them? Are you responsible for this? Show yourself!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The whispering voice ignored Magnus.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look behind you, warrior. The memories play out. The past becomes the present.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Magnus punched the closest shadow as hard as he could in its hooded face and risked a glance behind him. The conversation between Furia and Simon seemed to be becoming more animated. The irritable face of the girl that the Cyclops recognised appeared on the doll like figure that stood before Simon, and the voices of the teenagers began to be heard growing ever louder. An argument seemed to be in progress.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What? You and me? Get real.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But... what about tonight? I thought we-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Listen, I was just repaying your favour, alright? I was just trying to be nice. Didn&#039;t think you&#039;d have any stupid ideas about this being a date. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I... I...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The memory of Furia scoffed and spat on the grey pavement, the angelic veil evaporating to reveal the girl as she looked in the real world, flushed and angry.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look at you. Are you going to cry? Please. As if a weakling like you stood a chance with me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am not a weakling!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh yeah? Prove it. Go on. Hit me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What? I&#039;m not going to fight you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Pfft. Coward. Won&#039;t even fight a giiiiirrrrl.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am not a coward! I&#039;m not going to fight you because... because...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Go on, say it.&amp;quot; sneered Furia. &amp;quot;Because woo wuv me!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The gathering shadows wrapped themselves around the couple, draining all colour from the scene, while the figures continued to argue obliviously.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;NO! I... I.... I&#039;m not going to because I like you! I thought there was more to you than just... just violence! You&#039;re not the dumb bully they say you are!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who says I&#039;m dumb? It&#039;s gotta be Big Berta...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look, no, I mean...fine. Maybe I was wrong.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah.&amp;quot; said the memory of Furia, a note of sadness breaking through the anger. &amp;quot;Maybe you were.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As the girl padded away, the shadows detached themselves from their hiding places and followed her, becoming more solid with every second until they had formed into hulking, night-black figures. Magnus glanced at the shade of Simon shaking and spluttering on the steps, confused as to why his demons had not attacked, but the sound of grating voices speaking in harmony drew his eyes back to the figure of his niece. As one, the dark creatures began to harass the girl.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;HEY GIRL. HEY RED. WHERE ARE YOU GOING RED. COME BACK. WE JUST WANT TO TALK.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Back off.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;COME ON, DON&#039;T BE LIKE THAT RED. A LITTLE RESPECT DIDN&#039;T HURT NOBODY. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Get out of my face.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;OR WHAT?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Or this happens&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Furia&#039;s fist arced around and slammed into the face of one of the creatures, the inky matter splashing apart before it was reabsorbed by its fellows.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;OOH. FIGHT. FIGHT. FIGHT. FIGHT.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The creatures attacked as one, the distinct shapes of individual thugs melting into one another in a shifting mass of dark limbs and grinning teeth. Furia fought well, but her blows did little damage, the mass of the emergent creature shifting and swirling about her. First one shadowy tendril struck her, and then another and another. The girl was forced back, but refused to give up, lunging forward with murder in her eyes. But she was not the warrior her father was. She was struck from behind and tumbled to the ground. The dark entity engulfed her like an ocean wave and she was soon lost from sight in the mass.&lt;br /&gt;
&lt;br /&gt;
As Magnus moved to intervene, the shade of Simon howled and charged past him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Leave her alone!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The creature (or was it creatures?) shifted and looked at the boy with dozens of half-formed eyes, grinning teeth emerging from the smoky darkness to smile menacingly. Magnus knew that this was the pivotal moment, the moment this entire dream quest had been building to. The boy faced his own demons, the manifestations of his own guilt and despair for being unable to save his friend, but alone he would surely fall. Alone he was powerless to resist. He needed help. He needed allies.&lt;br /&gt;
&lt;br /&gt;
Magnus the Red pulled the strands of his power together and sent out a single message into the aether as he charged forward. Two words with enough force behind them to register to even the bluntest mind.&lt;br /&gt;
&lt;br /&gt;
FURIA. COME.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The remaining gangbangers ran screaming toward the top floor. Only three had survived the events of the night so far, among them the leader, a man named Wayne. Wayne had been busy getting drunk when the screaming had first started, but had sobered up with lightning speed when he saw the blood.&lt;br /&gt;
&lt;br /&gt;
It had been awful. Nothing had prepared him for the scene of carnage which he had found in the now deserted state room. Some had died when a car had somehow crashed through the windowed facade of the upper room, their bodies instantly pulped by the hurtling metal and the jagged spears of broken glass. They were, perhaps, the lucky ones. The survivors had been torn apart as though by a frenzied animal, blood and gore spattering the decaying plaster of the walls. Someone had been able to fire off a shot from their pistol - the weapon had been crushed through the man&#039;s chest. The beast that had done this had then slunk off deeper into the building leaving a wide trail of blood and viscera.&lt;br /&gt;
&lt;br /&gt;
As Wayne stumbled away from the horror, his terrified mind filled only with the thought of escape, the laughter began. Soft at first, but growing louder by the moment, the sinister chuckling seemed to come from all directions at once, a rough, ugly sound that no human throat could possibly have produced. The laughter was soon joined by a delicate scraping noise dancing just at the edge of perception, the sound of a long knife brushing delicately across concrete.&lt;br /&gt;
&lt;br /&gt;
Wayne had fled upstairs, away from the screaming, away from the mad laughter. He had rallied a few of his men on the way, the small group dazed and confused by the sudden attack. Two had been sent back the way he had come, and told to shoot anything that moved. They barely had time to scream before they were attacked, but Wayne didn&#039;t care. Escape was the only thing on his mind. Perhaps if he could get onto the roof, he could somehow get away! Only one more flight of stairs to climb and he was free! As if sensing the flicker of hope blazing in his heart, the building echoed to the bestial roar of the monster. Wayne shrieked and shoved the gang members with him out of the way, knocking them to the hard floor in his panic.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No! They won&#039;t get me! They won&#039;t!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Wayne didn&#039;t listen to their howls of pain and betrayal as he burst through the skylight door, bracing it shut with a beam of rotting wood. It wouldn&#039;t hold for long, but if he was lucky it wouldn&#039;t have to. The edge of the roof was so tantalisingly close, and beyond it was a wrought iron fire escape. He could do it! He could escape this nightmare!&lt;br /&gt;
&lt;br /&gt;
It was at this point Angron came through the floor. Exploding through the aging concrete and timber as though it were nothing more than a papier-mâché shell, the World Eater roared to the night sky a bellowing shout of furious exultation. He had found his prey. The Primarch&#039;s massive fist clenched around Wayne&#039;s throat and hoisted him bodily into the air. The gang leader found himself looking directly into the mad eyes of the hell beast that was slowly choking the life out of him, the blood shot pools of insane, unquenchable hatred boring directly into his soul. He heard the door behind him shatter and an awful, frightening voice speak.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Brother, wait...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As he slipped into unconsciousness, the voice continued.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We&#039;re not done with him yet.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Magnus fought with all his might to reach Simon, but it was no use. The unnatural shadows resisted his every effort, and for every one that he cut down another two replaced it. The spectral form of Simon fought bravely, but his soul light was guttering and failing as blows rained down upon. Magnus knew that the boy&#039;s physical body was failing as his soul died. Nothing could stop it. The despair and guilt over his failure to protect the woman he loved was overwhelming him, the psychic wounds murdering him as surely as if they came from real bats and blades. The circle of life and light around the boy diminished faster and faster until he was just a vibrant splash of colour in an endless void, using the last of his strength to shield his memories of Furia from the onslaught.&lt;br /&gt;
&lt;br /&gt;
Then the heavens opened.&lt;br /&gt;
&lt;br /&gt;
A shaft of light, pure and brilliant, broke through the darkness like a pillar of fire to burn the shadows away. The dark creatures shrank back, disorientated and confused at this turn of events, white eyes blinking at one another and clacking jaws gibbering softly. Simon too seemed confused that the assault had suddenly stopped, looking up warily and taking the momentary respite to better cover Furia. Magnus concentrated all of his psychic power on the light, focussing and strengthening it. It was hard to bridge the two worlds like this, even with help from the other side, but the Cyclops would not be defeated. His efforts did not go unrewarded, and Magnus rejoiced as he heard the words he had hoped to hear.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Get off me you fat bastard. And take your damn hands off there unless you want &#039;em broken.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...Furia? You&#039;re alive.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No shit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But I thought... I saw you..&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah well, you know, takes more than that to take me out.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Furia sat up, the ghostly memory form becoming more solid and more real with every passing moment. She smiled.&lt;br /&gt;
&amp;quot;And I had help, of course.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She stood, helping Simon to his feet, and grinned in anticipation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So what do you say - ready for round two?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Pain. So much pain.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wake-wakey.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
That voice. That terrible voice. Almost instinctively Wayne tried to flinch away from it, but found himself unable to move&lt;br /&gt;
&lt;br /&gt;
&amp;quot; Don&#039;t struggle. It won&#039;t do you any good.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Wayne finally opened his eyes and gazed up in horror at the two giants looming above him. He was on his back, tied down tightly by sturdy chains. The larger of the two giants crouched down on its haunches and leaned down so that it could whisper directly into the young man&#039;s ear, its hot breath stinking of raw meat and coppery blood.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Any last words?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why are you doing this?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Because you hurt my family. Because you hurt an innocent. Because I was born to destroy filth like you.&amp;quot; The creature paused before continuing gleefully. &amp;quot;But most of all because I really enjoy it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The blood soaked giant stood and nodded to its companion, who pulled what looked like a gigantic pistol from the folds of its clothes. Wayne shut his eyes and begged for mercy, knowing that it wouldn&#039;t make any difference. A shot rang out, followed by a hissing shriek. Wayne blinked. He was still alive, and the giant killers had vanished. It was only he breathed a shuddering sigh of relief that he saw the smoky trail of the flare lighting up the night sky above him.&lt;br /&gt;
&lt;br /&gt;
Across town, Perturabo smiled.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
As one, Simon and Furia attacked the darkness, soul light building around them and chasing away the shadows. Magnus heard a voice behind him hiss in his ear.&lt;br /&gt;
&amp;quot;It won&#039;t work! He will fall soon enough, warrior. Maybe not today, but soon, and he will drag down the rest of you with him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Magnus snarled in response and blasted ever more power into the aether.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Begone spirit!&amp;quot; He roared. &amp;quot;Enough of your lies! Go back to the void and trouble us no more.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With a shriek, the shadows disintegrated, flying apart and burning up like scraps of paper caught in a fire. Magnus approached Furia and Simon and put his arms around them.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Miranda, it is done. Bring us home.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Magnus awakened from his trance, shards of ethereal ice cracking and steaming off him as his body came back to life. Furia sat opposite him holding Miranda&#039;s hand, gazing intently into Simon&#039;s face for any sign of life. Long minutes passed. Then, just as Magnus was beginning to lose hope, the boy&#039;s eyes flickered open.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You&#039;re ok!&amp;quot; shouted Furia&lt;br /&gt;
&amp;quot;I am?&amp;quot;&lt;br /&gt;
&amp;quot;Yes, my son.&amp;quot; said Magnus, stroking his hair with paternal affection. &amp;quot;It was touch and go for a moment there, but we brought you back.&amp;quot;&lt;br /&gt;
&amp;quot;Thank you.&amp;quot;&lt;br /&gt;
&amp;quot;Don&#039;t thank me, thank Furia. She fought for you, just as you fought for her.&amp;quot;&lt;br /&gt;
&amp;quot;Really... but I...&amp;quot;&lt;br /&gt;
&amp;quot;Oh shut up and kiss me.&amp;quot; said Furia.&lt;br /&gt;
&lt;br /&gt;
As the two kissed, long and deeply, the whole hospital rumbled to the sound of an explosion.&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What the hell was that?!&amp;quot; said Roboute.&lt;br /&gt;
&amp;quot;Sounded like it came from the roof. Come on!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Primarchs, doctors, nurses and even some patients were soon on the roof of the building. There they found Perturabo sitting in an oversized folding chair, smiling contentedly as Petra scurried about lighting huge fireworks covered with black and yellow chevrons.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Perturabo... what are you doing?&amp;quot;&lt;br /&gt;
&amp;quot;I knew Magnus would do it. I thought a celebration was in order.&amp;quot;&lt;br /&gt;
The Iron Warrior paused, a flicker of doubt passing almost imperceptibly across his face.&lt;br /&gt;
&amp;quot;The boy is alive, correct?&amp;quot;&lt;br /&gt;
Vulkan raised an eyebrow and made to respond but was interrupted by Guiliman.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look! Down there, the city is burning! Vulkan, come, leave him&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vulkan and Guliman left swiftly, but the Salamander&#039;s primarch paused at the doorway.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Perturabo... what did you do?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Me? I did nothing. And you should go. I imagine that fire is spreading quite fast now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When the two had left, Perturabo called Petra over and helped her onto his huge lap.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thank you daughter. You did very well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thank you Papa.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Together they watched the night explode with coloured flame and listened to the wail of sirens.&lt;br /&gt;
&lt;br /&gt;
==Dean Yarrick and Furia==&lt;br /&gt;
The crowd of high-schoolers parted as Dean Yarrick strode through the hall. Simply his scarred appearance with crude prosthetics would scare most, but in this school it was much more. Rumors about what he had been doing in the army, that he was a Commissar and had no regret to murder anyone for order in his school. At the same time, people respected the discipline that followed and Yarrick’s absolute faith in it so much it spread to them as well. In fact he never needed to take to any disciplinary actions, since all the students respected and feared him.&lt;br /&gt;
&lt;br /&gt;
Well… Almost all.&lt;br /&gt;
&lt;br /&gt;
As he exited the school building his large evil-looking eye scanned the yard before fixing on Furia who was standing talking with Hana, leaning on her motorbike. He fixed his eyes on the delinquent and roared on top of his lungs, a roar that would have sent greenskins crying to whatever they could muster instead of mommies.&lt;br /&gt;
&lt;br /&gt;
“FUUUUUUUUURIIIIIAAAAAA!”&lt;br /&gt;
&lt;br /&gt;
The entire hall was silent. The smarter students skulked away to their classes&lt;br /&gt;
&lt;br /&gt;
The delinquent girl&#039;s eye twitched. She balled her fist so hard it went bright red. She slowly turned round to face Yarrick, and Hana, realizing what was about to happen, covered her ears. Furia inhaled deeply. So deeply that Hana thought that the breath would last for hours. With a bellow that would kill a grox, that would shake mountains and destroy souls, Furia released.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;HOW MAY I HELP YOU TODAY, SIR?!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Yarrick&#039;s face contorted into a mask of sheer rage. Furia looked around, then looked Yarrick straight in the eye.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m fucked, aren&#039;t I?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Yarrick nodded. He was so red she thought that his head would explode. He was quiet when he next spoke. It was slow, drawn out.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In my office. Now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Furia spun round to face the assembled students who hadn&#039;t run away already, and she adressed the crowd as a doomed revolutionary might.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Know that I died a martyr, and keep my memory in your hea-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Yarrick yanked her collar before she could finish.&lt;br /&gt;
&lt;br /&gt;
Hana smirked as she watched Yarrick drag Furia away. She imagined it as a funeral procession. As Furia was dragged round a corner, Hana gave her a quick salute.&lt;br /&gt;
&lt;br /&gt;
==A Morning With Furia==&lt;br /&gt;
&lt;br /&gt;
“Another day, another... FUCK... who knows; some sort of graaa... Fucking waste of my time, thats what it is”, thought Furia groggily as her morning alarm blared from her bedside.  Squinting against the growing light, she rolled over onto her face and slapped at the offending machine.  The tenacity of the alarm added to her growing frustration, boiling it over into a pure hatred of Thursday mornings.  She spun herself over again and slammed her right hand into the clock.  Plowing through its flimsy plastic and aluminum body, her fist crunched the data control medium against the hard, cherry-wood nightstand, silencing the morning messenger forever.  The young woman held her hand up over her face, fingers spread.  The pure light of dawn glittered as it caught in the droplets of blood gathering in the myriad of small cuts that opened as skin met cogs and circuitry.&lt;br /&gt;
&lt;br /&gt;
Pretty... &lt;br /&gt;
&lt;br /&gt;
Like rubies...&lt;br /&gt;
&lt;br /&gt;
The color of the wildflowers that grow alongside the house...&lt;br /&gt;
&lt;br /&gt;
Thoughts that drifted across her mind, but would never leaver her lips.  After a moment&#039;s musing, she brought the injured hand to her mouth.  The cupric blood tasted sweet on her tongue as it flicked into each wound to clean them.  She bit down gingerly and pulled out a shard that had embedded itself into the back of her hand. &lt;br /&gt;
&lt;br /&gt;
Nothing serious...&lt;br /&gt;
&lt;br /&gt;
Minor, not even...&lt;br /&gt;
&lt;br /&gt;
Trivial...&lt;br /&gt;
&lt;br /&gt;
She spat the nib of plastic out onto the floor of her room and let her hand flop down to the side of her bed.  After a few scouting pats, it returned victorious; clenched around a crumpled card-stock box.  She tilted the box to her mouth and a hand-rolled lho-stick slid out invitingly.  The familiar weight on her lips and send of cut tabac leaves helped soothe her sparking nerves.  Its mission complete, her hand dropped to the side again and let the container fall back to the floor.&lt;br /&gt;
&lt;br /&gt;
Fuck...&lt;br /&gt;
&lt;br /&gt;
The bedclothes were completely disheveled; scattered, pooling on the floor, and tangled about the sprawled limbs of the bed&#039;s occupant.  The bed itself was nothing special: a low, sturdy, metal frame of burnished brass with a squat arch of bars at the head and foot.  The mattress and pillow, while both extra-firm, provided the proper support where necessary in order to facilitate quality, medically restful sleep.  Such was only to be expected when one wished to maintain the peak physical and mental awareness needed for optimum combat efficiency.  Besides, soft beds are for pussies.  The pillow-cover and bedsheets were both made of 100% cotton that was dyed a brilliant crimson.  Darkened and faded only slightly by use, they gave the illusion of sleeping in a pool of blood.  The comforter on top was white with blue trim, adorned by the heraldry of The Emperor&#039;s own World Eaters Legion.  Though thin, it was quite warm; replacing fluff with survival grade insulating fabric.  The bed would have appeared stately had the owner cared to make it more than once it a while..  Instead, the daughter of a Primarch simply slid the bedding off of herself as she stood, tangles and all, before unceremoniously dumping them on the foot end of the mattress.  &lt;br /&gt;
&lt;br /&gt;
Furia stretched as she arose, the blue and white stripes of her midriff exposing top and low cut shorts rippling along with the sinew of her tall, athletic frame.  Her undergarments/sleepwear were comfortable, flexible, breathable, and insulating.  Similar to the ones she wore as part of her training kit, but lighter, lacking the compressing elastic, and with admittedly less fabric.  She would be ready for a fight, even if  caught with her pants down... so to speak.  &lt;br /&gt;
&lt;br /&gt;
A quick scratch of the flank, a tousle of bed-head inflicted hair and a few steps off to the bathroom to start her morning routine. &lt;br /&gt;
&lt;br /&gt;
Teeth... check. White, check.  Gargle and rinse, ... …. … check.&lt;br /&gt;
&lt;br /&gt;
Hair... FUCK!&lt;br /&gt;
Furia glared at her reflection.  The red dye was fading and sandy blond streaks began to crisscross through in her choppy, boyish hairstyle.  “Note to self, buy more dye.” She pondered which color to try next, but only for a moment before continuing to the next step.&lt;br /&gt;
&lt;br /&gt;
Body...  Cursory once over to check for blemishes and to note the healing of the latest round of scrapes... All good, check.&lt;br /&gt;
A small wave of pride washed over her as she looked over the lean muscle structure of her arms and legs, at her sleek torso, and defined abdominal muscles that would make even Victoria jealous.  Would it even be possible to make her jealous, jealous of muscles?  “Snobby bitch,” Furia muttered as her eye twitched; anger rising as her thoughts turned to Fulgrim&#039;s beloved daughter.  “I bet the slut can&#039;t even open a jar of legume paste by herself.”  Furia shook her head to dismiss the irritating thoughts of that... scandalous tart.  As much fun as it was to direct her rage at a classmate, it really wasn&#039;t getting anything done.&lt;br /&gt;
&lt;br /&gt;
Last Step: Sniff test... Results dismissed.  Gym class is early today.&lt;br /&gt;
&lt;br /&gt;
Clean enough for now, the girl trudged back into her bedroom and shed her undergarments, tossing them at her bed.  A nondescript pair of hiphuggers went on underneath black bicycle shorts.  The spandex athletic wear was as much for utility as an act of defiance against the school uniform.  Furia grumbled to no one in particular, detailing the manner of execution she would enact upon the designer of the regulation pleated blasphemy, as she fished a skirt out of a pile and fixed it to her waist.  She slid a wide, black leather belt though half of the loops so that it sat slanted upon her hips.  A large, chrome-plated Imperial skull icon adorned the front as a belt buckle.  “Not even Dean Yarrick can complain about this one,” she gloated , as if the holy symbol was a ward against the accursed dress code.  “Oh, I thought it was an appropriate display of piety sir.”  She slipped on a a sport-bra, still laughing with irreverent mirth.  The regulation white button-up shirt and red tie came next, with the top two buttons left undone and the tails left untucked.  The black boots she donned barely passed the dress code, but they did a wonderful job of covering up the pink and black skulls on her not regulation socks.  Lastly, she clasped a slim metal choker around her neck.  Furia was not much for jewelry or cosmetics, but the studded brass collar was one of her dearest treasures.  &lt;br /&gt;
&lt;br /&gt;
Books, papers, and regulation uniform jacket alike were stuffed into a worn, black, canvas rucksack and dragged down a flight of stairs and into the kitchen.  Furia&#039;s father, Angron, the illustrious Primarch of the World Eaters Legion, was out in the field training (read: terrorizing) the new recruits and wouldn&#039;t be back for few standard days or so.  His absence was nothing new and as usual, he had left a messily penned note plastered on the fridge. &lt;br /&gt;
 &lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
DEAR HONEYSCRUMBLEMUFFIN,&lt;br /&gt;
&lt;br /&gt;
Out for the week.  Gotta put the meat through the grinder.  Leftovers in the fridge.  And do your fucking homework for fuck&#039;s sake!  I&#039;ll punt your ass right through the Cadian Gate if I gotta read another fucking letter about lack of EFFORT!&lt;br /&gt;
&lt;br /&gt;
XOXOXO&lt;br /&gt;
&lt;br /&gt;
LOVE,&lt;br /&gt;
&lt;br /&gt;
DADDY&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Angron&#039;s “Little Schnookims” growled with suppressed rage as she opened the walk-in refrigerator, it&#039;s mere presence reminding her of that sappy nickname.  She filled a container of stew from a 3ft deep cauldron and packed it in her bag along with a loaf of dark bread.  Leftovers, in the Angron household, meant that the barracks&#039; cook had made extras.  The thick soup present this week had everything but the scullery sink in it; meat, tubers, legumes, vegetables (read: rabbit food), synthetically derived vitamin based nutrient mass, fungus, more meat... It was everything a growing teen and/or space marine neophyte needed.  And, like any good military food, flavor was a secondary priority and seasoning was achieved with a generous helping of “Vulkan&#039;s Red Hot”.  &lt;br /&gt;
&lt;br /&gt;
Furia&#039;s mood brightened considerably when she left the house.  Rucksack over one shoulder and leather jacket over the other, she followed the stone slab walkway towards the motor shed.  If there was a silver lining to a school day, it was in the transit.  A few wildflowers had managed to leave the woods and take seed at the edge of the pavement.  Spring was in full swing again.  The ”shed” was a small, private motor-pool that housed Angron&#039;s personal vehicles, as well as the equipment needed to maintain them.  However, one area was reserved for Furia and her very own pride and joy; Gorechild, a massive crimson motorcycle that was truly like none other.  Three standard years ago, Uncle Kharn returned from battle literally dragging the wreck of an ancient assault-bike back with him.  Having long admired the similar war machines of her father&#039;s legion and those of the great Primarch Khan, the brash young teen decided that this pile of twisted metal would be hers.  And so Furia, together with her father, Uncle Kharn (really such a nice guy), and a few eager adepts from the World Eater&#039;s motor-pool, rebuilt the bike into the glorious beast it is now. &lt;br /&gt;
&lt;br /&gt;
Furia gently taxied the monstrous motorcycle out onto the pavement, kicking the shed doors shut behind her.  Fingerless, black, leather gloves complimented her boots and jacket.  She swung her leg over her mighty steed and slid on a racing helm, matching red with a tinted visor.  Checking over the dials and intoning the proper rites, she awoke the the machine spirit of Gorechild with a brush of fingers over the activation rune.  The bike roared to life, it&#039;s engine humming like the blade of a chainaxe as she eased it out along the road.  The biker girl progressively tilted her body into a racing crouch against the fuselage as she increased speed.  The motor&#039;s vibrations pulsed through her in increasing frequency until machine and rider melted into one.  With a sudden howl, Furia and Gorechild broke into a gallop towards the battle of youth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5 Minutes Later...&lt;br /&gt;
&lt;br /&gt;
Furia was quickly nearing the Guilliman manor, where the class president Roberta Guilliman lived.  She could see that stuck up goody goody in the distance, waiting patiently for the bus.  A devious smirk grew hidden under her tinted visor as she edged the motorcycle along the other side of the road.  Roberta&#039;s shriek was heard for blocks as Gorechild and his tamer blazed past, the wind shear from it&#039;s passage briefly billowing the prim and proper girl&#039;s regulation skirt up for all to see.&lt;br /&gt;
&lt;br /&gt;
WHITE!&lt;br /&gt;
&lt;br /&gt;
==Angela&#039;s flight==&lt;br /&gt;
&lt;br /&gt;
Sleep wasn&#039;t coming. Angela knew it. Sleep hadn&#039;t come to her in nearly three nights, and it was beginning to catch up to her. She smiled as effortlessly as ever with Victoria, and even managed to laugh through her asinine jokes at Lupercal&#039;s expense. But then, that&#039;s why she did it.&lt;br /&gt;
&lt;br /&gt;
Opening the doors to the balcony of her loft high in the spires of Terra, Angela looked down at the planet below. Skycars and bulk lifters flitted through streets and thoroughfares above the ground, and she could hear the din of humanity normally abated by the sound-blocking armorcrys of her windows. Armorcrys, they thought it would protect her, from the myriad things lurking out there in the night. She knew what awaited her...what wanted her, hungered for her. Angela would never let it have her, but she vowed she would do everything she could to tempt it.&lt;br /&gt;
&lt;br /&gt;
Angela felt a breeze come from outside of the towers, swept up in gulf currents so ancient that they may have been formed centuries before even her greatest father was conceived. She then cast another glance at the windows. Their paltry protection meaning so little to her. She may as well have been nude in the open, compared to what awaited. She let the gossamer of her nightgown fall from her shoulders. Angela feared no voyeur, as none existed from her perch high on the tip of the spire. She was alone up here. Completely alone. She slipped on the sculpt-formed bodyglove as if it weren&#039;t there, its every curve molded to her physique. Looking over the starline of lights stretching below her, she felt small, and inescapably sad that, as bright as those lights were, she could never be with them from here. Could never touch them. Could never...she leapt.&lt;br /&gt;
&lt;br /&gt;
For a young girl to leap from her spire in the dead of night was sadly no strange occurrence within the Imperium, in fact it seemed to happen with an unpleasant regularity, albeit it was because they were joined by countless other lost souls. It was unusual, however, for these so-called suicides to then gain momentum and begin moving horizontally.&lt;br /&gt;
&lt;br /&gt;
Angela twisted and flexed, using her lithe muscles as counterbalances and ailerons. In the same fluid thought cursed her father for not blessing her with his full vestigial wings, and pitied the Astartes who had to make jumps without even her diminished physical attributes. Then again, she had always found their style to be rather graceless, simply leaping from point to point without any semblance of nuance or precision. While she was by no means and skillful as her father, she could fly veritable circles around anyone else with her pack. It was a miracle of design, forged on Mars by the Fabricator General himself. It was a specially-crafted jump pack that blew air that did not burn through her wings, giving her the control she would have had naturally, had she been born as her father had, while giving her a similar element of speed. At first, when she received the gift, she thought it was a wonderfully selfless thing. Years later, she surmised it was likely because the old mechanical lecher probably still had functioning biological remains. Pushing that aside, she dived into the morass of the city below.&lt;br /&gt;
The city was teeming with activity, as the planet always was. Busy with the continuation of the grand Imperium of Man. Always a chauvinistic term, she thought, and wondered why her great father, as wise beyond measure and devoted to equality as he was, had decided on such a luridly masculine title for his empire. As she juked and spun between passing skycars, she let the question fade, realizing that he always had a satisfactory answer to every question she had ever asked.&lt;br /&gt;
&lt;br /&gt;
Angela asked herself as she felt the wind whip against her face. Why couldn&#039;t she rest? What was keeping the deep caress of sleep from reaching her? Would great father know? Certainly he had to. Just as she ruminated over dodging Adeptus Custodes flak fire to speak with her primogenitor, a shriek startled her back into the real world.&lt;br /&gt;
&lt;br /&gt;
Angela dove down, following the origin of the yell with her enhanced hearing. It was a familiar voice, albeit through the filter of screaming. She peered down. There, in one of the alleys interconnecting the numerous skyports overlooking a data collection manifold, was a man, nearly into his sixties, standing over the knocked down form of...her heart nearly burst in her chest. Angela swooped down, her neural links to the pack nearly fusing as her mind sent one message over and over: faster.&lt;br /&gt;
&lt;br /&gt;
The man smelled of liquor and guilt, as if he knew what he was doing was wrong, but was either too inebriated or too dumb to care. He cast a rolling glance at her, through blurry eyes.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You. You got a pretty face. You&#039;re next after cutie down here,&amp;quot; he gestured with his thumb to the downed form of the girl who looked like...she charged.&lt;br /&gt;
&lt;br /&gt;
The man would have had no chance of stopping her even if he was sober. As it was, there was no challenge at all in what she did. A quick stab to his throat with the tips of her fingers silenced him. As he reached for it, her outstretched palm collided with bridge of his nose, shattering it, and sending shards of pain through him that no amount of liquor could dilute. She could have killed him then, right there, but opted not to. For doing what he did to who he might have, this man was going to pay. He charged at her, his liquid-fueled bravado cutting through the blistering pain. She ducked each wild blow as if they weren&#039;t even coming towards her, like a fighter whose opponent was bribed beforehand to throw the match. Angela stepped back, each blow missing wide, but forcing her away to avoid the man&#039;s tumbling girth. She heard the girl yell about the edge of the port, and how she was coming dangerously close to it. Perfect. She cast a quick glance behind her to gauge the distance she had left to go and, dodging four more poorly aimed punches, grabbed the mans wrist mid-swing, like a dancer, and spun him around, trading postions...and her position was on the edge of the port. She held him, the thin patina of grease on his wrists causing the the material of the bodyglove to slip. He began pleading, through the blood and bone. Swearing to never to do it again, swearing on every relative the bastard likely never knew or had. Angela tilted her head and let the man see the girl on the floor, see what he had done, what he was about to do, and let him fall. Angela heard him scream until he passed through the cloud cover.&lt;br /&gt;
&lt;br /&gt;
Angela then sprinted back to the girl and picked up her chin which was blue from the beating.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Is...&amp;quot; the name caught in her throat. The girl was the same height, weight, size, and even had a similar voice to the person she thought the girl was. But it was her face. While her girls&#039; face had eyes that were widely set apart, like planets preparing to collide, this girl&#039;s eyes were narrowly set and bloodshot.&lt;br /&gt;
&lt;br /&gt;
Foolish. Utterly foolish, Angela thought, for someone with their lineage to be beaten around by some plebian drunkard? It was inconceivable, but she&#039;d gone anyway, gone looking for... she stopped. As she looked in the eyes of the girl she had saved, who was blubbering incessantly about thanks and praises she would give to her, Angela clasped the girl tightly, shutting her up. She leaned down to the girls ear and whispered, &amp;quot;thank you.&amp;quot; The girl said nothing, too stunned by recent events to create a response.&lt;br /&gt;
&lt;br /&gt;
As Angela powered away, back to her spire in the lonely skies, she understood why she couldn&#039;t sleep. She wanted something. No. She needed someone. And she was going to get it, before the thing in the dark got her. &lt;br /&gt;
&lt;br /&gt;
As the servants opened the door to Angela&#039;s room, they found an open back door, a worn bodyglove, and Angela resting comfortably in her bed.&lt;br /&gt;
&lt;br /&gt;
==A Day With Isis==&lt;br /&gt;
&lt;br /&gt;
Isis moved through the halls of Imperator Junior High, ducking and weaving through the rows of plasteel lockers, ducking low whenever one of the Administers or their ubiquitous servoskulls flittered by. Five minutes late, of all the bad luck. She&#039;d anticipated having to help Hana with her broken moped, but hadn&#039;t expected the thing to nearly explode on the both of them. Hana herself was already in class, having the great fortune of having her opening classes on the other side of the school. Isis wasn&#039;t so lucky. She heard the tolling of the bell as she entered the reinforced adamantine doors, its sound as lyrical as a funerary dirge. It might as well have been if... she turned. Someone was watching her. Smelling the almost overpowering scent of exotic perfumes and unguents, Isis rolled her eyes as Victoria, belle of Imperator High, rounded the locker she was using as ad-hoc cover.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well well, if it isn&#039;t the golden girl? You&#039;re gonna be rust when Ahriman finds out you aren&#039;t on the roll. Oh,&amp;quot; she said with mock worry, &amp;quot;whatever will daddy think? I&#039;d think he&#039;d practically turn to heresy when he finds out.&amp;quot; What Victoria didn&#039;t realize was that Isis was smiling. And not at her. Feeling a creeping sense of being watched, she spun on her stilettoed heels and beheld and awe-inspiring sight. The man that stood before her was as close to a god as can be imagined, an image of glistening purple and gilt edifice, more the image of a statue than a living person. But as beautiful and well-crafted as the armor was, it was a trifle compared to the figure beneath. He was fair skinned, and white haired, like a passing winters breeze. It seemed to shimmer and flow as if being caressed by the kiss of an unseen wind. The man, as far departed from humanity as he was, was upset. The scowl on his face marred the otherwise perfected features of his visage. Leaning down, a seemingly titanic feat for a being as large as him, he said with a voice as clear as springwater,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, Victoria. What WOULD daddy think?&amp;quot; Victoria&#039;s features were riddled with fear, a fear that made her look as ugly on the outside as Isis knew she was within. &amp;quot;To your scholam. Now.&amp;quot; Fast as lightning, Victoria faded from view. &amp;quot;And you, child?&amp;quot; Isis bowed respectfully.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, Mr. Fulgrim, sir.&amp;quot; The patrician features of the man changed from a condemning scowl, to a smile so large and genuine, that she had trouble believing that the same face was capable of instilling terror in Victoria, a girl with a heart as cold and frigid as Freya&#039;s favorite drinks.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I see now why my brother speaks of you so highly. Off with you now.&amp;quot; He gestured with his massive gauntlet, and Isis ran, making good speed to Professor Ahrimans lecture. From an unseen shadow, a hand reached out and patted Fulgrim on his shoulder pauldrons.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Brother, you need to watch out for your Victoria. I feel she&#039;s heading down a dark path.&amp;quot; The primarch registered the voice as Corax&#039;s, lord of the Raven Guard and his brother.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, I know, you and Vulkan give me no end of grief about her. Perhaps she needs a spanking...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fine...but what about punishing her?&amp;quot; Fulgrim turned and saw a wide, toothless grin on Corax&#039;s face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That&#039;s not funny.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On the contrary, brother, it&#039;s hilarious.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Isis looked inside the scholam. Professor Ahriman was lecturing to the class with his back turned, discussing something about the principles of Warp telemetry. Perfect, she thought. Isis recalled the more useful lessons she learned from Cora about sneaking into class without Ahriman suspecting. Which words had hard consonants to click the doors lock on, which ones he droned on to mask the sound of the hinge. Paying painful attention to Professor Ahriman&#039;s words, more closely than she did during normal sessions, she noted, she waited for the perfect words...and opened the door. It was just as Cora had told her. Waaarp. Professor Ahriman took forever saying it. She wondered why sometimes, but at the moment she was more worried about getting into her seat before Professor Ahriman...looked straight at her.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good to see that you weren&#039;t taken by Orks, Ms. Isis. I trust you have a...wonderful explanation for your tardiness?&amp;quot; Isis gulped. Deep. It hit the back of her throat like a bolt round. And it slid down like ancient sludge, worse than Morticia&#039;s cooking. The class was looking at her, though some, Furia being a prime example, were too caught up in other entertainments to be bothered. Sweat, like droplets of liquid nitrogen began to build on her neck, and she stammered, trying to concoct a reasonable answer. She wished that Miranda were here to slip her something telepathically, but she had classes elsewhere. Just as Professor Ahriman was opening his vox to the Principals office, a whir of augmetics entered into the noise.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Professor Ahriman?&amp;quot; It was Farah.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, Ms. Manus?&amp;quot; he asked, off-put by the declaration.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Isis was late because Hana&#039;s moped exploded on them...again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh,&amp;quot; he said, the vision slits in his helm beginning to burn with a light blue flame, &amp;quot;and how would you know about...oh.&amp;quot; and noticed she was twiddling her fully mechanized hands and playing with her pink hair, making sure to flick it away to give the professor a good view of the cybernetics underneath.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well then, I suppose it&#039;s alright then. However, Ms. Lupercal, the next time altruism such as that comes across your mind?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, Professor?&amp;quot; The blue flames erupted into novae of black and red infernos.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;DON&#039;T!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The rest of the class was mercifully short. Isis made a mental note to get the lecture from Farah when the bell tolled. It wouldn&#039;t be much of a request, she considered, since Farah was as much a walking cogitator as well as one of her best friends. The locker hall was a sprawl of activity as the girls grabbed their gear to leave. Isis noticed Tanitha and Cady talking about how badly dressed Valhilda was, and was about to intervene when the freezing chill that only seemed to come by when Victoria was around settled across her like a black frost.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You got lucky, big shot. Lucky and that&#039;s it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah, watch yourself, golden girl!&amp;quot; That snow turned yellow when that nasal voice hit her ears.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Still following Victoria around like a little puppy, Petra?&amp;quot; Isis turned around and saw Victoria&#039;s little posse. Angela, Athena, Kiara, Petra, and Morticia were standing there, waiting patiently for Victoria&#039;s go-ahead. Petra was now Mechanicum-red with anger, and had a vein that looked like it was going to shoot off her bandanna like it was a taut rubber band. The others were giving her snide looks.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now now, girls, remember: royalty must stay in it&#039;s place.&amp;quot; Isis was growing tired of this catty banter.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look, just because my dad got titled with &#039;Warmaster&#039; doesn&#039;t mean I&#039;m any better than anyone else.&amp;quot; Victoria cast her a confused look.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who says I&#039;m saying anything about you?&amp;quot; she flicked her hair and lifted her chin to drive the point home. Isis felt like she wanted to kick that perfect chin of her&#039;s so hard into her skull that she&#039;d have dreams about her own teeth. That&#039;s when she felt a gloved hand around her shoulder.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;These skanks bothering you, Icy?&amp;quot; It was Furia, and was Isis relieved to hear her sultry voice...and smell her lho-breath&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I, um, well that is...&amp;quot; Furia cut her off and nodded beside either row of lockers, and four other girls walked in, making a cordon of sorts around Isis. To her continued relief, she saw Venus, Hana, Farah, and Cora, arms crossed, take their positions beside Furia. Victoria&#039;s smug demeanor evaporated, replaced with incandescent anger.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So, I see Squad Ugly is reporting for duty.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Right,&amp;quot; Furia replied, flexing the leather of her gloves. &amp;quot;Girls, I wonder how pretty that face would look with a nose dislocated in five places?&amp;quot; She pointed straight at Victoria while the others laughed slowly. Victoria&#039;s face reddened.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I...uh! A lady wouldn&#039;t be caught dead engaging in streetfights like some trashy brawler. Girls, let&#039;s find somewhere decent to spend our time,&amp;quot; and began walking away. Furia cupped her hands around her mouth.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The city dump&#039;s a nice start!&amp;quot; To which Morticia replied with some very...un-ladylike hand gestures.&lt;br /&gt;
&lt;br /&gt;
Isis was happy to see Victoria and the rest of her ilk leave. She wasn&#039;t so happy to see Furia and the rest of them staring at her.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What? What is it?&amp;quot; she asked, her concern genuine. It was looking as if she had gone from bad to worse.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My dad&#039;s not too keen on yours getting gramps&#039; attention.&amp;quot; This was acknowledged by a small chorus of &#039;yeh&#039;s&#039; and &#039;uh huhs&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mine either,&amp;quot; Cora piped in. &amp;quot;Tactical brilliance like that, and he gets put aside just like V and Farah&#039;s dads? Not looking so good for you, Isis Lupercal.&amp;quot; They were closing in on her. Isis was almost beginning to backpedal, when she lost her footing and fell, the rockcrete cold against her flesh. Something wasn&#039;t right about this, and she knew it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Girls? I thought you were...&amp;quot; and that&#039;s when she noticed it. Hana, who up until that moment was as las-focused as the rest of them, let up an imperceptible crack in her frown, like a hairline fracture running through marble. As Isis concentrated on it, Hana noticed and began to chortle under her breath, her ruse seemingly undone. The rest of them began to emit stifled laughs, until, at last, Venus, copper skinned and ebon haired daughter of the Forgefather, let out a deep, cathartic laugh that spread like a virus to the rest of them. Isis tried to join them, but felt like she&#039;d walked outside of a Gellar Field for a moment, as if all semblance of sanity had swallowed a laspistol. Furia waved her hand to try and regain some order from the cackling bunch.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, hells, Isis, we were just messing with you!&amp;quot; and she let out her hand to help her back onto her feet. &amp;quot;We don&#039;t really care about your dad getting the promotion, we just wanted to see if that would work.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And it did, didn&#039;t it?&amp;quot; Hana said, her coat almost black from oil stains.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You thought this up, Farah?&amp;quot; Isis asked, her demeanor easing up in light of the joke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yep.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey Farah? How did you know about Hana wrecking her moped?&amp;quot; She smiled and cocked her head.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What do you mean? I made it up, silly, you don&#039;t mean to say...&amp;quot; she stopped and cast a long glance at Hana, who was busy tenting her hands and staring anywhere but at her. Her pistons nearly cracked as she clenched her steel fists.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What. Happened. To! That! MOPED?!&amp;quot; Steam was almost literally escaping from Farah&#039;s ears and Hana was about to bolt, no pun intended, for the door, when the distinct sound of a match striking a box and the acrid scent of sulfur entered the air. Furia lit up her lho and released a rough circle of smoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aw, come on, girls, it&#039;s Friday, and I&#039;m not about to knock you two out over some little mixup with some dumb bike.&amp;quot; Both of the girls were preparing to disembowel Furia over the insult to Hana&#039;s well-maintained piece of mechanical excellence, when a wheezing screech blared above them. A maintenance servoskull blared above them&lt;br /&gt;
&lt;br /&gt;
+FIRE HAZARD. ALERT FIRE SUPPRESSION TEAMS+ &lt;br /&gt;
&lt;br /&gt;
And the water ejectors activated, dousing the lot of them.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well,&amp;quot; Venus mused, &amp;quot;at least bathing&#039;s not on our worry list anymore.&amp;quot; Everyone looked deadfaced at her.&lt;br /&gt;
&lt;br /&gt;
The sun was bright outside, or at least as bright as it could be through a fog of thousands of years of nuclear winter and global warming. The girls, now drenched, waved each other goodbye for the moment as their lifters came to escort them back to their homes. Cora&#039;s sleek, jet black escort darted in from seemingly nowhere and took her before she could even say her goodbyes. Venus was then whisked away by a transport that looked like not even gramps himself could put a dent in it. Farah left in a similar transport, although her chauffeur was hardly as human as Venus&#039; was. Hana almost had to jump to catch her transport, a blur of bone white and red marks. &lt;br /&gt;
&lt;br /&gt;
While Isis and Furia waited, the air grew pregnant with conversation. Not wanting to continue the awkward silence, Isis chimed in.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Furia?&amp;quot; The blazen-haired girl in the messed-down shirt flicked her spent lho-stick to the floor and stamped it down with her iron-toed boots.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah, Icy?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thanks for helping me back there. It&#039;s good to know I&#039;ve got friends like you when it&#039;s really important.&amp;quot; She let out a ghost of a smile, as if the genuine expression were alien to her.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don&#039;t think about it, Icy. It&#039;s a good sign of a friend when...&amp;quot; she was cut off by a blare of a horn. Like something primal cut loose from a cage of eons. Like a death scream that never ended. Suddenly, like a blazing dagger, a jetbike swooped down, nearly crushing Isis, who was saved only at the final moment by Furia, who tossed her to the side. As she picked herself up, she was met by a leering, horned face that spoke of unrivaled brutality and horror. Fortunately, it was just a helmet. The helmet spoke, with a voice that came from a throat that must have swallowed molten copper a second before.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;She&#039;s cute. What&#039;s her name?&amp;quot; Furia clicked, and got the helmet&#039;s attention.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Eyes here, Kharn, she&#039;s off-limits, got it?&amp;quot; The helmet moved, if with some reluctance.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah, yeah. Hop on, babe, we&#039;ve got us a party to crash over near Sicarus.&amp;quot; Furia looked at her.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But Kharn, I&#039;d promised the girls I&#039;d visit them this weekend!&amp;quot; The helmet spoke again, this time with threat pure and unfiltered in its&#039; voice.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sicarus, Furia. We&#039;re visiting Sicarus, understood? Now...get on.&amp;quot; The helmet&#039;s arms patted the extra seat that seemed to materialize from nothing behind him, although the seat itself looked just about as uncomfortable as the helmet. Furia gave Isis a glance, with what almost looked like a tear welling up in it. She seemed to almost say something when that horn, like dying angels and cackling devils, blared out and silenced any further communication.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sorry, Icy, I gotta go. Sicarus, y&#039;know?&amp;quot; Isis didn&#039;t respond as she saw Furia ease herself onto the painfully spiked seat and wrap her arms around the helmet&#039;s torso, with no small amount of reluctance. It sped off in a trail of flame, and disappeared behind some Munitorum complex. Isis barely had time to register this, when a modest, grey transport hovered nearby, its&#039; doors sliding open with a comforting hiss of hydraulics. As she entered the lifter and felt the pressure of takeoff, she then felt a hand, massive and callused, but soothing and supporting at the same time, pat her on the head.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Father,&amp;quot; she said, with a twinge of disorientation, &amp;quot;school is a weird, weird place.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==The Test==&lt;br /&gt;
&lt;br /&gt;
Professor Ahzek Ahriman, former first captain of the Thousand Sons, master of the manipulation of the Great Ocean and now one of the foremost scholarly minds in the Imperium, quietly read through the test on Warp Storms he had planned for that afternoon’s lesson. A long time before he remembered telling a Remembrancer that when the Great Crusade was over, he and his fellow Thousand Sons would retire to write scholarly texts and memoirs and make fine wines. He still made fine wines; his wines were famous across the Imperium even if he hadn’t been back to his groves on Prospero for many years. No, at the personal request of his Primarch he was now a teacher, an instructor for the up and coming minds who would govern the Imperium in the future, and for nineteen of those minds in particular.&lt;br /&gt;
&lt;br /&gt;
He remembered back to that meeting, shortly after the great triumph at Angelus on the very rim of the Galaxy, when the Great Crusade was finally declared over. The Primarchs now had new, more unintended problems to face above and beyond the end of the Emperor’s Crusade. &lt;br /&gt;
“Ahriman, now more than ever we need minds who will train the next generation of leaders, those who will govern my Father’s empire when the memory of the crusade fades from the forefront.”&lt;br /&gt;
“My lord, I know the real reason you want me to be teaching there. How is she doing by the way?”&lt;br /&gt;
&lt;br /&gt;
Magnus turned away, and when he spoke again it was with emotions that Ahriman had never thought possible for a primarch to have.&lt;br /&gt;
“Have you ever held something in your arms, and found it to be the most precious thing you have ever found, so precious you would willingly lay down your own life to protect it?”&lt;br /&gt;
Taken aback, Ahriman answered. “Sir, I wouldn’t know and if I may speak frankly?” &lt;br /&gt;
&lt;br /&gt;
“Granted.”&lt;br /&gt;
&lt;br /&gt;
“I’m still amazed the Emperor gave you and your brothers such a boon.”&lt;br /&gt;
A deep, bass chuckle rolled up from Magnus. “Ahzek, always the one to question. To be honest, I have no idea either. My Father never gave mention of his full designs; I think he may have planned this all along, something to keep us occupied with no more wars to wage. Certainly I think it will do Angron, Mortarion, the Lion and Kurze some good to have someone to care for...” &lt;br /&gt;
&lt;br /&gt;
He stopped, noticing the way Ahriman was staring out over the cold, dead pyramids of Angelus. “If only Ohrmuzd was still here, to see this day. He’d have been so proud of how far we’ve come, how much we’ve done.”&lt;br /&gt;
“That dear Ahzek, is why you must teach those to come about what we sacrificed to give them this victory, this perfect new world. They will need to know about the dangers we faced, we still face. Those who forget the past are doomed to repeat it, remember?” That evening, he set out for Prospero with the Legion, and a few months later, set out for the new Scholum built in the shadow of the Imperial Palace that was the last time he had seen many of his friends, Phosis T&#039;kar and Uthizzar. They bade him farewell, T’kar joking about the hell he was about to throw himself into. If only he’d heeded T’kar’s advice…&lt;br /&gt;
&lt;br /&gt;
The bell rang, snapping him out of his reverie. Sighing, he picked up his Hequa staff, a relic of his service in the XV Legion, and began to set the tests down upon the desks. They would be here soon, and he needed to be prepared. He wished he had a bottle of his wine with him, for he feared he’d soon need it. When he had first started, near fifty years ago, he had never expected that it would be such hardship, and when the daughters arrived, it became a whole lot worse. He didn’t regret his choice, he was doing a valuable service and his Primarch was proud of his efforts. But it was still hard work, and dealing with the nineteen was always an adventure…&lt;br /&gt;
&lt;br /&gt;
A second bell sang out, and a few seconds later the doors slammed open as the students came in. he noticed Miranda giving him a little smile as she entered. Just like her father, that one. They got on very well together, she often staying long after school to learn from Ahriman’s personal library, or else hear tales of her father’s exploits in the Great Crusade. If there was one he was truly fond of, it was her. &lt;br /&gt;
Behind her was Roberta, another top student and the very epitome of her father, the great Roboute. Fortunately she never inherited his somewhat inflated ego, preferring to help, not to lead. The true leader walked in next, looking somewhat relieved. Ahriman didn’t blame her. Isis had a bad habit of coming in late to too many of his lessons, infuriating not only him but also her father. Ever since that incident when he was wounded on Davin, he tried to ensure that everyone knew about the dangers of the Great Ocean, and he invested heavily in his daughter. Isis was very much like her father, charismatic and a natural born leader. Certainly there was a bright future for her.&lt;br /&gt;
&lt;br /&gt;
Old Iron Gloves was next. When it came to the study of the Great Ocean, Farah had several failings in Ahriman’s eyes. Farah was too technical minded, she grasped the mechanics but couldn’t quite grasp the metaphysical impossibilities of the Great Ocean. However she was a good student, and he liked her direct way of doing things.&lt;br /&gt;
Behind her was trouble, plain and simple. Furia was nothing but a headache, that one. She was too much like Angron, used her head rather than her brain. Freya was the same, both were the daughters of the most uncultured, vicious of the Emperor’s sons and they inherited that trait in full. He was glad he had Yarrick’s office on line two, for he feared he might need it before the day was out. He was quietly relieved that she didn’t have one of those Fug-awful Cigarettes with her; she knew how he hated the stink of them. She sat down like a drop pod from orbit, and he was surprised the chair still held.&lt;br /&gt;
&lt;br /&gt;
Breezing in, with Petra, Athena and Morticia in tow, her own little circle of fans, for lack of a better word, was Victoria. As beautiful, perfect and vain as her father Fulgrim. To most of the girls, she appeared to be cruel and cold hearted. But he could see past the façade, and knew that deep down inside her was a part of her she shielded from plain sight, a piece of her only her father and Grandfather ever got to see. If the others knew what he knew, they wouldn’t be so quick to judge.&lt;br /&gt;
More and more flowed in. Angela, Venus, Athena and Lyra joining the expanding class. Two pale, dark haired females came in joking to one another. Cora and Kiara. Those two were practically inseparable, the two almost mirroring each other with their, what was the term? Emo, a strange phrase if ever there was one, behaviour. He didn’t quite understand what it was all supposed to mean, but he didn’t try to anyway. You could understand more about the Great Ocean than you ever could about females of their age.&lt;br /&gt;
&lt;br /&gt;
Finally everyone was in place, and Ahriman addressed them.&lt;br /&gt;
“Right. Before we begin, I must block off the room from the Waaarp, so none of you will try cheating again.’ As he said that he stared straight at Furia, who returned his stare with one of angry amusement. The last time he had been forced to call upon the Great Ocean to keep her from starting a fight. That had got him a very angry message from Angron, and he’d rather not ever get another one of those. “If you please…”&lt;br /&gt;
He hefted his Hequa staff and began a complex series of movements, chanting the higher ennumerations as he did. A psychic block to prevent any form of cheating. He still felt slightly miffed that his powers which once smote enemies all across the galaxy from Aghoru to Heliosa were now reduced to this. However he had to smile as the students watched his every move with astonishment. Even Furia couldn’t take her eyes off his fluid movements.&lt;br /&gt;
&lt;br /&gt;
Finally he finished, and hefting his Hequa Staff, he addressed them.&lt;br /&gt;
“Now Class, as you all should know today we have our test on the effects of Waaarp Storms on Realspace.” &lt;br /&gt;
A slight smile crossed his face as he saw Cora’s discomfort. Once again he felt glad that he still wore his helmet, although he suspected Miranda knew exactly what he was doing.&lt;br /&gt;
“I trust that you have all studied long and hard.” Yes, rub it in why don’t you. “Now begin!”&lt;br /&gt;
Inwardly he cringed. He could never get used to the term ‘Warp’. It felt like an artificial word that could not contain the true majesty and mystery of the Great Ocean.&lt;br /&gt;
&lt;br /&gt;
For nearly an hour there was nothing but silence, along with the scratching of mnemo-quills. For once, everything went well, no hint of cheating, tampering or trying to worm out of it. Even Furia was busy staring furiously at her paper as the mnemo-quill tore across it with lightning speed. After his latest report to her father, Furia was actually doing some work for a change, her slipping grades taking a turn for the better. Ahriman could only guess at the confrontation that must have happened between Angron and Furia, and even that guess made him wince.&lt;br /&gt;
Already Miranda sat back, a small smile on her face and her test completed before her. Ahriman didn’t need to check to know that she would get yet another A+ from him.&lt;br /&gt;
A few minutes later both Isis and Roberta were also done, and one by one the others finished. As the clock ticked on the final few still yet to finish became more and more worried, Cora and Morticia in particular.&lt;br /&gt;
Finally the bell rang, and straight away the silence was shattered by the scraping of chairs and rustling of paper as everyone hastily packed up and exited. Cora scribbled down several last second sentences before exiting with Kiara. He hoped for her sake those final sentences would boost her score a bit.&lt;br /&gt;
&lt;br /&gt;
As she left, Miranda looked at him, and words bred inside his mind, asking if he was staying late that evening. He shook his head regretfully. Replying in the same manner, he told her he now had thirty tests to mark, and that would take all night. However he was free tomorrow and he had finally found his untranslated copy of a book on Enuncia, the ancient language of magic. What he didn’t tell her was that her father had given it to him after Angelus as a going away present. She waved at him as she left, and his heart soared. He now understood somewhat about what his Primarch had meant that cold day on Angelus, as the celebratory fires burned into the night, and the Crusade faded into history.&lt;br /&gt;
&lt;br /&gt;
Once everyone had gone, he began to type out his report on the lesson, knowing that his master and his brothers read the reports regularly, keeping tabs on their daughter’s behaviors even when they were offworld. And many of them were offworld. Angron was wiping out a Greenskin Waaagh!, Mortarion was training a new levy of troops on Barbarus and the Warmaster was engaged in trade talks with the Interex, a race he had established contact with near the end of the Great Crusade. Finally he finished, picked up his Hequa Staff and books and turned to leave. As he left he turned and smiled as an idea came unbidden into his mind. If he truly wanted to teach them about the Great Ocean, why shouldn’t he show them first-hand its true face, the true danger and beauty facing them? Mulling over that thought and how he could make it work, he left the room in darkness.&lt;br /&gt;
&lt;br /&gt;
==The Field Trip==&lt;br /&gt;
&lt;br /&gt;
Professor Ahzek Ahriman stood before the principal, mentally prepared for the storm that was about to come. He had researched and planned for this for several months, ever since the idea came into his head after a long day at work, but he also knew it would be a long shot.&lt;br /&gt;
“Professor Ahriman, I have my gravest doubts about this.”&lt;br /&gt;
&lt;br /&gt;
“Sir, with all respect I was instructed by my Lord Primarch to teach them about the dangers of the Great Ocean, and what better way to do it than to show them the single most important example of how powerful and deadly it can be?”&lt;br /&gt;
“A field trip to the Eye of Terror? The single most dangerous place in the entire Imperium? After what Eldrad and the Eldar told us about it? I fear Professor Ahriman that you must have lost your mind.”&lt;br /&gt;
&lt;br /&gt;
“Sir, I have made all the necessary checks. We will use a powerful Nullship to keep us shielded from detection, and we will have an entire company of Grey Knights along with us for escort. I am the third foremost human expert on the Great Ocean; I know what I am doing.”&lt;br /&gt;
“There’s still a gargantuan risk that I will not be prepared to take. Imagine what the Primordial Annihilator would do if it could get its hands on one of the daughters of the Primarchs? The Maelstrom has none of the risk attached; surely it would be a better plan to go there.”&lt;br /&gt;
“They need to know sir. Knowledge is power, and if it wasn’t for Eldrad then we would never have known until it was too late. Can you imagine if the Primordial Annihilator had turned one of the Primarchs?”&lt;br /&gt;
&lt;br /&gt;
The Principal grimaced. “I admit that is a truly scary proposition. Fine, you will have to talk it over with the Emperor and the Primarchs, but you have my blessing. But if anything happens to them, it will be on your head. Got me?”&lt;br /&gt;
“Understood.” Ahriman turned away, hiding the look of triumph. And yet as he left, a cold chill crept up his neck. Was he truly doing the right thing, trying to show them the face of the great foe that they were forever opposed to? And would they truly be safe from the temptations of the Great Ocean?&lt;br /&gt;
&lt;br /&gt;
To be Continued...when I get the time&lt;br /&gt;
&lt;br /&gt;
==Tales of Victory==&lt;br /&gt;
&lt;br /&gt;
Professor Ahzek Ahriman cleared off his desk, and smiled as he pulled out the bottle of wine. It was one of his own wines, M31.260 vintage, one of the best known wines across the entire Imperium. He had been waiting for it for several months, and the latest bulk hauler from Prospero delivered. He felt it would be good company for his afternoon plans, and the tale he was about to tell.&lt;br /&gt;
Today was another of his customary afternoons with Miranda, and today he promised to tell her about the Great Triumph at Angelus, where the Great Crusade was finally declared over, and the Primarchs returned to their homeworlds and the surprises waiting for them there. She had been begging him to tell her that tale for many months, and only now had he finally relented.&lt;br /&gt;
He poured himself out a goblet of Wine, removed his Helmet and slowly sipped as he waited for 1600 hours to arrive.&lt;br /&gt;
&lt;br /&gt;
A soft tapping sound on the door. Enter! he sent telepathically.&lt;br /&gt;
Miranda cautiously opened the door. “Ahriman?” she said quietly. During these sessions she was allowed to speak to him as equals, instead of teacher and pupil.&lt;br /&gt;
“I…kinda told some of my friends about this and they wanted to hear the story as well.”&lt;br /&gt;
Miranda slipped in, followed by Freya, Cora, Kiara, Farah, Venus, Lyra and an unknown girl, who looked way too young to be present at Imperator High. Ahriman raised an eyebrow.&lt;br /&gt;
“This is Lofn, granddaughter of the Eldar Representative. She’s here on an exchange program.”&lt;br /&gt;
Ahriman gazed intently at Lofn. She was a strange girl, with a strange mix of Eldar and Human features which struck Ahriman as suspicious. But he trusted Miranda, and if Miranda trusted Lofn…&lt;br /&gt;
&lt;br /&gt;
“I thought these sessions were just for us two. Now it seems you’ve brought the entire class along with you.”&lt;br /&gt;
&lt;br /&gt;
“They all want to know about Angelus. Wasn’t it there that we, I mean our fathers…”&lt;br /&gt;
“Learnt that you were on the way? We’ll get to that, but first, if you’ll all drag up some chairs, I’ll begin.”&lt;br /&gt;
There was a scraping of chairs as the girls sat in a tight semicircle around Ahriman. He pulled out several more goblets, filled them with wine and offered them around. Lyra, Kiara and Miranda were the only ones to accept.&lt;br /&gt;
Ahriman hefted his trusty Hequa staff. Usually he liked to use the power of the Great Ocean to share his memories with Miranda in a more intimate fashion, but in this case the others wouldn’t get to see anything, so he would have to tell it the old fashioned way, with a little Warp magic added for effect. He took a sip of wine, cleared his throat, and began.&lt;br /&gt;
&lt;br /&gt;
“It all starts with Angelus, star system XCV-103. A dead world once inhabited by an ancient civilization far more advanced than our own.”&lt;br /&gt;
&lt;br /&gt;
“The Necrontyr.” It wasn’t Miranda who said that, but Lofn. Ahriman replied, surprised.&lt;br /&gt;
&lt;br /&gt;
“Exactly. They were wiped out millions of years ago; long before humans arose on earth, long before even the Eldar reached the heights of their glory. A Remembrancer I know is currently doing excavations on their ruins on Naogeddon. Continuing. So Angelus remained empty and forgotten, until by chance the 12th Expeditionary Fleet came across this dead world.”&lt;br /&gt;
&lt;br /&gt;
“My Father’s?” That voice came from the door. Roberta was there, along with Remilia.&lt;br /&gt;
&lt;br /&gt;
“Still more of you come.” He sighed, though his heart was warming to his story. “Come in, grab a chair and join us. I’m telling them about Angelus.”&lt;br /&gt;
&lt;br /&gt;
“I heard. Miranda was bragging about it all week.”&lt;br /&gt;
Ahriman shot Miranda a look, waited for Roberta to grab a chair and join them, offered her some wine, and continued.&lt;br /&gt;
&lt;br /&gt;
“So Lord Guilliman found this world, and spent a week orbiting it. What he discovered would set everything in motion. There were no stars beyond it. His navigators were frozen with fear, blind and beyond the Astronomican. It was quite literally the end of the line, the last planet in the Galaxy.&lt;br /&gt;
By that point virtually everyone knew the Great Crusade was practically over. Conquest had tapered off, there was only a few scattered campaigns being wound down. It was then that the Emperor made a general broadcast to all the Primarchs, his first in many years. He declared a great triumph at Angelus, to celebrate the Warmaster’s successes, and declared that he would be there in person. We were told that it would be a spectacle to rival Ullanor, a spectacle the likes of which the galaxy would never see again. Of course we all suspected it would be to declare the Great Crusade over, however we were still caught up in the excitement. The Emperor joining us again? Returning to his sons? Excitement was in there air in every ship, on every world. &lt;br /&gt;
Lord Guilliman remained on station and landed troops to prepare the stage as hundreds of ships started to translate in system to prepare for the great triumph. First were Mechanicum vessels, carrying four Labour Fleets of geoformers, the great terraforming machines which would level flat the rocky wastes of Angelus. Soon after that the vessels of the Thousand Sons joined them.”&lt;br /&gt;
&lt;br /&gt;
“You and Father?” Miranda piped up.&lt;br /&gt;
&lt;br /&gt;
“Yes. We were asked to use our ‘gifts’ to help clear the stage, direct the millions of servitors, automatons and penal battalions and do what we could to help with the preparations.&lt;br /&gt;
As he paused to take another sip, he said aloud. “I know you’re out there, come on in.” &lt;br /&gt;
Angela guiltily walked into the room, her small wings quivering. Behind her was Athena. How was it that so many of them were still here so long after lessons had finished? Pushing the thought to the back of his mind, he waited for her to join them, and continued.&lt;br /&gt;
&lt;br /&gt;
“Over the course of eight months, more and more ships entered the system, turning it into the single most heavily defended system in the entire Imperium. Fleet after fleet joined. After my Lord’s Twenty-Seventh Expeditionary Fleet, the next fleet to join us was the Fourth Expeditionary Fleet.”&lt;br /&gt;
&lt;br /&gt;
“My Father’s forces.” Lyra added.&lt;br /&gt;
&lt;br /&gt;
“Right. We met him personally on the bridge of his flagship. I have always been struck how seemingly emotionless your father is.”&lt;br /&gt;
Lyra nodded. Even she found her father somewhat unresponsive, rivalling the way that Petra found Perturabo.&lt;br /&gt;
“Anyway, barely a week after he arrived it was the turn of the 52nd Expeditionary Fleet to join us. I already know what you’re going to say Farah; it was your father, along with Vulkan. The Emperor wanted them to make some items for the Triumph, decorative metalwork and other objects. We all had to pitch in to ensure this was bigger and grander than Ullanor. I’ll spare you the further details, but one by one the other Primarchs arrived, until all eighteen of us were busy on Angelus, while the skies above were filled with ships of all different shapes, sizes and classes. I was present when the Expeditionary Fleets massed over Terra, and I thought that was a grand sight. When I saw the fleets over Angelus, I was proven wrong. That was a sight I will carry with me forever. Here, I’ll show you.”&lt;br /&gt;
&lt;br /&gt;
He hefted his Hequa Staff, muttered a few words, and struck the desk top. As he did a bubble of memory appeared in the middle of the group. It swiftly expanded to engulf the entire room. Miranda smiled, while Farah and Freya looked distinctively uncomfortable as they were swallowed up. Now the classroom had vanished and they sat suspended in an empty black void, the void of space. The scene shifted and they found themselves in orbit around a solitary planet, orbiting twin stars.&lt;br /&gt;
&lt;br /&gt;
“This was Angelus after Lord Guilliman found it. Now you will see it as it looked before the Emperor arrived.”&lt;br /&gt;
&lt;br /&gt;
The scene shifted again. Angelus was still there, but it was now surrounded by a sea of ships. Thousands upon thousands of Warships of every description and class clustered around the Planet. Ahriman pointed out the Primarch’s Flagships. The &#039;&#039;Vengeful Spirit&#039;&#039; sat alongside the &#039;&#039;Phalanx&#039;&#039;; the &#039;&#039;Pride of the Emperor&#039;&#039; was flanked on either side by the &#039;&#039;Alpha&#039;&#039; and &#039;&#039;Macragge’s Fist&#039;&#039;.  There was even an Eldar Void Stalker class battleship sticking out like a sore thumb among the legions of Imperial Ships.&lt;br /&gt;
He heard a loud voice cut through the bubble of memory. “Where the fug are they all?” he could recognise that voice anywhere.&lt;br /&gt;
A door miraculously appeared in the void, slammed open and Furia stormed in. for a second she didn’t realise what was going on, until she abruptly stopped and stared at the sight arrayed around her. He could tell even without using his gifts that she was impressed.&lt;br /&gt;
&lt;br /&gt;
“Good grief. You’re the last person I expected to see here. Never mind, grab a chair and join us. We haven’t reached the good part yet.”&lt;br /&gt;
&lt;br /&gt;
After yet another interruption when Hana walked in looking for Furia, Ahriman resumed his tale. “Now I shall take you to the surface, show you what I saw as we escorted my Lord Primarch to the Dais.”&lt;br /&gt;
&lt;br /&gt;
The scene around them blurred. Now they sat on the surface of Angelus, a sun-baked plain of sand and rock. Before them stood a great road, so wide a full platoon of Baneblades could drive line abreast along it. Poles were placed every ten metres lining the road, each pole topped with the head of a different foe the Imperium had vanquished during the Great Crusade. The road was lined by troops from all over the Imperial Army, and Marines from all the Legions. Behind them were columns of tanks and the massive God-Machines of the Titan Legions. &lt;br /&gt;
The road faced the ancient Pyramids of the Necrontyr, each of which was overlaid with great friezes and frescos celebrating the many triumphs of the crusade.&lt;br /&gt;
Between the two tallest pyramids stood a great dais suspended between them, and Ahriman explained that it was there that Magnus and his Brothers stood with the Emperor and reviewed the troops. Everything about that was designed to exceed the Great Triumph at Ullanor, and it did.&lt;br /&gt;
“I was there along with my Primarch’s equerry, Amon, as his personal escorts. We prepared for many days, every word, and every move.”&lt;br /&gt;
Though this was but a memory, he could still see how overawed the girls were. Even Furia stared around her with amazement as the endless ranks of soldiers, the towering Titans and the distant pyramids.&lt;br /&gt;
&lt;br /&gt;
“Finally the moment came. A golden ship translated in system on the eighth of Novembus. The Emperor had finally arrived, unlooked for and unannounced. Now the Triumph could commence.” Ahriman smiled, and he continued with a strange note of awe in his voice.&lt;br /&gt;
&lt;br /&gt;
“Not even at Ullanor were all eighteen Primarchs in attendance. Over a million Astartes from all eighteen Legions were present, along with ten million men and women of the Imperial Army, Titan Legions, and Mechanicum. Hundreds of Remembrancers covered the event, the best from every field gathered to record the great event. Karkarsy, D’Angelus, Keeler, Delafour, Vivar, Voss, Kallimakus, and a close friend of mine, Gaumon. I still pity them and the poor Imperial Army Troops, caught out in that sweltering heat. Gaumon told me it was like Aghoru, but worse.&lt;br /&gt;
Great pits cut into the surface were filled with great flames.&lt;br /&gt;
So the troops were mustered, and took up their positions along the great road. We fulfilled our duty of seeing Lord Magnus to the Emperor’s great podium, and we marched in procession alongside the honour guards of all the Primarchs. Mortarion’s Deathshroud, Dorn’s Huscarls, the Justaerian Terminators of Horus and all the others.&lt;br /&gt;
After all eleven million men and Astartes had paraded before the Emperor he stood up to the edge of the Podium and made his announcement. It was as epochal as when he relinquished control of the Crusade at Ullanor. The crusade was over, the Galaxy had been won. With the aid of the Eldar, the Primordial Annihilator had been driven off, and apart from the omnipresent threat of Orks and the Eldar’s dark kin, there were no more enemies left. The Imperial Army was to be demobilised, the Legions returned to their homeworlds to await further orders.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
“I heard that Lord Angron kicked up quite a fuss about that.”&lt;br /&gt;
&lt;br /&gt;
“You got that right.” That was Furia, lighting up a cigarette. Ahriman’s eyes narrowed, he hated them, he hated their stink, but he chose to ignore her action.&lt;br /&gt;
&lt;br /&gt;
“But what about us? Weren’t you there when our father’s learnt that we were on the way?” Ahriman was so engrossed in telling his tale and sustaining his memory field he had failed to notice that Isis had joined them. When did she show up?&lt;br /&gt;
&lt;br /&gt;
Ahriman paused to refill his goblet. “You make a relevant point Isis, and by the way it seems you’re late again.” Isis blushed.&lt;br /&gt;
&lt;br /&gt;
“Actually I arrived before Furia, you have just been so focused on your tale you never noticed me.”&lt;br /&gt;
&lt;br /&gt;
“Uh uh.” Ahriman answered. “To answer your question, alas, I wasn’t there. It was a private moment, with only the Emperor, his sons, Lord Valdor and Malcador.”&lt;br /&gt;
&lt;br /&gt;
“I will finish.” A mighty figure squeezed through the door, a red giant clad in a cloak of feathers.&lt;br /&gt;
&lt;br /&gt;
“Father!” Miranda squealed as she ran over to embrace Magnus.&lt;br /&gt;
&lt;br /&gt;
“Yes.” He addressed the other girls. “I was sent to fetch you all and take you home, it’s nearly 2000 hours and my brothers were getting worried. they needn&#039;t have bothered. However I will conclude my first captain’s tale.”&lt;br /&gt;
&lt;br /&gt;
Magnus poured himself a goblet of wine and began.&lt;br /&gt;
&lt;br /&gt;
“After the Triumph my Father called me and my brothers over. While he was working on the Terran Webway Portal, he had also been working on another project, a special one just for us. He knew that we would be without purpose with the Crusade over, and so he resolved to do something which would keep us occupied, give us some joy and help create the next generation of leadership, who would rule the Imperium far into the future.&lt;br /&gt;
He knew that there would still be conflict, with the Eldar’s dark kin, the Ork, Hrud and many other enemies, and he wanted the Legions always ready for action.&lt;br /&gt;
“Of course that was before Brother Guilliman’s infamous Chapter Plan.” &lt;br /&gt;
It was shortly after that that Lord Guilliman revealed his Chapter Plan, creating autonomous chapters of a thousand marines each which would act as fast response units capable of responding to any crisis, either defeating enemy threats on their own or else holding up the enemy long enough for a Legion Force to come to their aid. Most of these ‘Chapters’ came from Guilliman’s own Legion, as the others were not quite as enthusiastic about the idea of Chapters as he was.” Ahriman smiled to himself and watched the somewhat guilty looks on Freya, Cora, and Remilia’s faces as they remembered hearing the arguments and fights over the Chapter Plan. Even now it was still a hot topic.&lt;br /&gt;
&lt;br /&gt;
“And so my Father presented us with a strange golden cylinder each, covered with wards and sigils and filled with the power of the Great Ocean.”&lt;br /&gt;
&lt;br /&gt;
“That was us?”&lt;br /&gt;
&lt;br /&gt;
“Yes. You weren’t to be created the way we were, for the Primordial Annihilator would doubtless try to snatch you away again. No, you were to be born of women, each chosen by one of us. That way you would be safe from the Primordial Annihilator and have a more…Human entry into the world. So each of us took our cylinder, our unborn child, and we returned to our homeworlds, there to search for good mothers and await your births.”&lt;br /&gt;
&amp;quot;Um, if i may ask, how did those cylinders work?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
there was unnatural silence, so suddenly and abruptly it almost broke the strange smell. Ahriman saw that Magnus wasn&#039;t looking any of them in the eye. finally he said.&lt;br /&gt;
&amp;quot;My Father said he would tell you all himslef, personally when you were ready. Unitl then, I consider that matter closed. And that is the story.” Magnus finished. The memory bubble faded, revealing the classroom again. Ahriman saw the varying expressions on the faces of the Girls, and knew that the Primarchs would have some rather awkward questions asked to them. he was glad he wouldn&#039;t be there to hear any of those.&lt;br /&gt;
As the girls put their chairs back, Lyra commented. “The Twins are so going to be pissed they weren&#039;t here for this.”&lt;br /&gt;
“But we were.” As they said that, they got up from hiding behind a desk. Ahriman facepalmed, while Magnus chuckled.&lt;br /&gt;
&lt;br /&gt;
==Freya and Miranda==&lt;br /&gt;
&lt;br /&gt;
When the aether opened itself to Miranda, she found that she would rather not be anywhere else but within it. Father had warned her...strongly... against so much as visiting the plain of souls, but after her first time glimpsing the indescribable majesty of the other universe, Miranda found that anywhere else was little more than a hovel, created for the sole purpose of binding her to limitations, and fears, and wants she cared nothing for in the ethereal. Stars gave birth and died before her in the time it takes someone to blink. Seconds of time stretched out for millenia in the grandeur of the aether, and she relished it. The sea of spirits was calm, eddying in tides of joy and surfs of joy. She was sprayed with blasts of sorrow and confusion, intermingled with lust and fear, although these were trifling descriptions to what she felt as her soul self drifted aimlessly through the Great Ocean.&lt;br /&gt;
&lt;br /&gt;
Suddenly, the waters of consciousness began to tremble, as if some great fissure were causing them to bubble and ripple. Miranda tried to make sense of the insensate, but found that she was little more than a passenger on this trip, her control over her coming and going no longer existed. She watched a great, dark star, piteously heinous be born in the blackness of the void. It swallowed other stars, bright, but not as bright as the anti-light of this new constellation. Star after star was sucked in, and she felt as if the very sea of thought itself was being pulled in, like a vicious tide away from shore. As soon as she was about to panic, her thoughts exploded with light. A new star, small, but incomprehensibly bright was birthed next to the pulsating, morbid solar body. This newcomer was greeted fiercely, and rampant flares and bursts of energy were hurled at it. Each blow, which had felled dozens of lesser stars, dissipated before it even reached this new, glowing entity. She almost wanted to venerate this new star when it split. No. It didn&#039;t split. Because it was never just one. It was many stars. This awe-inspiring light was the sum of many. But why did they separate? What could cause them to...the seas began to boil. To burn. To blister her otherflesh. Something was terribly wrong.&lt;br /&gt;
&lt;br /&gt;
Miranda noticed that the stars seemed to be separating from one central point of light, which shone with a diamond clarity. It had a billion points of light, each one different and majestic, in a simplistic sort of way. But, as the other stars, each bearing a single, distinct color separated, the diamond began to tarnish. It stained, as if it were being covered with some kind of muck. It was then that she realized, with horrible clarity, that it was not being covered. The diamond itself was changing. &lt;br /&gt;
&lt;br /&gt;
Turning from a piece of brilliance to a creation of utter wrongness, the light turned to something so black and incomprehensibly dark that it outdid its&#039; former rival a hundredfold. And swallowed it up. First it ate the black star. But that would not sate it, not ever. This black diamond would never be sated. All of the stars it once held were swallowed next, as if their lights never were. Then, the diamond looked at her...and it was hungry. The sea of thought began to sway, back and forth, to and fro, as the black diamond began to devour everything. It was devouring even the Warp itself. Back and forth. Back and forth until the coldness of death ate Miranda, and she drowned.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wake up, would you! Cut it out, Miranda, you&#039;re spooking me!&amp;quot; Miranda coughed. She choked and hacked out water, which even coming back up felt as cold as an untouched glacier. She spit and choked and breathed in gulps of air, her lungs greedy from oxygen deprivation. &amp;quot;I keep telling you to lay off that dabbling, or next time, I&#039;ll let you die!&amp;quot; Miranda looked up at Freya Russ, and smiled.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You make such a horrible liar, Freya.&amp;quot; Miranda saw Freya&#039;s face contort in a strange mixture of disgust, fear, and thankfulness that she was alive.&lt;br /&gt;
&lt;br /&gt;
Having to convince their fathers that living on campus was a good idea was monumental in and of itself. Later having to explain who they were roommates with was miraculous in that either one of them still had a pulse. The daughters of the Wolf and the Red King so much as existing under one roof was difficult to accept. To know that they were roommates had sent their respective fathers into near apoplexy. They, however, didn&#039;t see things in such black and white differences. From the moment they saw each other at the great orientation at the Isstvan Building, they knew that somehow, for some reason, they needed to stay together. To help each other. To the faculty, it seemed like a mutually beneficial arrangement: Freya would help Miranda develop her physical talents in Phys Ed., while Miranda would help Freya with her other studies.&lt;br /&gt;
&lt;br /&gt;
The faculty, however, would know nothing of what they thought of each other after classes. During school hours, they kept up appearances, openly taunting and jibing the other until it seemed like hair-pulling was the only reasonable course of action. Behind the doors of their rooms...and most anywhere else they felt was somewhat private, for that matter, they cared for each other more knowingly than any other being possibly could.&lt;br /&gt;
&lt;br /&gt;
==Fixing Hana&#039;s Bike==&lt;br /&gt;
&lt;br /&gt;
The scent of the garage was odd. It always had been to an extent, but now it was absolutely curious. Where a moment before, the air was filled with the acrid tang of welded ceramite and burnt plasteel, now the scent of rose oil intermingled with vanilla and cherry blossoms. This confounded the chemical auspexes of Techpriest Jerlaek, and was preparing to order a diagnostic on what tentatively was his nose when suddenly the garage door opened with a blast of relatively cool summer air. Kept in his dungeon-like state of perpetual darkness, having little need for ambient light when the full spectrum of vision and color were at his augmetic eyes beck and call, the Techpriest was blinded for exactly 3.023 seconds as his ocular lenses adjusted to the new stimulus.&lt;br /&gt;
&lt;br /&gt;
He saw three figures standing in silhouette at the mouth of the garage. The Techpriest readied his mechadendrites, and charged them discretely. His mission was not only to maintain the Legion&#039;s vehicles, but also in this respect, to protect his charge, and would do some come death or malfunction. As the figures approached him, and entered the din of his work strobes, he immediately deactivated his lethal array of vibrowhips and neural disassemblers. He clicked a few times, his vocoder activating with slowness.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mistress Farah. Forgive me, I was unaware you were arriving here.&amp;quot; She offered the polished chrome faceplate a warm, disarming smile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No problem, Jerry! We just came to fix a couple of things.&amp;quot; The Techpriest had always been confused as to why Farah Manus had opted to give him such a pseudonym, but filed it away for processing. To even try to understand females of her age was asking for a complete cogitative meltdown.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I see, Mistress, and what is it that needs consecration and soothing?&amp;quot; Farah pointed over her shoulder to the tall, imposing girl in the middle with a strangely familiar two-wheeled apparatus slung over her shoulders, its white and red paint marred black in a number of places by smoke and poorly anointed unguent. He reached out his partially biological hand towards it. &amp;quot;Of course, Mistress Farah, I shall offer the Omnissiah&#039;s blessings to...&amp;quot; a vice-like grip registered on his subdermal neurotransmitters. Focusing, he saw the girl, whom he now cogitated with some embarrassment and fear as Hana Khan, daughter of the Great Khan. She leaned in and whispered loudly,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Listen. Farah and Venus help me fix Janggi, but nobody,&amp;quot; she pulled him even closer for added effect, not an easy task considering his augmetic bulk, &amp;quot;and I mean nobody touches Janggi but me. Understood?&amp;quot; The now terrified adept nodded the pistons in his faceplate and let out an assuring blurt of machine code. &amp;quot;Good. Ladies!,&amp;quot; she said, with an air of an aristocrat, &amp;quot;we have work to do!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Torque driver. Pneumohammer. Plasma torch. Swab.&amp;quot; Hana was working at a furious pace, but with the precision of a chirurgeon. She repaired the damage from this morning, Venus handed her the proper tools without even having to look, and Farah observed, ensuring the proper rites were being initiated. Janggi was in pain, Hana could feel it. Not perhaps as acutely as Farah did, but Farah felt a general empathic feeling from nearly everything from lumen strips to battle Titans. But she wasn&#039;t bound to Janggi, not like Hana was. &lt;br /&gt;
&lt;br /&gt;
The graceful machine was a gift from her father, a glory of twin-wheeled excellence the envy of any machine in the entire school. She could run down anything that called the ground its home, and could keep up with anything that didn&#039;t. True, Janggi wasn&#039;t exactly the artisan-crafted masterpiece Moondrakken, but she understood it would be rather awkward if she were to accidentally gun down five of her classmates each morning in a hail of bolter fire. As it was, the school had her coming to the office nearly every morning for disrupting some scholam lecture with her blaring engines. Engines that also had a bad tendency to want to erupt on her. That, however, wasn&#039;t Janggi&#039;s fault. It&#039;s spirit was a docile one, powerful, yet gentle, and expected to ferry a poised, collected girl from place to place. What it had found, however, was a hellion of speed and danger, a dark-haired blitz of energy that the fragile machine spirit couldn&#039;t possibly contain.&lt;br /&gt;
&lt;br /&gt;
That changed today.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Okay,&amp;quot; Farah said, after the superficial damage was repaired. She flicked her mechanical fingers around the chassis, which Hana didn&#039;t seem to mind as she didn&#039;t have fingerprints to leave behind. &amp;quot;it looks like the problem you have is that Janggi&#039;s motive engine can&#039;t...keep up with you.&amp;quot; This sharpened a dagger behind Hana&#039;s eyes.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you calling me fat?&amp;quot; Farah leapt back, put a hand behind her head and waved away the thought, knowing full well the reputation the daughter of the Khan had.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No! No! What I mean is that...it&#039;s not capable of holding your fighting spirit! Yeah...&amp;quot; her words seemed to work, as Hana went back to polishing the outer hull of the moped.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hmph,&amp;quot; she grunted, as daintily as an Ork with a rash. &amp;quot;Any suggestions then?&amp;quot; Venus looked over, and nonchalantly said,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why don&#039;t you just put a rocket on it, and call it good?&amp;quot; The other girls looked at each other, smiled innocuously, then, suddenly, they grasped Venus and shouted in both ears,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Awesome!&amp;quot; Feeling like she&#039;d just put her ear next to one of father&#039;s anvils while he was pounding out some new piece of weaponry, she slumped down and nearly passed out.&lt;br /&gt;
&amp;quot;Just one thing though,&amp;quot; Farah noted, &amp;quot;if you have so much of a problem keeping that old fuel-burner from exploding, what&#039;s going to happen when it&#039;s got fusion cells?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hours later, the garage door opened once more. Techpriest Jerlaek peered into the gloom with his regular optics, seeing nothing, but hearing an odd humming sound. He almost had his thermal sensors primed when suddenly a blur of white plasteel, hair, and skirts zipped outwards and upwards from the garage, the sound of an anti-grav motor being taxed and a ululating shriek piercing the peace of silence that had existed. Then, as soon as it had ended, with the sound of a battle cry upon the field of glory, three girls shouted out, like warriors triumphant,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mall time!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Petra&#039;s art exhibition==&lt;br /&gt;
Perturabo was baking bread. Some would call what he was doing an art, but the Iron Warrior disagreed. It was a science, cold and hard, a science which relied upon exact mixes of time, thermal energy and raw material. Chemical engineering for those afraid to deal in truly important compounds. The act relaxed him. The fact that you could eat the products was also a nice bonus.&lt;br /&gt;
&lt;br /&gt;
When Petra returned home she found her father removing golden loaves from the colossal stone oven dominating their kitchen.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Daughter, your arrival is anticipated. The glazed buns you like so much are beneath that cloth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thanks Dad.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Please stand aside, this tray is exceptionally hot. Now report. How went the day?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was fine.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your studies progress well?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I haven&#039;t got my physics paper back yet, but the teacher has been sick and hasn&#039;t had a chance to look over it properly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He is weak. He should do his duty. That is what they pay him for, correct? What else? Anything important?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well... Ms. McCann, my art teacher, she thinks I&#039;m doing really well this semester. She wants to put up some of my work on display.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I said &#039;important&#039;, daughter.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;DAD! This is important to me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Perturabo rolled his eyes.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh very well. What is it, an exhibition of technical drawing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sculpting?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No. Besides, I told you, that&#039;s Victoria&#039;s thing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Perturabo began to sweat slightly .&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Architectural planning? Botanical illustration? Surely not installation work?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Daaaad... come on... I told you all this.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am sorry, daughter, I do not know.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;GRRR! YOU NEVER LISTEN! YOU NEVER TAKE ANY INTEREST IN ME!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Petra, wait! Don&#039;t storm off!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Perturabo moved to intercept the girl but thought better of it at the last moment. As he heard the sound of the front door slamming he noticed flyer his daughter had left behind on the table. The school art fair was less than two weeks away. The primarch studied the paper for a few moments more before walking purposefully to his office. There he took a diary from his desk and wrote in small, neat letters:&lt;br /&gt;
&lt;br /&gt;
Petra&#039;s art exhibition. Important.&lt;br /&gt;
&lt;br /&gt;
=== Alternate Ending ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well... Ms. McCann, my art teacher, she thinks I&#039;m doing really well this semester. She wants to put up some of my work on display this weekend.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your work&amp;quot;, rumbled the primarch like stone on stone.  &amp;quot;An exhibition of technical drawing?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Architectural planning? Botanical illustration? Sculpture?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No. Besides, I told you, sculpture is Victoria&#039;s thing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Perturabo turned, facing her fully. In one long glance he took in a snapshot of Petra and ground methodically through its contents. His daughter&#039;s face, hopeful but dejected. Her fingertips, dusted almost indelibly with graphite and lead. Her notebooks, carefully ordered by subject. The tiny, detailed sketches along their margins.&lt;br /&gt;
&lt;br /&gt;
Petra coughed uncertainly. &amp;quot;It&#039;s not going to be a big deal anyway. Victoria and Venus always come up with better art anyway.&amp;quot; She started out of the room.&lt;br /&gt;
&lt;br /&gt;
Head still oriented towards the doorway, Perturabo&#039;s gaze took in the rest of the stonework kitchen. The grand marble countertops, the unadorned cut of the entryway arches. The walls he&#039;d built himself, buttressed by heavy I-beams of plasteel that carried the weight of his new life.&lt;br /&gt;
&lt;br /&gt;
The flat, featureless panels he&#039;d rasped clean of his carvings.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Daughter.&amp;quot; Petra halted, poked her head back into the kitchen. Perturabo paused, longer than he&#039;d done in years.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I shall be there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Math Class with Petra==&lt;br /&gt;
Petra was feeling something, although she wasn’t quite sure what. It was one of those emotions that you had to examine and unpack bit by bit to really understand.&lt;br /&gt;
&lt;br /&gt;
Today was the first day of the new university-level math class that school had set up for those students who, like her, wouldn’t have learned anything new from highschool-level mathematics. Petra had hoped that what she would be feeling happiness and genuine interest right about now.&lt;br /&gt;
&lt;br /&gt;
Instead, Petra was feeling something between anger and disappointment. She loved math, and had been so looking forward to a math class that actually challenged her, not something as easy as this! GAH!&lt;br /&gt;
&lt;br /&gt;
“Deep breaths,” Petra thought.&lt;br /&gt;
&lt;br /&gt;
Ahriman was going on and on about Integrals of all things. Integrals! Petra scanned the rest of the class. Roberta and Miranda seemed focused. How were they not bored out of their minds too?&lt;br /&gt;
&lt;br /&gt;
Petra started absent-mindedly doodling on her paper, hoping it would keep her sane. So many integrals! Petra started drawing integrals one after the other on her page&lt;br /&gt;
&lt;br /&gt;
∫ ∫ ∫ ∫ ∫ ∫ ∫&lt;br /&gt;
&lt;br /&gt;
They kinda looked like a spiral, one next to the other. Petra drew them closer.&lt;br /&gt;
&lt;br /&gt;
∫∫∫∫∫∫∫∫∫∫&lt;br /&gt;
&lt;br /&gt;
Now they kinda looked like rope, so Petra decided she’d roll with that and kept drawing lengths of rope. When that got boring, she started drawing knots in the ropes, each knot being more intricate and complicated than the previous. Knot theory is mathematics, right?&lt;br /&gt;
&lt;br /&gt;
Knots were fun to draw, because they always ended up working. You just had to draw a squiggle, follow the line, and alternate between going over or under at each intersection. It also worked with more than one squiggle, or a squiggle that split at a point.&lt;br /&gt;
&lt;br /&gt;
Petra drew knots out of other things besides rope, like flowers, or ribbon. She even drew two 3-headed hydras, coiling around each-other; she’d give the drawing to The Twins when she saw them next. They’d probably like that.&lt;br /&gt;
&lt;br /&gt;
Oh wow, were they still taking about integrals? Well there go all the chances of this class being interesting.&lt;br /&gt;
&lt;br /&gt;
Petra went back to drawing knots, before actually taking the shoelace out of her left shoe and actually started tying some of the knots with it. She wondered what the physics of the knots were; how they pushed on themselves and held together, and what part of the knot was the weakest and the most structurally important. Physics was really more Remilia’s thing, but Petra wasn’t inept at it.&lt;br /&gt;
&lt;br /&gt;
So, the drawing of knots transitioned smoothly into calculating tension in the string and forces exerted by each loop of the knot. That’s weird, her shoelace-knots tended to take a different shape than what the equations said. She probably had to account for the shoelace not being an ideal string. The shoelace was itself just a really long knot made of 16 smaller segments, which gave it a natural tendency to resist being twisted. Once that was accounted for and the equations updated, Petra was pleased to see that the math and the shoelace gave the same answer.&lt;br /&gt;
&lt;br /&gt;
From there, the rest was easy. She multiplied the tension of each curve of the knot by the number of curves it supported and a value based on whether it was exposed or buried deep in the knot. Testing with the shoelace was incredibly successful; she could now deduce which curve was the weakest link, and could cut those ones easily with her penknife.&lt;br /&gt;
&lt;br /&gt;
“Yes! It works,” Petra exclaimed in her mind. “I wonder if this is how dad felt whenever he broke a siege.” Petra felt content, and that feeling stuck with her for a whole 12 seconds, before class ended and she realized that she’d cut her shoelace into tiny little pieces and was now down one foot.&lt;br /&gt;
&lt;br /&gt;
“Hey Petra. What are those?” asked Roberta as she passed by Petra’s desk, gesturing to the equations that covered a full two pages of her notebook and a good portion of the desk.&lt;br /&gt;
&lt;br /&gt;
Petra grinned. “Oh those? They’re just some math-class doodles.”&lt;br /&gt;
&lt;br /&gt;
==Lament of Krieg==&lt;br /&gt;
Dear Diary,&lt;br /&gt;
&lt;br /&gt;
I did it again. What, you ask? Ach, you know already. Another day has passed, and I, child of eternal penance already have laden my shoulders with even more shame. And cowardice! Of all things cowardice!&lt;br /&gt;
&lt;br /&gt;
Oh, you know I must but how could I ever? This one thing I must, I desire and yet I cannot.&lt;br /&gt;
&lt;br /&gt;
Shame on my existence! Shame, I say! How could I keep looking in the faces of my brothers, let alone father? Yet, what is there to be seen? Derisive amusement! And rightfully so.&lt;br /&gt;
&lt;br /&gt;
Oh God-Emperor, by now she must be engrossed beyond measure. To find each day so stuporous a poem slapped together in haste, shame and sweating passion. Oh I can see her rip them apart in anger. Or not? Or what if she has a liking to them? What if she if overjoyed to find such interest taken in her? Away, haughty minds! How could she, my dark muse, my warrior princess ever like so cruel a feeling smeared in her face? And who am I to face her?&lt;br /&gt;
&lt;br /&gt;
And yet, yet, thinking of her makes unworthy my heart leap! Oh I want to write her name all over the school! Oh a hundred times all over! Cora, Cora, Cora! I love you, no I burn in passion! This affection knows no name, no boundaries!&lt;br /&gt;
&lt;br /&gt;
But still, here I sit, another ramshackle poem on my lips, fiery joy burning my heart, yet sorrows icy claw holds it fast in place.&lt;br /&gt;
&lt;br /&gt;
Oh woe is me! Two hearts beating in my chest!&lt;br /&gt;
&lt;br /&gt;
Tomorrow, tomorrow will be the day I face her, confess myself!&lt;br /&gt;
&lt;br /&gt;
Shush, fool, you do none of the likes! You write on blank paper with your left so she won’t know your hand nor your pad.&lt;br /&gt;
&lt;br /&gt;
My poor diary, you heard my desperation a hundred times. Oh sardonic a part of me grins at this caitiff boy, wants to be caught, better today than tomorrow. Get over with it. See her impressed face filled with disbelieve. Yes, it was me all along! You thought me an oaf? A militaristic blockhead? Well, you were wrong!&lt;br /&gt;
&lt;br /&gt;
And then again…&lt;br /&gt;
&lt;br /&gt;
Merciful sleep take me away to oblivion!&lt;br /&gt;
&lt;br /&gt;
Await my next wail by tomorrow, dear diary.&lt;br /&gt;
&lt;br /&gt;
Yours,&lt;br /&gt;
&lt;br /&gt;
Friedrich.&lt;br /&gt;
&lt;br /&gt;
==A Strange Exchange==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;HEY FURBALL! CATCH!&amp;quot;&lt;br /&gt;
Freya spun around just in time to see the projectile speeding towards her head. &lt;br /&gt;
&lt;br /&gt;
She jumped and took the object square in the chest, bracing her hands against a force that would have downed the likes of Morticia in a heart beat. Glaring down the hallway, she saw Furia glaring back with that infuriating smirk. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;What the hell&#039;s your problem!&amp;quot; The other students in the hall fell silent as Freya roared back at her assailant. &amp;quot;Ya run out of initiates to harass or are ya just lookin to meet the Emprah early?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tsch, such harsh words,&amp;quot; chided Furia, that grin never leaving her face. &amp;quot;Maybe I should just take it back then?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Take what back?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I thought dogs were more observant than that. You said you needed those accelerator parts for your bike right? My dad had a spare in the garage... so... here you go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Freya finally looked at the thing she caught: a heavy, beat up, rectangular box, wrapped sloppily in newspaper. The other students in the hallway let out a sigh of relief and stopped bracing for disaster. Caught between embarrassment and frustration, Freya yammered out what passed for appreciation. &amp;quot;Ummm... well... thanks. But ya didn&#039;t have ta try and bean me with it.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh? but where would be the fun i.... HEY WAIT DON&#039;T OPEN IT NOW!&amp;quot; Furia started walking towards the other girl, her trademark smirk smirk, as well as all color, drained from her face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What? Don&#039;t tell me its a trap. That&#039;s totally not your department anyway.&amp;quot; Unimpressed and typically impatient, Freya tore through the shoddy packaging and pulled out chrome plated motorcycle parts from amid the packing peanuts. &amp;quot;Awesome, just what I needed!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good... lets just say you owe me.&amp;quot; Furia&#039;s smirk was beginning to creep across her face again, but the tone of hesitancy in her voice was obvious.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sure thing, so long as you don&#039;t act like an asshole all the time&amp;quot;. Freya was about to turn and leave when she felt a shift in the weight of the box. &amp;quot;Hmmm... Something else at the bottom?&amp;quot; Digging deeper, she found another, smaller box, poorly wrapped in red paper and adorned with a paper flower cut from red &lt;br /&gt;
construction paper. &amp;quot;What in the Emperor&#039;s name is this?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Furia&#039;s face was as white as Konrad Kruze&#039;s butt reflecting a full moon. She could only stutter a pathetic opposition as the contents of the secret package were revealed to the world.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Chocolates? Did you pack somethign by mistake? HA! I got it, they are probably filled with Catachan Death Sauce. Ya almost had me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ya... exactly... Go choke on a few...&amp;quot; The blond bully mumbled, her fists clenched and knuckles white.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ya almost got me. Here, take em and try it again on someone else. I bet you can catch that stuck up bitch Lyra if you play your cards right&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No. Just take them&amp;quot; Furia snapped back between grinding teeth.&lt;br /&gt;
&lt;br /&gt;
The other students began to scatter or take cover again.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What for?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Just fucking take them ok!&amp;quot; Furia shoved the sweets back, trying to cram the already dented gift back into the box of machinery.&lt;br /&gt;
&lt;br /&gt;
Now, Freya is the type of lass that is easily confused when familiar people exhibit strange, new, behaviors. This event was no exception and so she started to push back. Her confusion was only heightened when she found herself plastered to the lockers with her arms pinned above her head. Furia&#039;s body was centimeters away, eyes glaring intently, one hand around her wrists and the other holding the box against the wall. &lt;br /&gt;
&lt;br /&gt;
Suddenly, the agressor became aware of just how compromising the position was and dropped her prey. Flustered beyond words for perhaps the first time in her life, Furia shoved the box into the other girls hands and backed away. &amp;quot;Do you want the fucking stuff or what&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why do ya care if I take these or not? Its not like ya like me or anything, stupid. ... Right?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The hall became as silent as a necron tomb world. &lt;br /&gt;
Furia just glared a response. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wait... you&#039;re serious... aren&#039;t you&amp;quot; Comprehension bubbled to the surface of Freya&#039;s mind but her thoughts were stolen by a sudden blow to her diaphragm. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Check your calendar asshole!&amp;quot; the delinquent shouted before sprinting out of the building.&lt;br /&gt;
&lt;br /&gt;
The sound of Furia&#039;s choked-back sobs reverberated in Freya&#039;s ears as she slumped against the lockers, trying to find her breath. &lt;br /&gt;
&lt;br /&gt;
A thunderclap shocked her back to reality as a blanket wrapped Miranda appeared in a sudden plume of ozone and menthol scented air. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Miranda... I thought you were sick.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I still am&amp;quot;, the psyker wheezed, &amp;quot;However I felt reality break for a moment in this vicinity and I felt the need to investigate. It was almost like the warp froze over.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Really... Hey Miranda. What day is it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Day? The fourteenth day of the second month of the year of our Emperor 298.M34. Why?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Riposte==&lt;br /&gt;
&lt;br /&gt;
Fulgrim once had a saying he was fond of quoting to his officers: There is no finer way to find the true worth of a person than in a duel. A duel is the ultimate expression of ones’ skill and prowess, a mirror to reveal their true essence. Nobles had been fighting duels since the earliest days of human existence, and nothing had changed in all the thousands of years since then. That saying was one that the Primarch had picked up from the sons of the noble houses of Europa, and the Primarch had popularized it within his Legion, which then spread back to the houses of Terra eager to emulate the Legions that were winning them the Galaxy.&lt;br /&gt;
&lt;br /&gt;
That legacy had now made its way here, to the mighty educational bastion that crowned Hive Tetra. The school that trained the leaders of the future was also seeking to teach those that wished to learn how to wield a blade.&lt;br /&gt;
&lt;br /&gt;
The sanctioned duelling room had been specifically built into the main block and was one of the hidden highlights of the marvel that was Imperator High. It resembled an amphitheatre, or more darkly a fighting pit. The seats were smooth stone while the flat, stage-like fighting floor was polished wood with soft mats lying upon it. Weapons racks wrapped around the walls full of duellists rapiers, foils and épée, longswords, scimitars, gladius and other, less identifiable weapons.&lt;br /&gt;
&lt;br /&gt;
Abdemon, Lord Commander of the Third Legion, master duellist, destroyer of the Katara, and now the sword instructor for Imperator High crouched silently upon one of the soft fighting mats in a meditative pose. It had been taught to him long ago by Captain Hathor Maat of the Thousand Sons during a joint campaign, and Abdemon had been taken by how it helped him cleanse, clear and sharpen his mind. It had supplemented his many other methods of finding his ‘Zen’ as the ancient wisdom of Terra called it. It was always helpful to have when dealing with his students.&lt;br /&gt;
&lt;br /&gt;
In a single, fluid blur of motion he rose to his feet, drew his sword and executed a single, perfect cut and thrust with the blade. A Maru Skara. A Killing Cut. &lt;br /&gt;
There was only a small handful of beings that could pull off a perfect Maru Skara. Abdemon was one of those.&lt;br /&gt;
&lt;br /&gt;
Nodding his approval, he sheathed his blade and turned around. There was a figure standing on the topmost steps, gazing down upon him.&lt;br /&gt;
&lt;br /&gt;
“You are early today Phoenicia,” his voice, as smooth and sharp as a forged blade cut the air.&lt;br /&gt;
&lt;br /&gt;
“Of course I am Abdemon. I didn’t want to miss that.” Her voice was friendly even as she addressed him so informally. “No matter how many times I see you pull off a Maru Skara, it never fails to amaze me.”&lt;br /&gt;
&lt;br /&gt;
Clad in the standard fencer&#039;s uniform of a padded bodyglove in the school colours that only barely concealed her enhanced stature, Victoria, Phoenicia, Daughter of the IIIrd came up to the son of her father’s Legion, respectfully bowing her head at him as she entered the ring.&lt;br /&gt;
&lt;br /&gt;
“Train enough and one day you will be able to do the same.” He replied.&lt;br /&gt;
&lt;br /&gt;
“So you keep telling me, and yet I have trained for a long time and yet every time I try, it’s always a second too slow, a strike through water instead of air.” Her rich, elegant tone could not entirely hide s sense of frustration that bled through.&lt;br /&gt;
&lt;br /&gt;
Abdemon shook his head. “No amount of extra time can rush perfection. It will come to you when you are ready, not after and certainly not before.”&lt;br /&gt;
&lt;br /&gt;
Victoria gave an annoyed sigh. “I have trained with the sword since I was a child. My father, Captain Lucius and yourself were my tutors. How is it that with all of that, I still can’t make a perfect Maru Skara?” She shook her head to dispel the flicker of anger, a few strands of her ivory tresses shaking lose from her cap.&lt;br /&gt;
&lt;br /&gt;
To those who did not know her (and they were many) the notion of Victoria, the perfect, pampered princess standing firm with a blade in her hand would have seemed inconceivable. Yet only a very few among the other Daughters could match her in a swordfight. She treated duelling as a family vocation, and had delighted her father when she took up the blade herself. And it had changed her, though not in ways that were readily apparent.&lt;br /&gt;
&lt;br /&gt;
Outside this room her persona was that of the queen bee, gossip girl and ethereal beauty, the centre around which the cutthroat social scene seemed to revolve. Inside it another side of her - one Abdemon wished she used more this one room - emerged.&lt;br /&gt;
&lt;br /&gt;
“We have ten minutes until the rest of the class arrives. May I have the chance to warm up?” Victoria asked.&lt;br /&gt;
&lt;br /&gt;
“Of course, Phoenicia. I would be delighted to see your progress.”&lt;br /&gt;
&lt;br /&gt;
He took a few steps off the stage and sat down on the lowest stone bench. After a set of stretches, Victoria drew a Foil from the student rack. Almost instantly she began to experiment with a few swings and strikes, her body shifting to a fluid stance. She was surprisingly fast and light on her feet, moving like flowing water as she make strike after strike, parry after parry. Her natural elegance was heightened whenever she was like this. In moments when she held the blade like this, shades of her father and his best qualities shone through.&lt;br /&gt;
&lt;br /&gt;
In an instant it was over, and she was back to standing still, blade now hanging from her side. Her head turned towards him, so see his reaction.&lt;br /&gt;
&lt;br /&gt;
“Impressive as always Phoenicia.” He said, and she brightened visibly. “Although you do tend to linger on your right heel for a second too long when executing a reverse-swipe.”&lt;br /&gt;
&lt;br /&gt;
In an instant she was deflated. The corners of her smile dropped, some of the sparkle fading from her eyes.&lt;br /&gt;
&lt;br /&gt;
“Every little improvement begets more improvement. Take pride in where you are, and in where you’re going.”&lt;br /&gt;
&lt;br /&gt;
Before she could say anything, he swiftly changed tack. “The Terran yearly duelling competition is this month. I have no doubt you will be entering the junior division.”&lt;br /&gt;
&lt;br /&gt;
“Of course.” A hint of arrogance tinted her voice, along with a clear hunger. “What better way to display my skill than against my peers, and before all the nobles of Terra?”&lt;br /&gt;
&lt;br /&gt;
“It will not be that easy.” Abdemon countered. “Not only will you face bladed fops and glory-hungry nobles children, but also bodyguards in training and those who have devoted as much of their lives to the blade as you have.”&lt;br /&gt;
&lt;br /&gt;
She gave a dismissive gesture of her head. “They may try, but they lack my drive, my perfection in form and technique.”&lt;br /&gt;
&lt;br /&gt;
Abdemon was stung by the arrogance in her words. It reminded him too much of Captain Lucius. No finer swordsman was there to be found in the Legion (which even Abdemon had to admit, much as it galled him to do so) but his unweaning conceit and pride won him few friends. That side of the Legion was the one Abdemon had always struggled against, and did not want Victoria to ever fall to.&lt;br /&gt;
&lt;br /&gt;
“And of course, what about the others? Your blood-kin?”&lt;br /&gt;
&lt;br /&gt;
At that she paused. She could not laugh them off as easily. After a second, a note of steely resolve entered her voice. “I can still beat them.”&lt;br /&gt;
&lt;br /&gt;
“I have seen Lupercal fight. She is as instinctive, measured and yet unbridled as her mighty father. Can you defeat her?”&lt;br /&gt;
&lt;br /&gt;
With bravado, she declared, “The question is, can she defeat me?”&lt;br /&gt;
&lt;br /&gt;
“Yes.” Abdemon said bluntly and directly. “The answer to that, Phoenicia, is yes.”&lt;br /&gt;
&lt;br /&gt;
She wheeled on him. “Do you have no faith in me?”&lt;br /&gt;
&lt;br /&gt;
“I have plenty of faith in you Phoenicia, but not if you let your pride blind you. You will not defeat her if you let that attitude rule.” Abdemon rose to his feet. “Come over here.” He gestured as he went up the stairs to one of the weapon racks on the walls.&lt;br /&gt;
&lt;br /&gt;
Victoria joined him as he drew a beautifully forged Charnabal Sabre from one of the racks.&lt;br /&gt;
&lt;br /&gt;
“Illumination. The sword with which I struck down Hamaya.” Abdemon said the name reverently as he gently caressed the blade with a single finger. “I fought him with the fate of an entire world on my shoulders alone. But I did not fight him with pride, or with blind hubris. I did not declare that I would defeat him. I knew well if he was the better man, he would kill me. And yet I still fought him with the honour of my Primarch, my Legion and the entire Imperium itself on the line, and I would do it again.”&lt;br /&gt;
&lt;br /&gt;
She was silent, listening, absorbing. This was when she was at her best, when fighting against her pride, against herself.&lt;br /&gt;
&lt;br /&gt;
“If you end up fighting Lupercal in the tournament, or any great foe, I want you to face them the same way I faced Hamaya. Fight not for pride, but for honour. And know that while honour may be lost in a duel, it can also be regained.” He then turned the blade and passed it to her. “You are to lead the class today, and I want you to carry this as your badge of office.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Her eyes were wet yet bright as she reverently took the blade, and experimentally hefted it.&lt;br /&gt;
&lt;br /&gt;
“Can I practise with it?”&lt;br /&gt;
&lt;br /&gt;
“No.” Abdemon said bluntly. And then with a hint of a grin, he added “But maybe when you need to practise for the tournament, I might be persuaded.”&lt;br /&gt;
&lt;br /&gt;
She threw a beaming, radiant smile back. “Trust me Abdemon, I won’t let you down.”&lt;br /&gt;
&lt;br /&gt;
‘I know you won’t. You never have.’ Not a word passed his lips as he moved over to let the rest of the class in. It was time to begin.&lt;br /&gt;
&lt;br /&gt;
==Just Another Day On Void Platform 13==&lt;br /&gt;
&lt;br /&gt;
Living on his own for so long, the Emperor had quickly become accustomed to hiding his thoughts. The great leader of Mankind had further learned, upon revealing himself to humanity as a whole, that keeping his psychic powers very tightly constrained when others were around was wise.&lt;br /&gt;
&lt;br /&gt;
So it was with some surprise that he found himself one day eavesdropping on one of his granddaughters. He hadn’t meant to, but it was hard NOT to, he had simply been walking through the rooftop gardens of the Palace on Terra and found Venus chatting with someone he didn’t recognize. Before he could say anything or Venus could spot him, though, he saw the young man she was with speaking.&lt;br /&gt;
&lt;br /&gt;
“So, of course, we freeze. We all know what that sound means,” the young man said excitedly.&lt;br /&gt;
&lt;br /&gt;
“Of course,” Venus giggled. “What did you do?”&lt;br /&gt;
&lt;br /&gt;
“Well,” the young man said, sighing dramatically, “I…TRIED to maintain order, but, you know, panic sets in so fast.”&lt;br /&gt;
&lt;br /&gt;
“Oh, I know,” she replied flatly, a smirk tugging her lips. The young man didn’t notice her sarcasm.&lt;br /&gt;
&lt;br /&gt;
“Well, I’m frantically voxing the rest of the squad, trying to keep them in line, when the crazy son of a bitch rounds the corner in person. He’s coated from head to toe in varnish, naturally enough, and I was lucky enough to have a soap grenade handy, so I try to use it. It works, and he comes bumrushing in, going all ‘vengeance’ this and ‘HONK HONK’ that,” the young man said, apparently making a conscious effort to keep his voice down. Venus spotted her grandfather out of the corner of her eye and waved while the young man paused for breath.&lt;br /&gt;
&lt;br /&gt;
“Wait, you can make soap weapons?” she asked, returning her attention to her boyfriend. &lt;br /&gt;
&lt;br /&gt;
“Sure, if the assistant isn’t being a shitheel and off bothering the miners or something,” the young man said. “It’s all on the net. Anyway, he’s coming at me with a mad-on, and I’m backpedaling like crazy, hoping that the rest of the squad can stop him before he gets me.”&lt;br /&gt;
&lt;br /&gt;
“And did they?” Venus asked, struggling to hide a grin at her boyfriend’s enthusiasm and grandfather’s mounting confusion.&lt;br /&gt;
&lt;br /&gt;
“Hell no. I gave it a good try, but he was just robust for me. Anyway, I’m dead as a doornail at this point, ghosting around like a silent fart in a crowded elevator, watching the whole server go to hell as the varnish singularity spreads, and the security guys finally manage to down the stupid clown, but the damage is done, and nobody alive has soapies. So the Captain calls in the shuttle, and the survivors crowd around the bay, when someone asks if the vents are sealed.” He leaned closer to her, his face grim. “Dead. Silence. NOBODY thought to seal the vents.”&lt;br /&gt;
&lt;br /&gt;
“Fuck,” Venus giggled.&lt;br /&gt;
&lt;br /&gt;
“No kidding. After about ten seconds of the loudest silence ever, the air vents start spewing varnish. EVERYWHERE. The crew is freaking out, trying to get the hell away from it, but it just didn’t work. The shuttle was FIFTY meters from the station when the pressure wall gives, and the whole, freshly varnished crew just launches into the black.”&lt;br /&gt;
&lt;br /&gt;
Venus clamped her hand over her mouth to stifle her laughter, while her companion didn’t even bother with that, slapping his knee and doubling over in his chair with mirth. Finally, he turned back to his girlfriend and sighed contentedly. “You had to be there.”&lt;br /&gt;
&lt;br /&gt;
The Emperor very quietly backed up a few steps, then shook his head and walked back into the building. “Kids these days,” he muttered.&lt;br /&gt;
&lt;br /&gt;
==Bike Ride==&lt;br /&gt;
&lt;br /&gt;
Remilia nearly cried out as the bus pulled away from the curb. She knew she wouldn&#039;t catch it, but that didn&#039;t stop her frantic waving and whimpering as she was left at the curb. It didn&#039;t help that it was raining and that she didn&#039;t bring an umbrella with her this morning. Or that the curb itself was dangerously slippery, which she had forgotten as she ran for her bus. Maybe she would be able to catch it if she took a shortcut...&lt;br /&gt;
&lt;br /&gt;
All thoughts of such  interception however, left her mind as she slipped and fell unto her ass. She didn&#039;t move. She was cold, wet, exhausted and slightly in pain. She was worried people would notice the tears at her eyes, but her face was too wet to tell.&lt;br /&gt;
&lt;br /&gt;
Her day wasn&#039;t going as planned. &lt;br /&gt;
&lt;br /&gt;
She knew the next bus was in 15 minutes away, but the bus stop had little to no shelter to hide under till then. She almost lost all hope of arriving home without being sick when suddenly a bike pulled up in front of her. Remilia looked up, making out the details as they came to her. It was a black sports bike, ordained with decals of feathers throughout the hull. The rider was similar decorated, wearing a black jacket with a modified Cadian helmet with a visor. On the back of the jacket was a white symbol of a blade in between two wings.&lt;br /&gt;
&lt;br /&gt;
Still, it wasn&#039;t till the rider raised her visor and looked at her did she recognize her.&lt;br /&gt;
&lt;br /&gt;
“Lyra?”&lt;br /&gt;
&lt;br /&gt;
“Hey Rem, you okay?”&lt;br /&gt;
&lt;br /&gt;
“...Not really” she said depressingly. Lyra extended her hand towards her. &lt;br /&gt;
&lt;br /&gt;
“Need a ride?” she asked. Remilia paused at this, surprised to receive such an offer from Lyra. She barely knew her, so this friendly behaviour caught her by surprise. &lt;br /&gt;
&lt;br /&gt;
“I don&#039;t want to be a hassle. Its out of the way for you isn&#039;t it?” she said, her polite side trying to hide how dreadful she felt in the rain at the moment. &lt;br /&gt;
&lt;br /&gt;
“Ten minute detour is not a hassle Remilia. Also, I was headed your way anyway, so its not really like I&#039;m doing you a favour” Lyra answered, portraying how most people see her as being a stubborn girl with a very logical mind, which usually ended up making her look like she was against everybody. Remilia sighed, knowing she wouldn&#039;t be able to win the argument with the girl. And as the rain got worse, she wasn&#039;t going to argue with herself any longer either as she grabbed Lyra&#039;s extended hand.&lt;br /&gt;
&lt;br /&gt;
A minute later, Remilia had her arms wrapped around Lyra&#039;s stomach tightly, holding on against the onslaught of rain as the Dark Angel sped her way towards the Dorn estate. Thankfully, she now had some protection against the elements as she wore a similar style helmet as Lyra&#039;s as well as a spare jacket she kept with her. And as they sped past the bus she would have taken home, Remilia felt a bit better about her day.&lt;br /&gt;
&lt;br /&gt;
“Thanks again” she said, the radio within their helmets making a conversation quite easy.&lt;br /&gt;
&lt;br /&gt;
“It&#039;s not a problem. Again, I had to go your way anyway”&lt;br /&gt;
&lt;br /&gt;
“Well, you still didn&#039;t need to. I mean, its not like I would have expected you to stop.” Remilia immediately regretted letting that sentence slip out. It was common knowledge among the cousins that Lyra was the loner, keeping to her studies and books. Her only true friend she had seen was Freya. Remilia couldn&#039;t remember the last time they actually spoke. Still, saying something like that didn&#039;t help her attempts to become friends.&lt;br /&gt;
&lt;br /&gt;
Surprisingly, Lyra simply laughed, catching Remilia off guard. “Yeah, I guess people would think I wouldn&#039;t stop. My reputation isn&#039;t exactly golden, and that&#039;s a fact” she said slowly down into a curve before speeding back up. “Yeah, well, I see you every day waiting for that bus patiently. I always wonder if I should offer a lift when I drive by, but I always get cold feet. Talking to people isn&#039;t a skill I have.” &lt;br /&gt;
&lt;br /&gt;
“So what changed today?” Rem asked, breaking her silence. They were about five minutes now from her house.&lt;br /&gt;
&lt;br /&gt;
“It was raining. I don&#039;t want you to be sick cause I&#039;m being an idiot.” Remilia paused briefly before smiling to herself in her helmet. She could only think now that there might be more to the mysterious girl then she originally believed.&lt;br /&gt;
&lt;br /&gt;
The bike rode on, finally coming towards the Dorn stronghold. It was a flat clear land in every direction, with the fortress in its centre. The Primarch had planned the area as if he was expecting an attack. Marines patrolled the walls, ever vigilant of nearby threats, and Remilia knew that their arrival had been expected even before they had seen the fortress. The gates opened slowly as the duo approached the walls, large ceramite doors creaking to open for the bike. As they passed the gate, they rode under a series of tents, offering them protection from the storm raging overhead.&lt;br /&gt;
&lt;br /&gt;
Lyra smiled to herself at the difference between their house. While Dorn made it very clear that the area was  well protected, her father had scout squads with teleporter beacons hidden within his grounds. Their presence was very hard to find amonsgt the many Caliban imported trees, and if anything became too much for them to handle, they could call in Deathwing terminator squads to deal with the threat. Two different approaches to the same problem.&lt;br /&gt;
&lt;br /&gt;
Ultimately, Lyra came to a full stop  in front of the house doors. Both got off the metal steed and freed themselves from the bike helmets. Remilia stretched and ran her hand through  auburn hair. She checked her watch and noted she had made it home faster then she had planned. Suddenly, her day had turned out to be better then expected.&lt;br /&gt;
&lt;br /&gt;
“Thanks again Lyra. So, why are you coming in this direction anyway?” Lyra simply smiled as she pointed past Remilia.&lt;br /&gt;
&lt;br /&gt;
“That is why.”&lt;br /&gt;
&lt;br /&gt;
The Dorn turned and noted the door had opened. Thoreau walked down from the steps with Rem&#039;s brother, Roger. She had completely forgotten that they had boxing practice today. &lt;br /&gt;
&lt;br /&gt;
“Hey sis” the boys said in unison.  Roger gave his sister a look of surprise, seeing that the majority of her clothes were wet from the rain, and some of it even had some dirt on it. “Rough day?” he asked.&lt;br /&gt;
&lt;br /&gt;
“Could be worse” she answered, taking the jacket off and handing that and the helmet to Thoreau. &lt;br /&gt;
&lt;br /&gt;
She finally turned to Lyra who was leaning unto her bike, waiting for Thoreau to get ready. She didn&#039;t expect the surprise attack from the Dorn as Remilia move in quickly and hugged her,catching Lyra off guard. It took several moments for her to return the gesture, hugging the girl back. Rem backed away and smiled at her, but Lyra only blushed and looked away, clearly embarrassed by the whole event. &lt;br /&gt;
&lt;br /&gt;
“Thank you Lyra” she said, but the El&#039;Jonson didn&#039;t answer, putting her helmet back on. For several moments, Remilia though she had pushed too far, but as the siblings prepared to ride away, Lyra raised her visor and finally smiled at her.&lt;br /&gt;
&lt;br /&gt;
“Find me after class tomorrow. I can give you a lift again.” Remilia nodded with enthusiasm as Lyra waved goodbye and rode off.&lt;br /&gt;
&lt;br /&gt;
== The Exchange Student ==&lt;br /&gt;
&lt;br /&gt;
Johor Tull of the Interex nervously looked around him at the looming façade of Imperator High, and the crowds of students pouring into the cavernous maw of its entrance. It utterly dwarfed his entire home city on Xenobia. Today would be his first day as an exchange student, another link in the chain between the Interex and the Imperium. His father Mithras Tull was a close friend to the famous Captain Garviel Loken of the Mournival, and he suspected that he had pulled some strings to allow him to be the first Interex exchange student to the wider Imperium. Like his fellows in the Interex, he was gracious and noble, and he hoped that would win him some friends here. Like all in the Interex he was handsome and lean, with short dark hair, piercing blue eyes like his father’s and intricate dermatoglyphics covering the right side of his face, like the tattoos of the ancient races of Terra. His ears were bat-like, all the better to hear the melodies of the aria, though his father had warned him of potential teasing before he departed for Terra. Laced around the high collar of his neck and hanging off his arm was his aria, though the Imperials called it a harmonic synthesizer, and it would be less useful here than at home. He disliked the uniform he was wearing; it wasn’t anything like the robes or metal armour uniforms he was used to. He heard that if he was successful, than others would follow. There was even a rumour that the Eldar Ambassador was also watching, and he was also considering an exchange program at Imperator high. So much rested on him, and he chafed at the burden. Everything was so strange!&lt;br /&gt;
Taking a deep breath, he clambered out of the hold of the air speeder, shouldered his new pack and joined the throng heading into the scholum.&lt;br /&gt;
Trying to keep himself as hidden and unnoticeable as possible among the crowds, he kept his head down and used his ears to listen to anyone or anything coming around him. It was an imprecise art at the best of times, and this was the worst of times with so many sounds assailing his sensitive hearing.&lt;br /&gt;
&lt;br /&gt;
With a loud ‘thwack’ he bumped into someone, sending them flying. Instinctively he bent down to help.&lt;br /&gt;
“Are you alright?” he asked, a faint melody covering his words from his aria to reinforce his sincerity. Old habits die hard.&lt;br /&gt;
As the girl collected up her books, he suddenly got a gut-wrenching feeling as he recognised who it was. Isis Lupercal, the Warmaster’s daughter and first student at Imperator High. He instinctively bowed his head, his aria beginning a muffed majestical tune. She reached up and grabbed his fingers before he could play any more, hauling herself to her feet.&lt;br /&gt;
“You must be new. No-one ever does that…” it was her turn to be astonished. Her gaze shifted from his ears, to his dermatoglyphics, and back again.&lt;br /&gt;
&lt;br /&gt;
“You’re that Interex student Uncle Loken was talking about.”&lt;br /&gt;
&lt;br /&gt;
“Johor Tull of the Interex, at your service ma’am.” his words were accompanied by the music of the aria, as his fingers played along it.&lt;br /&gt;
&lt;br /&gt;
“Is that your harmonic synthesiser?”&lt;br /&gt;
&lt;br /&gt;
“Aria and yes. They all said it would be useless here, but no Interex is complete without his or her aria.”&lt;br /&gt;
Isis smiled at him, a smile so infectious he fought not to smile as well.&lt;br /&gt;
&lt;br /&gt;
“You obviously know who I am, and vice versa. I presume you’ll need someone to show you around, teach you the ropes as my father put it. Follow me.” Before he could get a word in edgeways, she grabbed his other arm and hauled him off.&lt;br /&gt;
He noticed that she kept on peeking at his dermatoglyphics as they glided around the corridors, she pointing out certain rooms. He remembered he had to find his new locker, and she took him past endless rows to where the high profile lockers of the top students were, where Johor was surprised to find that his locker had been located. He swiftly stashed his books away.&lt;br /&gt;
&lt;br /&gt;
A few lockers over, a black girl, talking animatedly with a boy. Isis all but dragged him up to her.&lt;br /&gt;
&lt;br /&gt;
“Venus, Jake. This is Johor Tull of the Interex.”&lt;br /&gt;
Now she turned and stared at him, her fiery red eyes scanning over his unusual features. The boy with her spoke first.&lt;br /&gt;
&lt;br /&gt;
“You’re a real Interex?”&lt;br /&gt;
&lt;br /&gt;
If looks could kill, then poor Jake would be deader than if he’d been hit by the Life Eater. Venus quickly spoke. “Jake didn’t mean it that way. Welcome to Terra, Johor of the Interex.” She shook his hand; her grip was firm but soft. He remembered that she was the Daughter of Vulkan of the Salamanders, but this time he kept his cool. Slowly but surely he was adjusting to the ‘unusual’ inhabitants of this scholam. Soon he was answering questions about the Interex, showing them his aria, which Jake found fascinating. As they talked another joined them.&lt;br /&gt;
&lt;br /&gt;
“Wow, is that an aria? I’ve always wanted to see one of these. Your ears are cool, is your hearing better than a Space Marine&#039;s?&lt;br /&gt;
&lt;br /&gt;
“The person firing the barrage of questions is Farah Manus. Please excuse her; curiosity may have killed the cat, but not her.”&lt;br /&gt;
Farah offered her hand, and with trepidation Johor shook it. As he feared his hand was nearly crushed, and Farah apologised profusely as he nursed his throbbing hand, the digits still plying over the aria.&lt;br /&gt;
&lt;br /&gt;
As if things were not already too complicated, Isis ran up and embraced a boy with short dark hair. She then turned to Johor.&lt;br /&gt;
&lt;br /&gt;
“Johor Tull of the Interex.”&lt;br /&gt;
&lt;br /&gt;
“Julius Pius.” He looked at him morosely, as if he expected him to comment. When he didn’t, Julius quirked an eyebrow. Isis nudged him.&lt;br /&gt;
&lt;br /&gt;
“His father is the greatest non-Astartes war hero in the entire Imperium.”&lt;br /&gt;
&lt;br /&gt;
“We don’t hear too much about the wider Imperium in the Interex. It is hard to shake of the stain of Old Night.”&lt;br /&gt;
&lt;br /&gt;
Julius sighed in relief. “That is a blessing. You know how many people want to ask me about how my father took out that Ork Gargant on Quetansk, or fought those Daemons on Morosis Prime. I wish they’d just leave me alone.”&lt;br /&gt;
&lt;br /&gt;
“As you can see, Julius here is a bit melancholic.” She pecked him on the cheek, and he blushed deeply before promising to meet her at lunch and departing. She laughed as she watched him go.&lt;br /&gt;
“We go very well together. Sometimes I don’t know what I’d do without Julius for support. There are so many responsibilities on my shoulders, just like my father.” Her voice dropped to a whisper so low his aria sounded deafening. One of Farah’s metal hands rested on her shoulder, and she visibly brightened.&lt;br /&gt;
&lt;br /&gt;
“Enough of all that. We have classes, so let’s get to it.”&lt;br /&gt;
As luck would have it, they both had the same first class, Professor Ahriman’s Warp Studies.&lt;br /&gt;
Ahzek Ahriman was the former First Librarian of the Thousand Sons, and famed as the greatest scholar in the entire Imperium.to his credit, he made the usually impenetrable topic of the Warp understandable. He took copious notes, the aria still sounding ever so softly in the background. If Ahriman heard, he did nothing.&lt;br /&gt;
&lt;br /&gt;
The class spilled out of the room when the lesson finished, and Johor went with Farah, Venus and Jake as they made their way to the canteen. As they walked, Johor swore he heard someone mention Isis.&lt;br /&gt;
He paused. He could hear someone speaking in a low whisper, and he distinctly heard Isis mentioned. He focused, and swiftly it sounded like he was there beside the plotters.&lt;br /&gt;
&lt;br /&gt;
“Do you know anyone named Victoria?” he asked.&lt;br /&gt;
&lt;br /&gt;
“Yes. Why?”&lt;br /&gt;
&lt;br /&gt;
“She is planning an ambush. Wants to humiliate ‘the golden girl’ in her words.”&lt;br /&gt;
Isis stared at him, as if seeing his massive ears for the first time. She nodded, and whispered something to Venus and Farah. They continued along the corridor, chatting as if nothing was wrong.&lt;br /&gt;
Suddenly a lush girl of amazing beauty rounded the locker she was using as ad-hoc cover. Several other girls were behind her, and Johor recognised Petra and Lyra. He shifted her gaze away from Isis to Johor.&lt;br /&gt;
&lt;br /&gt;
“And who are you?” she asked in an icy tone, sneering at his distended ears.&lt;br /&gt;
&lt;br /&gt;
“Johor Tull of the Interex. And you?”&lt;br /&gt;
&lt;br /&gt;
“Victoria, daughter of perfection. Nice music by the way. Is that all the famous Interex can do? Play some B-grade music?” Johor gritted his teeth as the aria reflected his mood. Her posse smiled at his discomfort, but they didn’t realise what he was doing.&lt;br /&gt;
&lt;br /&gt;
Johor had been told many times never to overcharge the aria, and never to combine that with a hypersonic setting. But it seemed to be a rite of passage for all young Interex to try that out, with nasty consequences. He however had practiced, making his aria into a weapon as much as a tool of music or communication.&lt;br /&gt;
Isis! Cover your ears!” he commanded, and he raided the aria, and aimed it at a stupefied Victoria.&lt;br /&gt;
&lt;br /&gt;
The sonic blast threw Victoria over, blowing her skirt up. Johor blushed at the sight, and Isis giggled.&lt;br /&gt;
&lt;br /&gt;
“Did someone forget their panties?” she asked, sweet faced. Victoria scrambled to her feet, and all but ran, her cohort following close behind. Isis whooped loudly as they ran, reaching over and hugging Johor.&lt;br /&gt;
&lt;br /&gt;
“I never knew the aria could do that as well.” Farah said breathlessly.&lt;br /&gt;
&lt;br /&gt;
“You’re a handy person to have around. I think we could find a use for you.” Isis said, and Johor found himself smiling. Maybe this wouldn’t be as bad as he’d feared.&lt;br /&gt;
&lt;br /&gt;
==The Staff Room==&lt;br /&gt;
&lt;br /&gt;
Professor Ahzek Ahriman all but crashed into the staff room, his armour wheezing at the strain. After four hours of non-stop lessons, he’d almost snapped. Not even the Higher Enumerations could save him for very long when it came to the students here. If they truly were the future of the Imperium, then the Imperium was in for a Grim Dark Future.&lt;br /&gt;
&lt;br /&gt;
He knew he was being somewhat unreasonable, but after all those years of conquering the Galaxy for the Imperium, the last thing he wanted was to have to deal with the endless whining and winging, not to mention the practical jokes of The Twins. They were good and attentive students, but…&lt;br /&gt;
&lt;br /&gt;
The staff room was a large, open structure overlooking the vast indoor playing fields, where the students hung out during lunch. Several screens showed live Servo-Skull picts as they kept an eye on the students below.&lt;br /&gt;
&lt;br /&gt;
There were a few ex-astartes on the teaching staff, each the master of his particular field. Ahriman nodded at Fabius Bile, former chief Apothecary of the Emperor’s Children and now head of Biology. After his exemplary work on the Laer, he’d been ‘promoted’ to become the head Biology Teacher at Imperator High. There were rumours that it was a punishment for illegal experiments done during the last days of the Great Crusade, but Ahriman couldn’t uncover the truth. A short way away, slouched in a great armchair was Iacton Qruze, &#039;&#039;The Half-Heard&#039;&#039;, head of the History department. Qruze was one of the oldest surviving Astartes, and teaching history was a blissful retirement for him.&lt;br /&gt;
&lt;br /&gt;
Dean Yarrick, Old One Eye had his one eye glued to the Servo Skull feed, maintaining his eternal vigil over the school. Behind him was Celestine, half councilor and half spiritual guide, who as usual was staring out over the balcony at the crowds below, pointedly ignoring the muted cat-calls below her.&lt;br /&gt;
&lt;br /&gt;
Ahriman had brought over a bottle of his wine, and shared it out with everyone.&lt;br /&gt;
&lt;br /&gt;
After the drinks and the usual pleasantries, once again the topics of the conversations moved, as they always did, to the students, and 19 students in particular. Fabius started it off, his mechanical arms twitching as he spoke.&lt;br /&gt;
&lt;br /&gt;
“Cora barely scraped through another test again. Honestly, something needs to be done for her. She’s a damn good kid, and I respect her father immensely, but he needs to do something for her.”&lt;br /&gt;
&lt;br /&gt;
A few scattered agreements echoed across the room. Ahriman could sympathise, Cora was a decidedly average student at his course as well, though she was brilliant at Physical Education and History. Ahriman always wondered why the girls were being educated alongside normal humans, not educated by their fathers, or the Emperor Himself. More voices intruded on his thoughts.&lt;br /&gt;
&lt;br /&gt;
“Morticia missed another lesson. I’m amazed she hasn’t slipped behind everyone else!”&lt;br /&gt;
&lt;br /&gt;
“Miranda freaked out the whole class again, by demonstrating how elliptical orbits work. Ahriman, I wish you’d instruct your protégé about using her warp manipulation to show off.”&lt;br /&gt;
&lt;br /&gt;
For a brief moment, Ahriman toyed with activating his Heqa staff and banging Mr Skurner on the head. Skurner was an Ex-Imperial Army, always either arguing with his students or reminiscing about the campaign on V’Narm, where he fought. Before he could do any more than light up the vision slits in his helm with angry red flames, Mrs McCann changed the subject.&lt;br /&gt;
&lt;br /&gt;
“That T.G! I wish he’d shave off that bloody neckbeard! It’s as ugly as an Ork’s backside.”&lt;br /&gt;
&lt;br /&gt;
“At least he has manners. Furia crashed her way in the middle of art, and didn’t even offer up an excuse.”&lt;br /&gt;
&lt;br /&gt;
“The only person who can get her to do anything is old Yarrick here. Isn’t that right?”&lt;br /&gt;
&lt;br /&gt;
Yarrick grunted, while taking a draught from his hip flask. Widely considered the second bravest in the entire Imperial Army, second only the ever famous Ollanius Pius, whose son Julius was one of the star students and on very good terms with Yarrick.&lt;br /&gt;
&lt;br /&gt;
All of a sudden Ahriman saw a flash in his mind, of two students fighting. He couldn’t tell who they were, but he immediately voiced it to Yarrick, who nodded and started attaching his Battle Claw. Sure enough, a few seconds later the Servo Skull monitor started to whine.&lt;br /&gt;
&lt;br /&gt;
One of the screens showed a group of students clustering around a fight. The picture blurred as the Servo Skull approached closer. After a few seconds, the picture sharpened enough for them to see who was fighting.&lt;br /&gt;
Furia and Hana. Of course it would have to be them. Furia was a near permanent headache for all of them, and only Yarrick could keep her in a semblance of line. From there they couldn’t tell what they were fighting over this time, but it hardly seemed to matter. Those two were either thick as thieves or else fighting like Grox and Squiggoths.&lt;br /&gt;
&lt;br /&gt;
Dean Yarrack slowly hauled himself of his chair, flicking on the controls on his Battle Claw. A scowl cut across his ruined features.&lt;br /&gt;
&lt;br /&gt;
“Need any help?” Ahriman asked. They often worked together, Ahriman using the Great Ocean to support Yarrack as he did his work.&lt;br /&gt;
&lt;br /&gt;
“No need. This one won’t take long.” And with that, he was gone. Ahriman sure didn’t want to be either Furia or Hana, they were in for it.&lt;br /&gt;
&lt;br /&gt;
End&lt;br /&gt;
&lt;br /&gt;
==A Teacher&#039;s Lament==&lt;br /&gt;
&lt;br /&gt;
{{Main|A Teacher&#039;s Lament}}&lt;br /&gt;
&lt;br /&gt;
==An Afternoon With WD==&lt;br /&gt;
&lt;br /&gt;
Lyra rolled her sleeve up to glance over her watch and huffed with impatience.  “Late.  There’s a shock.”  She glanced down the winding street in front of her house, waiting for the yellow aircar limo that Remilia always used.&lt;br /&gt;
&lt;br /&gt;
Finally, it slid to a halt next to the mouth of the Dark Angels’ house, and the gull-wing door popped open.  Remilia waved Lyra in from the seat.  “Hey, there you are.  Sorry I’m late.”&lt;br /&gt;
&lt;br /&gt;
“Hi.”  Lyra tossed her bag into the open door, then turned to WD, standing patiently next to her.  “All right, little guy, I’ll see you later.”  WD waved its tiny arm as Lyra climbed into the car and the door slid shut.  As the car lifted and shot off in the direction of the mall, WD turned around and waddled back into the house.  He had a lot of work to do, and who knew how much time to do it?&lt;br /&gt;
First things first.  WD clambered up to the mistress’s bedroom, which she had left in commendable shape, for once.  Still, to a trained eye, there were so many LITTLE things to improve upon.  WD hefted the pile of clean laundry outside the door and hauled it in, dropping it on the table next to the dresser, then waddling back out to retrieve an errant sock.  He opened the drawers in her dresser one at a time, meticulously depositing each article of clothing in the proper drawer.  That accomplished, he leaped from the dresser to the sprawling bed, laboriously tugging the sheets into T-square-perfect alignment.&lt;br /&gt;
&lt;br /&gt;
He paused to look over the room, wondering if there was anything else that needed urgent attention.  His tiny eyes alighted on the pile of homework in the corner of the desk.  Of course.  Mistress hated cleaning up after work.  The gap was too far to jump, so he clambered down off the bed and climbed up the desk side, then carefully straightened up the sheets of paper and the occasional data card littering the desk.&lt;br /&gt;
&lt;br /&gt;
A knock on the door caught his attention.  Lord El’Jonson poked his head in, glancing around for Lyra.  “Ah, blast, did I miss her?”  His gaze caught WD, still fidgeting with the papers on the desk.  “Did she leave already, WD?”&lt;br /&gt;
&lt;br /&gt;
WD nodded, gesturing expressively at the window.  El’Jonson sighed.  “Of course.  Well, I’ll just see her when she gets back.”  He pointed at the pile of dirty laundry in the hamper in the corner.  “Don’t do those.  The young lady needs to learn a little about responsibility.”  Without another word, he walked away.&lt;br /&gt;
&lt;br /&gt;
WD listened to him go, utterly confused.  What was he supposed to do now?  There wasn’t anything else to do in the room.  He had the afternoon off?&lt;br /&gt;
&lt;br /&gt;
After considering that for a moment, he waddled off the bed and into the hall, looking both ways.  Apparently master El’Jonson was the only one in the house right now, because it was a good bit quieter than he was used to.  He waddled determinately over to the stairs and climbed down to the first floor, heading over to the massive kitchen.  If he had some time, which was something he really wasn’t prepared for, the least he could do was have a snack while he ruminated on his newfound free time.&lt;br /&gt;
&lt;br /&gt;
The little xeno walked into the kitchen, looking over to where the butler servitor was plugged into the wall, recharging.  The cook was absent too, apparently, because her coat wasn’t on the peg.  Did everybody have the day off?&lt;br /&gt;
WD climbed up the little set of stairs next to the prep counter, and started to open the cabinet that had the food he had set aside for himself…and paused.  After a long moment, he glanced over at the human food refrigerator.  Glancing slyly over his shoulder to ensure his privacy, he nonchalantly walked over to the fridge and heaved it open, staring at the piles and shelves of human food inside.  How could humans even eat this much?&lt;br /&gt;
With an effort, he slid the vegetable drawer open and pulled out a half onion someone had opened, and carefully carried it back over to the smaller prep area he had for himself.  Glancing furtively around, he hefted a little knife and cut off a thin slice, then popped it into his mouth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whoa.&lt;br /&gt;
That was different.&lt;br /&gt;
&lt;br /&gt;
He hurriedly wrapped the onion back up and replaced it in the veggie drawer, and closed the fridge with a thump.  Human food was gross.&lt;br /&gt;
Curiosity sated, he went back to his own prep station and made up a snack, wondering how he was to spend the day.  He had never been in the backyard by himself before.  Would that be fun?  Come to think of it, he had spent a lot of time outdoors, but never without somebody with him all the time, or some goal to accomplish.&lt;br /&gt;
&lt;br /&gt;
Sudden guilt grabbed him as that last thought percolated through his head.  Was there something ELSE he was supposed to be doing?  He tried and tried, but couldn’t think of any chores or housework the mistress Lyra or Lord El’Jonson had given him.&lt;br /&gt;
&lt;br /&gt;
The sound of footsteps – heavy and quick – broke his introspection.  He hurriedly rubbed the onion juice off the knife he was using and waited.  The door – the big one – opened, and the cook walked in, dropping her coat on the peg, and walked straight over to the menu for the day.  “All right, let’s see…hmph, grox tenderloin.  Easy enough…” her voice trailed off when she finally sensed someone else in her kitchen.  She turned around and spotted WD, doing his best to look casual at his prep station.  “Oh…hello there, WD,” she said, opening the fridge and getting the dinner ingredients out.  She focused on the task at hand, sorting through the food, putting the silent alien out of her mind.&lt;br /&gt;
&lt;br /&gt;
WD sighed in relief and made for the door, before she could notice anything awry.  Well, staying in the house wasn’t appealing any more, and it was a lovely day out…so why not go enjoy it?  Wd made up his mind and navigated through the cold, imposing halls of the building to the backdoor, pushing it open with a mighty heave.  The cool breeze of Terran artificial autumn blew over him, ruffling his hood, as he looked at the dense pine copse over in the distance, on the far side of the untrimmed grass lawn.&lt;br /&gt;
&lt;br /&gt;
The outdoors was BIG.  He started to close the door behind him, then quickly thought better of it.  He couldn’t tell if it was unlocked.  Looking around, he noted a lawn chair in the mess, and wandered over, determined to familiarize himself with the landmarks.  The chair was easy enough to climb, and he stared at the pine copse, wondering distantly if they had been transplanted from Caliban.&lt;br /&gt;
&lt;br /&gt;
The wind picked up a bit, whistling off the hive wall in the distance, and WD climbed back down, making his way over to the trees.  The grass faded back as he approached, until he was walking on bare dirt ground, with a layer of pine needles instead of ground cover.  WD wandered to and fro in the trees nearest the house, wondering who took care of them.  Lord El’Jonson didn’t have a gardener.  He ran his little hand over the bark of one tree, remembering how, when he had been very small, mistress Lyra had tucked him in one hand and climbed the tree, and looked out over the manor together.  He glanced up at the branches, gauging how far apart they were.  Experimentally, he reached out to grab one, and found that it supported his weight easily.  He climbed up, balancing on the branch, and grinned to himself.  This was fun!&lt;br /&gt;
&lt;br /&gt;
With an effort, he scaled a few more feet of the thick, dead branches, until he was at about where the eyes on that scary helmet Lord El’Jonson once wore would have been.  The noise from the wind was fading, with the trees all around him.  He stared off into the copse of trees, just enjoying the quiet.  He could see why mistress Lyra liked it out here.&lt;br /&gt;
He carefully picked himself back down the tree, landing on the ground with a whuff of breath.  Dusting himself off, he wandered deeper into the trees, following a very faint path between them.  He had been out here before, of course.  He knew where he was going, now.  It was just that mistress Lyra usually carried him.&lt;br /&gt;
&lt;br /&gt;
The carpet of pine needles underfoot was getting a lit thicker.  Twice, he had to stop and shake his robe free of the little tree droppings; but finally he reached his destination.  Mistress Lyra liked to come out here if she needed some peace and solitude.  Which, on reflection, was odd, because she sometimes brought him with her.&lt;br /&gt;
He arrived at a small clearing, less than forty meters from the start of the trees, where a bunch of trees had been cleared away.  There was a big, scary knife stuck in the stump, WD noted nervously.  He had never noticed THAT before.  He cautiously approached it, tiptoeing onto the stump and squinting at the inscription in the metal.&lt;br /&gt;
&lt;br /&gt;
It was High Gothic, unfortunately.  He gave up and looked across the clearing, where a couple of beer bottles were lying in the grass, and a whole rack of smaller knives were sitting on the stump next to him, under a waterproofed basket.  Well, just because he was on break didn’t mean he couldn’t get something done…&lt;br /&gt;
He marched across the clearing to grab the bottles, and started to drag them back to the stump.  Partway back, however, a low rumbling noise caught his ear.  He froze, listening, and the noise came again, fainter.  He strained to pick out details, but it didn’t return again.  Looking around nervously, he started to pull the bottles back towards the house.&lt;br /&gt;
&lt;br /&gt;
WD got most of the way to the house before the noise came back.  He paused again, wondering uneasily if maybe that knife had been there for a reason…&lt;br /&gt;
Deciding that discretion was the better part of valor, he gamely clung to the beer bottles, dragging them the rest of the way back to the house, glad he had left the door open.  He lugged the bottles over the step, closing the door behind him, and set them down in the trash next to the door with a sigh.&lt;br /&gt;
&lt;br /&gt;
Distantly, WD heard the noise of people talking at the front door.  He wandered towards the commotion, wondering if this meant his break was over.  Sure enough, he had heard true; mistress Lyra was home, and deep in an argument with her father.  Lyra was angry, he could see, her hands were clenched, and her cheeks flushed red.  “Dad, you can’t be serious!  That’s not fair!”&lt;br /&gt;
&lt;br /&gt;
“Yes, young lady, it IS fair,” El’Jonson shot back, glaring coolly down at his temperamental daughter.  “You missed two homework assignments in a row last week.  Having to do chores is hardly a disproportionate punishment.  Besides, WD was never supposed to be your servant, it’s not fair of you to make him do all that himself.”&lt;br /&gt;
&lt;br /&gt;
“I don’t treat him like a servant!” Lyra protested feebly.  The Lion peaked an eyebrow.&lt;br /&gt;
&lt;br /&gt;
“Really?  Guess what he started doing when you left.”  Lyra flushed again, looking away in silence.  “That’s right.  He made your bed.  Which you didn’t do.  Well, I gave him the afternoon off.  Now, you can do it yourself.”  WD must have been less stealthy than he had thought, because master El’Jonson suddenly turned to him.  “Well, look who it is.”&lt;br /&gt;
&lt;br /&gt;
Lyra’s head snapped up, and she hurriedly dried her eyes.  “Fine, I’ll…do the damn laundry.”&lt;br /&gt;
&lt;br /&gt;
“Yes, yes you will,” El’Jonson said with an air of finality.  Without another word, he turned on his heel and walked off.  Lyra stood there, angrily staring after him.  WD waddled up and raised his arms, and Lyra glanced down her anger fading into something that almost looked like guilt.  She kneeled and scooped WD up, perching him on her shoulder.&lt;br /&gt;
&lt;br /&gt;
“You don’t think I treat you like a servant, do you?” she asked him.  WD awkwardly shrugged.  “I do.  Damn it.”&lt;br /&gt;
&lt;br /&gt;
WD sat down on her shoulder as Lyra went back up the stairs, wondering if maybe it would be better to make tracks for a while until it all blew over.  Lyra opened her door and stared at the clothes in the hamper with a groan.  “Where do I even start...?”  After staring at the clothing in a huff for a few more seconds, she seemingly gave up and sank down on the desk chair, staring at the homework WD had organized for her.  WD scooted off her shoulder to land in her lap, and Lyra looked at him morosely.  “What would I do without you?”  She snorted in sudden amusement.  “Laundry, apparently.”  WD clambered up to the desk and sat down on the edge, letting his robed legs hang over.  Lyra dropped the bag of crap she had bought at the mall on the floor next to her desk and sighed.  “Well, little dude, I hope at least you had a good break.  I think mine is over.”&lt;br /&gt;
&lt;br /&gt;
FIN&lt;br /&gt;
&lt;br /&gt;
==A Day With Enragus==&lt;br /&gt;
&lt;br /&gt;
BEEP&lt;br /&gt;
BEEP&lt;br /&gt;
BEEP&lt;br /&gt;
BEEP&lt;br /&gt;
SMASH&lt;br /&gt;
&lt;br /&gt;
	A formless stream of explicatives poured from Enragus&#039; mouth as his way to the &amp;quot;shower&amp;quot; in his father&#039;s house. The son of the primarch of the Angry Marines was pissed; making it a better morning than most for him.  Enragus started the pressure washer that functioned as a shower because a normal shower was &amp;quot;TOO FUCKIN&#039; SOFT ON THE SKIN TO WASH THE LOVE AN TOLERANCE OFF!!!!!&amp;quot;. Finishing his shower with only a small amount of skin being scoured away he looked at the pressure washer and found that it was set to medium and figured that his dad, Enfuratori, must have the day off. After getting dressed and going down to the kitchen he was greeted by his father&#039;s usual &amp;quot;good morning&amp;quot; greeting of a kick to the nuts. &amp;quot;YOU FUCKING KICK LIKE A BITCH OLD MAN!!!!!&amp;quot; &amp;quot;I WAS GOING EASY ON YOU YOU LITTLE SHIT, DON&#039;T MAKE ME GET OUT THE BELT!!!!!!&amp;quot; Enragus knew it was no empty threat, and shut up. Enfuratus&#039; belt was made of barbed wire and had a power field generator attached to it, in case he needed to &amp;quot;SHOW THOSE BITCHASS SAGGY PANTS WHO’S THE FUCKING BOSS!!!!&amp;quot;. Enfuratori walked over by the jury rigged meltagun that served as their stove and shouted  &amp;quot;THE FUCK DO YOU WANT FOR BREAKFAST YOU SHIT?!?&amp;quot; Enragus though for a moment and said &amp;quot;GET ME SOME GODDAMN EGGS, OLD MAN!!!!!!!&amp;quot; &amp;quot;FINE, HELP YOUR FUCKING SELF BITCH!!!!&amp;quot; Enfuratori picked up and whipped the carton of eggs at Enragus&#039; face. He caught them in mid air and started breaking them into his mouth, when he was finished he threw the empty carton of eggs into the garbage, screaming &amp;quot;I&#039;M GOIN TO SCHOOL NOW, OLD MAN!!!!&amp;quot; and kicked the door out of the frame onto the huge pile in front of their house. As Enragus approached the end of the driveway his father&#039;s head jutted out the door yelling &amp;quot;IF YOU DON&#039;T BEAT UP SOMEONE IM GONNA MAKE YOU WISH YOU WERE NEVER  BORN!!!!&amp;quot; &amp;quot;FUCK YOU, DAD, I ALWAYS FUCK SOMEONE UP!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	Freya was walking to her first class of the day, English, one of the many subjects that she hated. Come to think of it the only subjects she liked were gym and lunch. She walked to her locker and retrived her copy of Low and High Gothic: Sixth Edition from the pile of accumulated refuse that she kept in the bottom of her locker. If she was lucky her English teacher, Tigerius, wouldn&#039;t give a quiz on the chapter she was supposed to have read last night; but she doubted it. He seemed to have strange love of  giving out excessive amounts of quizzes that made her think he was compensating for something. She spotted Furia walking to class; all the other students parting around her to stay out of her punching range. Then someone she had never seen before: a boy wearing a shirt with a stylized red frowny-face with angry eyebrows broke through the safety bubble and stopped directly in front of Furia. Freya stopped and watched thinking “this new kid is gonna get the lesson of his life”. Furia&#039;s face took on a look of annoyance and said “move, freshmeat!” and, to Freya&#039;s suprise, the boy looked back to her and screamed at the top of his lungs “NO YOU MOVE, DYKEWAGGON!!!!” &lt;br /&gt;
&lt;br /&gt;
	All the students in the hall stopped moving and looked at the two, waiting for the inevitable. Furia&#039;s face took on a look of utter shock, which quickly faded to an anger that could have melted through a Baneblade. She took a deep breath and screamed “The fuck did you say to me, jackass?!?!?!?”, a vain bulging in her forehead. The new kid&#039;s face turned beet red with anger, and anger that so far surpassed Furia&#039;s that her&#039;s seemed calm by comparison, and screamed with a voice that seemed, impossibly, louder than Dean Yarrick&#039;s “YOU FUCKING HEARD ME YOU FAT FUCKNUGGET!!!!!”. Furia hesitated for a moment, the only time she had done so since she had come to the school, then her usual anger reasserted itself and she lifted her steal toe boot high in the air behind her, and brought it whisting forward towards the vulnerable crotch of the new kid. Freya looked away at the last moment as while she enjoyed a good fight now and then, she knew first hand just how nasty Furia&#039;s kicks were. Freya heard a loud snap and thought that Furia must have broken his hips; after all she had done it twice before to other boys. But nothing could have prepared here for what happened next. She heard a startled shout, which must have come from the new kid, but then, alarmingly, she realized that it was in fact Furia&#039;s voice she heard. She looked back and couldn&#039;t believe her eyes: the new boy was standing in exactly the same position as before, but Furia was standing on one foot holding her other in shock and pain. Then the boy did something that Freya will remember forever: without another word he stepped forward and struck Furia in the sternum, not with his fist, or his foot, or his elbow, or knee; but with his head. The new boy delivered a head-but that not only produced a slapping sound that echoed down the dead quiet hall, but also knocked Furia to the ground a good distance from where she was originally standing. The boy then walked calmly over to her and said “YOU HAVE A DAMN FINE KICK THERE, BUT I&#039;VE GOT BALLS OF STEEL BITCH! NEVER FORGET THAT!!!!” and then walked to class. Freya walked over and carried the gasping and thoroughly confused Furia to the nurse. Where the medical staff confirmed that Furia had broken almost all the bones in her foot on the new kids nads....&lt;br /&gt;
&lt;br /&gt;
==The Journal==&lt;br /&gt;
&#039;&#039;&#039;Sgt. Kate Gunnar, Septembus 8, 310.M34, 68 degrees Fahrenheit, Overcast&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
We&#039;re up against tough shit here and the LT told us to write our wills, so I guess I&#039;ll use this old journal I picked up somewhere. Funny. Can&#039;t remember where I got it from now that I think about it.  Whatever, we&#039;re going over the top tomorrow morning at first light. Last will. Feels fucking strange thinking about it. Never thought I&#039;d end up here. Granddad sure as shit didn&#039;t predict this the last time I spoke to him. I don&#039;t even know if this dirtball has a name beside its official administratum alphanumeric code. No fucking idea how to get this back home if things go ploinshaped either. Haven&#039;t left much of a papertrail the last years. Or any trail at all really. Fuck. Let&#039;s just get this over with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My name is Kate Gunnar. I&#039;m a Sergeant in His Imperial Majesty&#039;s Guard, 210th Dneipr Rifles. I come from a lot of places but Nenavist and Nuceria could be called my homes. &lt;br /&gt;
&lt;br /&gt;
I... Fuck. This isn&#039;t gonna cut it, is it? Not if I want the right people back home to get this if I bite it here. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There was another girl years back. A scared and very angry girl with no place to go and no choice but to leave it all behind. Someone that did a lot of stupid shit and hurt the ones that cared about her. Someone that couldn&#039;t live a lie or risk going to prison. I don&#039;t think I want to go back to being her again. Not when Kate Gunnar manages so well without her. And Maria Aerstom. And Jane Stills. And Trisha Stubbs. And all the other aliases I&#039;ve gone through all these years. Keep coming back to Kate Gunnar though. Still thinks it fits me quite well. Gah, I was never one for this bleeding heart stuff. Shit. If this is to find its way to the right person if I bite it out there tomorrow I have to at least take a short hop down memory lane. Don&#039;t want to leave Icy waiting around for me. Icy... I wonder what she&#039;s up to now. Hope Treasury didn&#039;t go to hard on her. Hope she still keeps my jacket safe. I liked that jacket.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lets start over.&lt;br /&gt;
&lt;br /&gt;
My name is Furia Angron. I am the daughter of Angron, Primarch of the XII Legion, the World Eaters. My home is Startseite, Terra, Sol System.&lt;br /&gt;
&lt;br /&gt;
There. It&#039;s out. I&#039;m gonna have to burn this if I survive tomorrow. Can&#039;t have someone reading this shit if I&#039;m not six feet under. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ok, Last will and shit. Isis, your crackpot plan actually worked so you can keep my jacket if you still have it. Dad, if you&#039;ve kept my bike give it to Hana. She&#039;ll know what to do with it. And Hana? If you are reading this I guess we won&#039;t have that last fight I promised you. Slug yourself one for me and we&#039;ll call it even, OK? &lt;br /&gt;
The rest of my stuff back home you can deal with as you see fit dad. Sorry I couldn&#039;t come home but I guess this is better than ending up in prison or drugging myself into oblivion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fuck, I hope Simon moved on. He deserves someone good, if only for the shit he put up with when he was with me. If you haven&#039;t yet Simon then now is the time since I definitely won&#039;t be coming back from this. &lt;br /&gt;
&lt;br /&gt;
There. Hard part&#039;s done.  If worst comes to worst I got my bases covered. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sgt. Kate Gunnar, Septembus 13, 310.M34, 53 degrees Fahrenheit, Rain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I&#039;ve decided to keep this journal, if only to not have to rewrite my will again. Somehow it felt good to write all that out. Just get it out of my system. Anyways. I survived the previous days fighting. It was touch and go for a few moments but me and my unit pulled through without too many casualties. Now I see why my dad put the fresh meat through so much shit. The greenskin fucks just don&#039;t know when to die. We&#039;re expecting a counter-assault any day now and our artillery have been pounding at the orks for two days straight to stop them from getting any bright ideas.&lt;br /&gt;
&lt;br /&gt;
Gonna have to find a lock for this journal. Don&#039;t want people snooping. I&#039;ve managed to explain away my strength and build with good diet and normal-plus gravity world upbringing. I don&#039;t think the brassholes bought it but they haven&#039;t kicked me out yet. When they discovered I could outshout the drillsarge they plucked my out for sergeant training. Said I was a natural or some shit. Heh. Only one I could never outshout was old Dean Yarrick. Wonder if he&#039;s still kicking around at Imperator?  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sgt. Kate Gunnar, Octobus 20, 310.M34, 50 degrees Fahrenheit, Windy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Last push to wipe out the greenskins from this mudball. We have cornered them but they aren&#039;t broken yet. Brassholes sent a call for aid clearing them out and guess who showed up? A contingent of the World Eaters legion. My father&#039;s legion. With none other than Kharne leading them. My first thought was that they were here to haul me back to Terra. I don&#039;t think any of them recognized me. Don&#039;t know about Kharne though. He looked right at me but didn&#039;t say anything. Either I&#039;ve changed that much or he didn&#039;t want to make a scene. I&#039;m guessing the first option. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sgt. Kate Gunnar, Janua 3, 311.M34, 68 degrees Fahrenheit, Warp Transit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The regiment is being disbanded. The fighting against the greenskins took far longer than anticipated and when all was said and done our regiment had taken almost 89% losses. Of my squad only me and  two others, Jain Dromos, our field medic, and Khyle Macarion, one of our weapon specialists, survived. Though Jain will need a new lung. She was shot in the back. Like Morticia was. Fuck. It&#039;s been ten years since that happened. Ten years. Can&#039;t fucking believe it. Feels like that shit happened yesterday. &lt;br /&gt;
&lt;br /&gt;
Feels good to be going home though. And if this doesn&#039;t work out there is always another regiment in need of a sergeant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Furia closed the journal and put it back in her duffle bag. She wondered how it would feel to be home again. Not just some temporary bivouac or army garrison, but her real home. In a couple of hours the lander would touch down and she would be home. Home. It had been more than a decade since she ran away from Kouthry, right under the Treasury&#039;s noses. Would her father even be home? Would he welcome her? Would he even recognize her?&lt;br /&gt;
&lt;br /&gt;
==Back From The Grave==&lt;br /&gt;
&lt;br /&gt;
A man with the tattered coat of a geno regiment disembarked from the transport. Breathing in the recycled air of the terminal, he watched the white spires of Terra stretch for miles.  From the starport he could see the the wall of the Palace, residence of the Emperor of Mankind, and one of the most guarded places in the whole universe. Walking down the ramp, the officer adjusted his duffle bag on his shoulder. Moving along with the queue, he watched down where the line spit into smaller streams, a stream per every Arbites check point. Waiting with growing impatience as the Arbites controlled the other travellers documents, he toyed with the laces on his bag. He had been away for years, fighting for a handful of dirt on a god-forsaken abhuman world somewhere in the galactic anus &amp;quot;No more&amp;quot; he said, to nobody in particular. &amp;quot;What?&amp;quot; said a woman on his left. The man turned to observe her. A long white tunic with red trims and a blue turban &amp;quot;Nothing&amp;quot;. No more he would leave his planet; No more he would leave his loved one.&lt;br /&gt;
&lt;br /&gt;
For he had done both of them already too many times.&lt;br /&gt;
&lt;br /&gt;
After another hour, he finally found himself in front of the check-point. Extracted the documents from the pocket in his coat, he handed them over with his scarred hand. The Arbiter examined the documents with a black expression. Suddendly his jaw dropped. &amp;quot;Citizen, are these your documents?&amp;quot;. &amp;quot;Yes they are&amp;quot; responded the man. The lawman moved a hand under the table. &amp;quot;Any problem, officer?&amp;quot;. &amp;quot;Ah... yes, for you&amp;quot;. The sound of boots on the stone floor alerted the man. Turning around, he saw a squad of Arbites and Enforcers moving towards him. &amp;quot;Impersonating a dead man, or simply using a false identity during an interrogation is a crime&amp;quot; informed the arbiter, standing up and placing a hand on the holster on his hip. &amp;quot;What? I&#039;m not impersonating...&amp;quot; &amp;quot;Silence, you violated the law!&amp;quot; commanded the arbiter &amp;quot;Follow us quietly, or do it a body bag&amp;quot;. &amp;quot;Is this the way to treat a veteran?&amp;quot; asked the soldier, eyes wide in confusion. &amp;quot;Make your choice, creep&amp;quot;. &amp;quot;I&#039;ll follow you&amp;quot;. &amp;quot;Good, then&amp;quot;, said the arbiter. Like he had a choice. &amp;quot;You&#039;re smart&amp;quot; he added, voice oozing sarcasm.&lt;br /&gt;
&lt;br /&gt;
The ex-soldier stared at the interrogation block he was in. The walls were made of ferrocrete, with micro recorders on the walls. The local was simply decorated: a wooden table, and two wooden chairs. What worried the man were the blood spots on both of them. Not the return he had hoped for. The hours passed. Eventually, after a long time the door opened and the same Arbiter that had arrested him entered the room. Taking one of the chairs-the other was already occupied-he sat and stared at the man. He was hoping for a confession, the veteran knew that. &amp;quot;So... if you think this will unnerve me, you&#039;re wrong&amp;quot;. The arbiter open a little paper folder he was holding in his hand. &amp;quot;I&#039;m not trying to unnerve you, I&#039;m just waiting for some information&amp;quot;. The soldier seemed confused. Then he undestood; yes, the gene verification. &amp;quot;Look, friend, this is a piece of advice you&#039;d better take: let me go, now, and nothing will happen to you&amp;quot;. The Arbiter simply laughed in his face. &amp;quot;And this is a piece of advice for you: become a comedian, after your time in jail&amp;quot;. The door pommel moved. An enforcer stepped inside the room. The blood had left his face. The Arbiter, not worried one bit by his collegue&#039;s appearance, took the documents from his hands and wawed it under the nose of the soldier. &amp;quot;See you, little punk, this is the proof you&#039;ve lied to me&amp;quot;. He took a sit, staring at him and at the photo in the documents. &amp;quot;So lets see...&amp;quot; the lawman started, while the other one left the room &amp;quot;The man you&#039;ve been impersonating had short, cropped, black hair&amp;quot; he said, comparing the man to the picture &amp;quot;Check&amp;quot;. &amp;quot;Brown eyes...check&amp;quot;. &amp;quot;5&#039;9 feet...more or less check&amp;quot;. Satisfied with his inspection, the man took the other paper, the one his associate had brought in &amp;quot;But, even with the fisical resemblance, there&#039;s no way to cheat this test...&amp;quot; he stated, examining the paper &amp;quot;and here it says you&#039;re... Julius Pius&amp;quot;. The arbiter&#039;s jaw dropped; the colour drained from his face. &amp;quot;Sir, I&#039;m sorry but...&amp;quot;. Julius sprang on his feet, throwing the chair away, &amp;quot;Yes, you fool, I&#039;m Julius Pius, son of Ollanius Pius, and future husband of her majesty, Lady Isis Lupercal, daughter of THE FUCKING WARMASTER OF THE WHOLE FUCKING IMPERIUM!!!&amp;quot; he yelled &amp;quot;and now tell me: do I look dead to you?&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
If a person could wish himself away, in that moment the Arbiter would have. Looking at the face of the young Pius &amp;quot;Well...s-sir, The news of your death by e-e-enemy f-fire...&amp;quot;. &amp;quot;I can&#039;t undestand when you stutter!&amp;quot;. &amp;quot;... by enemy fire reached Terra some weeks ago&amp;quot;. He looked at the built-in crono in his gauntlet. &amp;quot;You are being buried in this very moment&amp;quot;. The lawman was considering to shoot himself. &amp;quot;Now, officer...Oh good god, Isis&amp;quot; he said suddenly, staring at the door. He looked at the arbiter &amp;quot;Arbiter, I will forget to punish you, if you give me a car and let me go free&amp;quot; he proposed. The arbiter stood up &amp;quot;Yes, sir, yes as you wish&amp;quot; he said, opening and keeping the door open for Julius. &lt;br /&gt;
&lt;br /&gt;
Five minutes later, Julius was already travelling towards the city of Starselite, where his loved one lived. He had to reach her as fast as possible: he couldn&#039;t imagine was his future wife was going through. Using the code the Arbites had provided him, he accelerated on  the air way, heading towards the surface. Dead, how weird, he though in his mind. Starselite was a four hour drive from the spaceport, so he had quite a long time to think. &amp;quot;Autopilot engage&amp;quot;. The car machine-spirit took control of the vehicle, leaving Pius free to relax and process what happened. He had always considered himself a man-at-arms, a warrior; how else could it have been? His father was Ollanius Pius,hero of the imperium, and one of the few non-enchanced human to obtain the glory usually reserved for a primarch. And now what? This was his last tour with the genos: he was a simple citizen now. He could re-enlist angain, sure. But did he really wanted to? He had seen enough for not only one life, but for ten. He had fought in the mud of the trenches, in the narrow corridors of the hives, in the boiling hot of the jungles. He had fought terrible enemies, and he remembered them, all of them: from the man-eating giants of Coria, to the sea beast of Scilla, to the ab-human warrior-women on Lesbonius. Did he really wanted to do this again? Maybe. But killing was all he knew? What else could he do. He enlisted when he was barely out of school. What else could he do? he reapeted in his mind. And what would his Isis say? He buried his face in his hands. Damm it. It was far easier in the army, for sure. Shoot that, blow this up... not all this life-changing bullshit.&lt;br /&gt;
&lt;br /&gt;
A beeping noise awoke him from his thoughts. He was reaching Isis&#039; house. He sorted his tattered uniform and smartened his hair. Not a lot better.&lt;br /&gt;
&lt;br /&gt;
Arriving at the road in front of the Lupercal&#039;s manor, he saw many cars, some with the Imperial Aquila, most with insignia of the various Legiones Astartes. Probably his friends were having an after funeral commiseration. Oh Emperor, this is going to be awkward, Pius thought. The insignia of the Luna Wolves were crossed with strips of black cloth to mourn his death. The front garden was empty. He looked at the majestic house. The windows, shutters and curtains were closed, and he couldn&#039;t see a thing of what was happening inside. &amp;quot;Oh, this is not good&amp;quot; said Julius, walking down the paved path in the grass. When he was near the steps, he started hearing voices from inside. &amp;quot;He was a good man&amp;quot; someone - maybe Jake but Pius couldn&#039;t tell with certainty- &amp;quot;We will all miss him&amp;quot;. He rang the bell on the door. As voices picked up, the scarred soldier could hear somebody walking to the door. A girl with metal hands opened the door.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hello Farah&amp;quot; saluted Julius. The daughter of Ferrus Manus stared at him, silenced by what she was seeing. &amp;quot;Is this for me?&amp;quot; he said pointing at the glass of wine she was holding in one hand &amp;quot;Very nice of you&amp;quot;. She didn&#039;t move a muscle. He grabbed the glass of wine from her hand and emptied it in one go. &amp;quot;Thank you, I&#039;ll need it&amp;quot;. He moved pass her and turned left, walking down the corridor to the living room. He looked at the people in the room: Freya and Thangir were sitting in a corner of the room, speaking quietly with Remilia, Miranda and Nate. Venus and Jake were comforting Isis, who was sitting in the couch, her face buried in her hands. Remilia was with them, standing behind the daughter of Horus. Angela and Michael had been chatting with Farah, before she left to open the door.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, this looks like quite a celebration! What&#039;s the occasion?&amp;quot; Julius started. The room became silent. The eyes of every person turned to him. Isis became white as a bed sheet, eyes wide open. She stared at him with those orange eyes. Jake&#039;s jaw dropped, Venus simply stared at him, eyes wide, hands over her mouth. The other had similar reactions. &amp;quot;Guys...come on guys, you&#039;re scaring me! Say something&amp;quot; Julius said. Nobody spoke. &amp;quot;It&#039;s like you&#039;ve seen a ghost&amp;quot; he joked. Nobody moved. Leaving the glass on a small table, he walked over to Isis, squeezing her hand. &amp;quot;Hon, come on&amp;quot; he tried. He dragged her on her feet, hugging her in the process. &amp;quot;Isis, come on, say something&amp;quot;. The firstborn touched his cheek with one hand, to check he wasn&#039;t a ghost. &amp;quot;You...you&#039;re alive&amp;quot; she whispered, so low that even Freya had trouble hearing her. &amp;quot;Yes I know&amp;quot; he admitted &amp;quot;Amazing, isn&#039;t it&amp;quot;. The others were starting to recover. &amp;quot;You&#039;re alive&amp;quot; she repeated. &amp;quot;Yes&amp;quot; and he kissed her. Her eyes closed, overwelmed. Jake was the first to recover  &amp;quot;So... why-how-are you alive?&amp;quot; Julius separated himself from his soon-to-be wife &amp;quot;I honestly don&#039;t know&amp;quot;. This was too much for Isis; she fainted, falling in his arms.&lt;br /&gt;
&lt;br /&gt;
The daughter of Horus woke up half an hour later. All the occupants in the room where staring at her, a worried look on their faces. She groaned, raising herself to sit. A hand was touching hers. A man she once thought dead crouched at her side, alive if a bit worn out. &amp;quot;Are you all right?&amp;quot; he asked. &amp;quot;Yes, I think so&amp;quot;. She was starting to recover. She was shaken, but happy at the same time. The only man she loved was alive. They could live together again. She snapped, hugging him, hard enough to hurt. Tears washed her eyes. They kissed again. The others who were present let out a sigh. After a while they were sitting in the dining room, still a bit speechless. Isis was radiant with joy. She and Julius were still hugging each other, sitting in the same chair, the one Horus usually occupied when he wasn&#039;t reconquering the galaxy. They were trying to put the pieces back together, to understand why Julius was listed as K.I.A. while he clearly wasn&#039;t. &amp;quot;We were told that you were fighting on some ab-human world, Majugla, if remember correctly, when you were hit by an artillery barrage.&amp;quot; Venus explained. &amp;quot;And they were able to identify me? After a barrage?&amp;quot; asked Julius. &amp;quot;Well...not exactly, they only found your sword, we didn’t have a body to identify&amp;quot; Jake said. &amp;quot;That I lost shortly after my departure&amp;quot; he informed them &amp;quot;Sorry, Venus&amp;quot; he added, turning his head to her red eyes. &amp;quot;I forgive you&amp;quot; she said jokingly. &amp;quot;Now that I think about it... I&#039;ve never even set foot on Majugla&amp;quot; he recalled. &amp;quot;Wait, wasn&#039;t your regiment assaigned to that campaign?&amp;quot; Isis asked. &amp;quot;Yes, it was, but we were attacked by ork pirates as soon as we entered the sistem&amp;quot; he said &amp;quot;We defeated the green bastards, but we lost more than eight thousand men when some of the troop trasports were shot down&amp;quot;. Remillia looked at him in disbelief &amp;quot;In a single battle!&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
He shook his head &amp;quot;This is the Imperial Army Remilia, not the Astartes. Losing eight thousand men in a battle is deemed acceptable&amp;quot; he pointed out. &amp;quot;Although not from a single regiment&amp;quot;. He closed his eyes, thinking at just how many of his friends had died &amp;quot;So in the end we were too few to fight as a Regiment, but too many to be sent home. So the Administratum decided to break up the survivors and use us to reinforce other regiments&amp;quot; he explained  &amp;quot;A part of our forces, included my old company, but not me, was sent to our original destination. I was sent to Tulasan V with companies from all over the Imperium to quell a rebellion and recruit new troops&amp;quot;. He smiled at Isis as she snuggled closer. &amp;quot;Those pen-pushers must have forgotten to register the dismemberment of the regiment&amp;quot; he speculated, displaying the usual disdain of the soldier for the bureocrat. He caressed his wife arm &amp;quot;So when they recovered the sword they must have thought I was in command of the company, while instead I was far away&amp;quot;.  Freya leaned back in the chair &amp;quot;Ok, that explains why you are here&amp;quot; she said &amp;quot;but what about the sword?&amp;quot;. Julius straighted a bit, starting to unbutton his shirt. &amp;quot;Well, during the battle with the greenskins I had a bad encounter with a smaller ork warboss&amp;quot; he said &amp;quot;When I tried to cut his arm off, he grabbed my sword with his power claw, snapped it in half, and puched me in the stomach&amp;quot;. He revealed his chest, covered in one big bruise.&lt;br /&gt;
&lt;br /&gt;
Thangir observed the wound &amp;quot;That looks bad&amp;quot;. &amp;quot;Yeah, that hurt like a bitch&amp;quot; Julius corfirmed, making the other laugh. He buttoned up the shirt. &amp;quot;Anyway, after the blade was broken, I sent it to the smith to be repaired. He probably sent it to the one commanding my company&amp;quot; he explained. &amp;quot;Hey&amp;quot; he said &amp;quot;What happened to my sword anyway&amp;quot;. Venus looked down, while Farah twisted her hand nervously &amp;quot;Venus and I melted it and reforged it for Andrew&amp;quot;. Julius stared at her. &amp;quot;Ok&amp;quot; he said after a while. The two girls looked at him, unsure of having heard correclty. &amp;quot;Are you sure? You always loved that sword more than the arm you use to swing it. We can forge another one if you want&amp;quot; Offered Venus. Julius moved his stare to her &amp;quot;Sure, sure... I won&#039;t be needing it, or a different one, though&amp;quot;. &amp;quot;What?&amp;quot; Miranda asked. &amp;quot;You heard me, Miranda: this was supposed to be my last tour with the genos&amp;quot; he stated &amp;quot;Even without my funeral&amp;quot;. Isis stared at him. &amp;quot;And this whole thing made me even more willing to retire&amp;quot;. She was speechless. &amp;quot;Isis, my love, I&#039;ve seen you before, there, sitting on the couch, when you were mourning me&amp;quot; he explained, looking at her, straight in the eyes, &amp;quot;This time was a mistake due to burocratic incompetence but next time it might not. I won&#039;t make you suffer like that again&amp;quot;. She was about to say something, touched, but the food servitor came into the room, carring a platter&lt;br /&gt;
full of delicious-looking food. &lt;br /&gt;
&lt;br /&gt;
They started eating with gusto, enjoying the flavors of the dishes, especially Julius, who hadn&#039;t eaten something that had a taste in the last couple of years. They started to chat about the changes that happened in their lives when Julius was fighting the Emperor&#039;s wars. In the end they rested quietly, reveling in the company of friends and lovers, while Julius narrated his story. After a toast to the warrior, they moved back to the living room, waiting for the weariness &lt;br /&gt;
brought by the food to fade.  Without anyone noticing, a poker set appeared. While preparing the game, Jake felt Venus&#039; stare burn the hair on his neck. &amp;quot;What is wrong with you?&amp;quot; she exclamed &amp;quot;Bringing poker cards at a funeral...&amp;quot; &amp;quot;They&#039;re not mine!&amp;quot; Jake defended himself &amp;quot;And when your soul hurts, you need to distract yourself in some ways&amp;quot;. Nate laughed at the statement. &amp;quot;Your words bear wisdom, my friend&amp;quot; said Thangir, raising his cup of wine. The game went on for a few hours, until only Jake and Julius remained. Michael set his hands on the table, Thangir leaning against his chair. Nate remained silent; being a mind reader, he had decided to not participate at the game. The two remaining players remained silent, scanning each other over the cards. Julius, looked his cards: three aces. &amp;quot;All in&amp;quot; he said, challenging the other to match him. &amp;quot;All in&amp;quot; said Jake, moving all his chips. The veteran tapped the table with his fingers; maybe the hiver had a poker, maybe he had made a mistake to go &#039;All In&#039;. &amp;quot;Gentlemen, lower your cards&amp;quot; Nate said, observing the two titans fight. Julius, showed his hand; Three aces and two figures. Jake smiled. Oh, no, thought Pius. Jake threw his cards on the table: A king, a queen, a jack, a ten, a nine, all of the same colour. &amp;quot;God damm it&amp;quot; cursed Julius.  The others laughed. &amp;quot;I&#039;ve come back from the dead, and I can&#039;t still beat you&amp;quot;. Angela looked at the ornated watch in a corner &amp;quot;It&#039;s time go&amp;quot; she said, squeezing Micheal&#039;s shoulder. He stirred &amp;quot;Alright, time to turn in&amp;quot;. &amp;quot;We have to go too, sweetheart&amp;quot;. &amp;quot;Oh come on Venus I enjoying myself&amp;quot; joked Jake. &amp;quot;Well Farah, do you want to go too?&amp;quot; Asked Remilia. The iron-handed girl yawned &amp;quot;Yes, it sleepy-time&amp;quot;. &amp;quot;Freya, time to go back to the wolf den&amp;quot; said Thangir. Nate and Miranda undestood each other without speaking. &lt;br /&gt;
&lt;br /&gt;
Time to leave Julius and Isis alone.&lt;br /&gt;
&lt;br /&gt;
When the room was empty, Julius and Isis started cleaning up the mess. She cleaned took away the wine glasses, whilst he packed the poker set. &amp;quot;I&#039;ll send this to Jake tomorrow&amp;quot; he said. &amp;quot;But, if it was his, why would he have left it here?&amp;quot;. &amp;quot;To uphold the lie&amp;quot; he smiled. She put the wine glasses on a small table. &amp;quot;Julius&amp;quot; she said extending her arms, inviting him &amp;quot;Come here&amp;quot;. He came to her, hugging her. She rested her head on his shoulder. &amp;quot;Are you sure with your decision&amp;quot; she asked him.  She was referring to his retirement. He caressed her blond hair. &amp;quot;No more&amp;quot;. &amp;quot;What?&amp;quot; &amp;quot;No more; It&#039;s what I said when I stepped down the trasport that took me Terra&amp;quot;. &amp;quot;But what are you going to do?&amp;quot;. &amp;quot;Isis, love of my life, I enlisted in the army as soon as I came out of Imperator. It was almost twenty years ago. Since then all I&#039;ve done was kill people and watch people be killed. No more. I&#039;m tired.&amp;quot; he explained. He stared at her, his brown eyes versus her orange. &amp;quot;All I want to do now, is to marry you, and spend the rest of my life with you&amp;quot; he told her &amp;quot;As I had promised you&amp;quot;. They stayed like that for way, conforting each other, enjoying the vicinity of the other after such a long time. &amp;quot;Actually I&#039;m more worried by the paperwork&amp;quot;. &amp;quot;I&#039;ll help you, don&#039;t worry&amp;quot; she promised, knowing how much her future husband hated paperwork. &amp;quot;Yes, but I&#039;m legally dead now. So the question is... how do I legally resurrect? And most of all how long will it take?&amp;quot;. &amp;quot;I don&#039;t know, but we&#039;ll discover it soon enough&amp;quot;. As they detatched, Julius gave her a concerned look &amp;quot;Are you ok now? You scared me before&amp;quot;. She took his hand, squeezing it.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;I am now&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The End&lt;br /&gt;
&lt;br /&gt;
==A Night in the Dorn&#039;s Fortress==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everything was burning around her, her home, her school, her friends, her family, everything Remilia ever knew was aflame, and everyone she ever loved was burning to death around her. They were laughing at her, laughing at the one who couldn’t save them, laughing at the failure before them. Their howls of laughter became screams of pain and sorrow; their flesh began to melt off of their bones, dripping into the scorched earth around Remilia. All she could do was watch as the people she cherished, turned to ash and pools of melted flesh.&lt;br /&gt;
&lt;br /&gt;
Remilia woke with a start, bolting upright, sweat dripping from her forehead. She moved towards the door of her en suite and tripped over a discarded pair of shoes on the way.&lt;br /&gt;
&lt;br /&gt;
She flicked the light on, moved to the sink, and began to run the cold tap. She splashed water on her face, in an attempt to provide some clarity to the situation. &lt;br /&gt;
&lt;br /&gt;
She felt the water as it trickled down her arm, when it ceased just below her elbow. She glanced down and noted that the bandages wrapped around her forearm were now soaked with blood in a relatively uniform pattern. She unwrapped her arm, tossed aside the bloodied dressing, cleaned the wound and replaced the bandages.&lt;br /&gt;
&lt;br /&gt;
“I should probably burn these. Don’t want anyone seeing these,” She said aloud to no one in particular. &lt;br /&gt;
&lt;br /&gt;
She picked up the blood drenched bandages, flicked off the light, and returned to her room. She put on a pair of shorts and her top from the day before. &#039;Wouldn&#039;t want to be walking around in my underwear,’ she thought. &lt;br /&gt;
&lt;br /&gt;
With an ear to the door, she listened to the footsteps of the patrolling Astartes, waiting for them to pass her room before slipping out. She darted along the corridor, going in the direction the Marines came from. As she approached the stairs, she slowed to a crawling pace and listened out for more patrols inside her father&#039;s fortress of an estate. She crept down the stairs, careful to avoid the well worn, creaky steps. She turned a corner and moved through her father&#039;s library, towards the basement entrance in the kitchen.&lt;br /&gt;
&lt;br /&gt;
The library was lined with bookshelves, with several more parallel to the walls. She heard the heavy footsteps of two Marines from behind her, she dove headfirst behind a shelf. She lay down to try hide herself from the approaching figures clad in yellow ceramite power armour. &lt;br /&gt;
&lt;br /&gt;
Remilia glanced at the books on the lower shelves and realised that nearly all of them were strategy guides, for lack of a better term. Most were seemingly written by her father, and her uncles Perturabo and Roboute. Some were ancient, “The Art of War” by Sun Zoo, “The Prince” and another “The Art of War” by Machiavelli and “De Re Militari” by Publius Flavius Vegetus Renatus. Remilia mused, ‘dude, why do you need such a long name? And seriously, why a name that lengthy?’.&lt;br /&gt;
&lt;br /&gt;
However, hidden amongst these tomes of military strategy, a trio of books stood out like three Astartes in a room full of Squats and Ratlings. ‘Men’s Cooking Manual’, with no accredited author. Supposedly penned by one Kyril Sindermann, one was titled &#039;The People’s Guide To Speechcraft’, Remilia did a double-take before realising that, it was in fact what she thought it was; a book written by the greatest of Iterators, instructing people as to communication. The third, was simply titled ‘Parenting for Idiots’, making it clear that her father wanted to be better at this role. &lt;br /&gt;
&lt;br /&gt;
&#039;So the great Rogal Dorn, king of the arrogant, actually admits that he’s lacking something and failing elsewhere? Okay, why did no one tell me that the Apocalypse had begun?’ she thought. &lt;br /&gt;
&lt;br /&gt;
The patrol moved past her chosen hiding place, with little more than a cursory glance above where she lay. She crept along behind them, and followed the hulking figures through to the dining room. The walls were decorated with banners from the many banners and trophies obtained by the Imperial Fists over the course of their existence under her father and that name. Two ornate Adamantium doors, stood opposite each other, in equally ornate, yet defensible door frames. A third, comparatively bland wooden door was ajar, showing two ostentatious chairs and an array of tablecloths, neat stacks of placemats and coasters, and trays of literal silverware. “That could be useful to hide in. Looks like a serf forgot to close it,’ she thought. An over-elaborate oak table ran the length of the room, with eight more equally ostentatious chairs. The room was lit by a set of electronic chandeliers, evenly spaced apart above the dining table. Where the Astartes turned right, out through a room that can only be described as an amalgamation of a conservatory and a military checkpoint, Remilia turned left, into the kitchen.&lt;br /&gt;
&lt;br /&gt;
Pure white, marble work surfaces topped cupboards, (presumably filled with various cooking utensils, baking trays and dried ingredients) lined the walls with a similar work surface stretching down the middle. The outer workstations were occasionally broken up by various different oven styles, some bread ovens, some conventional ovens, and a singular pizza oven at the back. Above the central workstation, racks of pots and pans hung from the ceiling. A small steel hatch to the left of the door led down into the basement. Remilia crept over to the hatch and delved down into the basement. &lt;br /&gt;
&lt;br /&gt;
The Dorn’s basement was divided into three different sections, attached to a small, dimly lit atrium of sorts. Through one of these doors, lay the wine cellar, with a biometric lock to ensure that no-one could access it, besides her father, mother, the various chapter serfs and servants. ‘So, anyone that is related to the Imperial Fists, but not me,’ she realised this a few months ago, when she tried to access the wine cellar to grab a few bottles for a party. Through another, lay the fortresses armoury, &#039;locked in a similar fashion,’ Remilia assumed. However, her target lay ahead of her, the far door that lead to the incinerator, ‘because having an industrial grade container for a ball of fire in the basement, is totally safer than traditional disposal services’. Strangely, this was the only door not biometrically locked. She passed through the door, and made her way to the incinerator hatch at the front of the machine. In one swift and smooth motion, Remilia opened the hatch, threw in the bloodied bandages, and closed it, before the room felt more like the core of Nocturne, rather than the core of Terra as it already did. &lt;br /&gt;
&lt;br /&gt;
She made her way back into the kitchen, ducking down as she got closer to the door so as not to be seen by any of the patrolling Astartes. Listening out for any groups approaching, she turned the corner, diving into the storage cupboard when she heard their loud footsteps. Once they had passed, she made her way back to her room with very little in the way of close encounters, and barely any more patrols. &lt;br /&gt;
&lt;br /&gt;
“Well, that’s enough for one night,” she said aloud, almost forgetting about the self-help books her father kept amongst his most valued, and valuable, books.&lt;br /&gt;
&lt;br /&gt;
==Bleeding Out==&lt;br /&gt;
&lt;br /&gt;
Writefag Someone else. produces an entire Warhammer High NOVEL.  We are not kidding.  A full-length novel.&lt;br /&gt;
&lt;br /&gt;
{{Main|Bleeding Out (Warhammer High)}}&lt;br /&gt;
&lt;br /&gt;
==Bleeding Out: A Custodian&#039;s Story==&lt;br /&gt;
&lt;br /&gt;
Aurox Quadriga, Shield Captain of the Ten Thousand and Secutarii Filias of the Daughters is about to have a very, very bad day...&lt;br /&gt;
&lt;br /&gt;
{{Main|Bleeding Out: A Custodian&#039;s Story (Warhammer High)}}&lt;br /&gt;
&lt;br /&gt;
==ROAD TRIP!==&lt;br /&gt;
&lt;br /&gt;
This story was an experiment on Someone else.&#039;s part to show what a few of the girls would be like after high school ended.&lt;br /&gt;
&lt;br /&gt;
[[Story:ROAD_TRIP!_(Warhammer_High)|The story, broken into five parts.]]&lt;br /&gt;
&lt;br /&gt;
==The Lioness==&lt;br /&gt;
&lt;br /&gt;
Lyra finds out that being a El&#039;Jonson means that you have some secrets to keep.&lt;br /&gt;
&lt;br /&gt;
{{Main|The Lioness (Warhammer High)}}&lt;br /&gt;
&lt;br /&gt;
==Ghosts of Rage==&lt;br /&gt;
&lt;br /&gt;
Furia finds out its hard to be Angron&#039;s daughter.&lt;br /&gt;
&lt;br /&gt;
{{Main|Ghosts of Rage (Warhammer High)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trip Into Hell==&lt;br /&gt;
&lt;br /&gt;
Julius Pius goes on a relaxing vacation. HA! Right. This is 40k bitch, you&#039;re in for a ride.&lt;br /&gt;
&lt;br /&gt;
{{Main|Trip Into Hell (Warhammer High)}}&lt;br /&gt;
&lt;br /&gt;
==Eternity==&lt;br /&gt;
&lt;br /&gt;
Someone else. concludes his contribution to the setting with this massive epilogue.&lt;br /&gt;
&lt;br /&gt;
{{Main|Eternity (Warhammer High)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Appraisal==&lt;br /&gt;
&lt;br /&gt;
ILikeCommas continues the storied tradition of writing oversized Warhammer novels as a hobby.&lt;br /&gt;
&lt;br /&gt;
{{Main|Appraisal (Warhammer High)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Days of Judgement==&lt;br /&gt;
&lt;br /&gt;
When a grisly discovery is made in the depths of Hive Tetra on Macharia in the Cadian system itself, Proctor Saal Huulta of the Adeptus Arbites is sent to investigate. But swiftly he finds himself caught up a plot by the ruinous powers to ensnare the Daughters of the Primarchs...&lt;br /&gt;
&lt;br /&gt;
{{Main|Days of Judgement (Warhammer High)}}&lt;br /&gt;
&lt;br /&gt;
==Camping Trip==&lt;br /&gt;
&lt;br /&gt;
Khor&#039;neth&#039;s contribution to this universe, deepening familial bonds- or trying to, at least.&lt;br /&gt;
&lt;br /&gt;
{{Main|Camping Trip (Warhammer High)}}&lt;br /&gt;
&lt;br /&gt;
==So, I May Be A Daemon...==&lt;br /&gt;
&lt;br /&gt;
Writefag Tragicomix&#039;s first contribution to the setting. WIP.(in theory, it hasn’t been updated in years)&lt;br /&gt;
&lt;br /&gt;
{{Main|So, I May Be A Daemon (Warhammer High)}}&lt;br /&gt;
&lt;br /&gt;
==A Karskins Journey==&lt;br /&gt;
(Note: This does not take place in the main timeline of WHH and as such, I have taken liberties with the details and characters, currently done with act 1)&lt;br /&gt;
&lt;br /&gt;
(NOT AUTHOR-This needed some serious un-fucking and revision work and general improvement, something that I come back around and add when it strikes my fancy. But it would be interesting to see a canon servant of the Imperium find their way into WHH&#039;s story, especially seeing a Kriegsman do it. Maybe have a Chaos invasion come over from canon.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Entry 1:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DAMN IT ALL, DAMN IT ALL TO THE FRAKING WARP!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No, I can&#039;t swear now or feel anything, I lost the right to that the moment I failed to protect the Pylons and Cadia.   &lt;br /&gt;
I think I should start from the beginning, my name is Hark Lavigne, I am a slightly experienced Kasrkin at the age of 19, I have fought in three separate wars since starting my service on my 17th birthday. I am currently serving under Lord Castellan Ursarkar E. Creed and this is what I believe to be my final testament to the Imperium I left behind.&lt;br /&gt;
&lt;br /&gt;
I am keeping this diary to attempt to retain some of my sanity and to make sure I have something to document this for when I get back to my home, if I can.&lt;br /&gt;
I think this deserves some explaining, I was on the fortress world of Cadia, we were under attack by the 13th Black Crusade and the last thing I remember before ending up here is that I was fighting off the Hordes of Chaos, and one of those damned Greater Daemons of Tzeentch came, I was out of ammo for my Hellgun and my Plasma pistol, all I had was a Vortex grenade I had grabbed off a dead Space Marine, waste not want not, he would have wanted me to use it…. I hope.&lt;br /&gt;
&lt;br /&gt;
Anyway, I pulled it out and charge the daemon, he tried to hit me with psychic witchcrafts, but I was able to dodge it, with it barely grazing my armor, and I continued to run at it, everything else seemed to fade out, my dying comrades, the fact my home and the second greatest fortress in the imperium was about to fall, all it was me and the Daemon.&lt;br /&gt;
&lt;br /&gt;
In the end, I got there, shoved the grenade into its stupid fracking beak, it went off, and I was pulled in with the bastard.  After that, I remember being in the warp, daemons howling all around me, images which I try to recall but every time I have a headache, but I remember some of it, worlds being destroyed something the size of my hand eating a planet-sized thing while not changing its size, entities so vile I do not want to remember, it was terrifying. But the worst of it was seeing what happened to my home of Cadia. A Blackstone Fortress crashing into the crust, breaking the world apart, with las-bolts streaking the air. Then a voice proclaiming &amp;quot;THE PLANET BROKE BEFORE THE GUARD! CADIA STANDS!&amp;quot; I then watched in horror as the galaxy as rent in two. I was praying to the God-Emperor every moment of it, then when the daemons were just about to take me and soul, I felt the ground hit my back, and reality reasserting its dominance.&lt;br /&gt;
&lt;br /&gt;
I found myself on a rockcrete ground. Around me were kids, a bunch of girls to be specific, barely 17 at most, and they seemed to be dressed for some kind of schola. I could feel the blood loss starting to make my vision hazy, and as I looked up to the building behind me I could read a few words in high gothic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPERATOR HIGH&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I could only speak the few words that came to mind. &amp;quot;Oh, by the God-Emperor.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Entry 2:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After that, I was knocked out, due to blood loss and multiple other injuries, barely anything compared to what I had gone through before, but the warp must&#039;ve taken more out of than I thought. Anyway, I was brought by a few of the school&#039;s students to the Medicae&#039;s Office and was to be supposedly healed back to health there, when I awoke I immediately made a reach for my knife I kept in on me, found it was not there, along with most of my combat wargear, and leap out of bed in a panic. I refused to listen to my body&#039;s cries of pain as I went into a combat stance, understand I still thought I was in the warp and was still convinced I was captured by chaos and they were trying to lower my guard. After all, Chaos is nothing but devious in its plans to turn the faithful. But instead of a room filled with the machinations of chaos and living walls, I found a relatively clean and seemingly new medicare room, though this was only a guess as I had only seen medicare facilities made up of tents and whatever the medics could scrape together. &lt;br /&gt;
&lt;br /&gt;
I looked around, and found a surgery knife, &#039;still, this is better than nothing&#039;, I thought as I picked it up and moved forward, keeping my senses sharp as I tried to hear any noises until I heard the sharp clicking of heels coming towards the room, I snuck towards the door, placed myself in position to ambush whoever was coming in.  The door opened and I sprung into action, putting my hand over the person&#039;s mouth, I kicked its legs down and closed the door, making sure to keep the person kept quiet I moved the knife to their throat, I looked up and down the person, wearing a slightly comfy white lab coat, a sweater and a weird type of dress I had seen some of the second in commands for other regiments wear(I now know it is called a “pencil skirt”).&lt;br /&gt;
&lt;br /&gt;
“Now Daemon, you will tell me exactly where the Warp I am, and where the nearest cache of weapons is, you better tell me quickly, or else I might get very impatient.” the &#039;woman&#039;s&#039; face seemed shocked, as if she was not expecting a newly introduced patient to awaken and start to threaten her, I released her mouth slightly with the unsaid threat of me killing her if she tried to call for help. &lt;br /&gt;
&lt;br /&gt;
“W-w-what are you talking about?&amp;quot; she said, obvious warp trickery, any guardsmen with half a brain could see it. I applied a little force to her neck with the knife&lt;br /&gt;
&lt;br /&gt;
“Now Daemon, I do not like to play games, tell me where my Wargear is.&amp;quot;  The woman seemed to try to think as fast as “she” could, &lt;br /&gt;
&lt;br /&gt;
&amp;quot;D-down the hall, to the left.&amp;quot; she said in a shaky voice.&lt;br /&gt;
&lt;br /&gt;
“Thank you traitor scum, I will allow you to live for now due to this service”, I then proceeded to knock her out and leave her unconscious body on the floor. I went down the hall and found an office, it had some words on it in high gothic, I barged in, with my makeshift weapon in hand.  In front of me was an old man, a weary but stern face that reminded me of a Commissar or Kasrkin sergeant, he looked up from the papers he had in his hands to look at me. &lt;br /&gt;
&lt;br /&gt;
Those eyes, if I was any other person my age or even a guardsman would make me shit my pants in fear and terror, but I was a Kasrkin, I had seen worse. The man looked at me and spoke. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;What the hell are you doing in my office.&amp;quot; the man said, his voice cold and stern. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;What in the God-Emperor&#039;s name am I doing here Daemon?” I asked back, my eyes never leaving his.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am no Daemon”, the man seemed to turn even colder, the air around him turning to ice. “Where the hell did you get the idea I am a Daemon?” &lt;br /&gt;
&lt;br /&gt;
“All I know is that I was taken by Daemons and I wake up in a nice warm bed, you tell me, Warp Spawn?”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Entry 3:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That was by far the most awkward few minutes of my life, if I knew who that man was I would have saluted him immediately, especially since we both served during the [[Armageddon#Third_War_for_Armageddon|Second Orkoid War for Armageddon]] but to be fair he didn&#039;t have a missing an eye or using an Ork Power Klaw for an arm. After about 5 minutes of me and him trading insults and daring the other to attack first, was all it took for what seemed to be a patrol of guards to come by me and him(though I&#039;m sure he just called them to his office via a button or some other method). &lt;br /&gt;
&lt;br /&gt;
I want to say I lasted a few minutes against them, but with me only wearing my underclothes, injured, and wielding what amounted to a butter knife, I was no match.  I was sedated and taken to a prison to be interrogated.  But at this point, I had my suspicions as to where I was, with the Warp becoming less and less likely as time passed. Why did they not just throw me to the daemons, or the various other terrors in there? &lt;br /&gt;
&lt;br /&gt;
But I still kept my suspicions high, with prayers and sacred words I attempted to protect myself from the horrors of the Warp hell I thought I was in until I was brought to the(what I assumed at the time) interrogation room and tied to a chair. It was a black room, with a single door in and out, and a table, very standard, but it lacked all the toys and other devices I would expect a Chaos torture room to have. I heard the door open and looked forward, the chair was positioned in such a way to allow me to see anyone walking in.   Two people walked in, a woman of standard stature and with jet black hair and another man, it reminded me of the psykers we allowed in our regiment sometimes, but lacking in purity seals. &lt;br /&gt;
&lt;br /&gt;
“My name is Akina Llyinchova Skuratova, you may refer to me as Ma’am, and this is authorized psyker Ineyu, we would like to ask you some questions.&amp;quot; the woman said, referring her hand to the psyker-like individual in front of me, I attempted to spit on her but she was a bit too far away for me to be able to do so.  &lt;br /&gt;
&lt;br /&gt;
“Playing the hard game then, well at least this will be interesting. At least for a little while.” For the next hour the woman attempted to ask me questions, name, place of birth, and other such details, every time I gave her one of two responses, complete silence and &#039;frak off&#039;. Not the most dignified response but I couldn&#039;t do anything else to give away who I was, Daemons could do terrible things to you if you gave them the ability to do so. &lt;br /&gt;
&lt;br /&gt;
“Warp Dammit.” The woman was clearly at the end of her patience. “Ineyu please read his mind, take whatever you want but don&#039;t damage him too much.” the man gave a nod to her and approached me, putting his hand out. Mine were locked down and so I could not move, I struggled as the psyker attempted to break through my mind, but I was a Kasrkin, and held out. &lt;br /&gt;
&lt;br /&gt;
But no matter how strong-willed that a man could be, a psyker will be able to break through a human&#039;s mind, but the minute he did and saw the fields of Cadia. He screamed, then I realized something.  This psyker had never seen the horrors of what I have seen, I proceeded to fill my mind with horrors of what I had seen, Warp Daemons, Xenos, and heretics, he continued to scream attempting to get away from my mind, but I kept him there until he stopped screaming, he laid there limp and I let his mind get away. &lt;br /&gt;
&lt;br /&gt;
The woman looked shocked, as if what I had done was simply not possible, then her face hardened, she turned to me and spoke in an even tone. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;What in the warps name are you?”&lt;br /&gt;
&lt;br /&gt;
“The Emperor&#039;s Justice.” Her eyes hardened and she walked out, sending two men in to pull the psyker out. I smiled, I had beaten the psyker this time, but I was sure they would bring more, but all I could think about now was that I had avenged a single life lost on Cadia, but I still had many more to go.&lt;br /&gt;
&lt;br /&gt;
The next time they brought me to the room they brought a man, as large as an Astartes would be without their armor. A bald man with an odd tattoo on his eye, he seemed to be wearing the outfit of a Librarian or Remembrancer. I looked directly at him, and he returned the gaze, he had a smile on his face after a few moments. He then pulled up a chair and sat down in front of me.&lt;br /&gt;
&lt;br /&gt;
“Now young man, I heard what you did to that poor psyker boy”, I smiled wickedly at him, showing how much I had enjoyed that. “But I believe in trying to make amends, so if you answer all my questions I will ask I promise nothing will happen to you.” I looked at him, not believing his words. &lt;br /&gt;
&lt;br /&gt;
“Do your worst traitor.” The man seemed surprised as if he had never thought he would be called a traitor but then his eyes hardened again.  his smile fled from him and he started to reach out to my mind, it felt as if an entire ocean crashed against it, the psyker before was but a drop of water compared to what this thing was doing.&lt;br /&gt;
&lt;br /&gt;
He went in, and I tried to push images of Daemons and the wars like I did the previous psyker, but while it slowed him down, it did not stop him. He broke through every layer of defense I could muster. Until he reached my final wall, my faith in the God-Emperor, in all the images of him I had seen.  That seems to stop him, he recalled at the images of the almighty Emperor upon the Golden Throne of Terra, he then left my mind, stood up and left without a word. I could hear orders shouted through the walls to the guards. All I had left was my tired mind, but victory. Yet again, I smiled, for I had come out victorious once more. Turning back the force of Chaos approaching my mind. But the voice in the back of my mind told me what I did not want to admit, that they would come back, again and again until I broke. But I faced that fear with zeal and happiness, I would face whatever if I could find atonement for not being able to save Cadia and failing in my duty to the Emperor.&lt;br /&gt;
&lt;br /&gt;
I was taken out of the cell and told to dress in my uniform, only to then see a rifle butt flying at my face and knocked out. When I awoke I was sitting in a chair in a room of gold, it was indescribable, with effigies of great battles and moments from the Great Crusade. I was awestruck until I noticed a man, the easiest way to describe him would be the standard all humans are based on, nothing really stood out, but nothing faded away either, it was the perfect human, no flaws or advantages, just a normal human. I looked with awe still on my face. I had to ask.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are we on Holy Terra, on the Thorne World itself?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Confusion made its way across the man&#039;s face before he then nodded to me. I went back to looking around the room. Realization made me snap my head to him. Suspicion etched on my face. There was no way this was not a trap, most likely made by some Daemon or other warp predators. The man motioned for me to sit down next to him, seeing no other options I walked forward, keeping my hearing high and eyes on a swivel to make sure I would not be ambushed here, I sat down on the chair and looked at the man in front of me, he seems to have a bit of a smile on his face, but also a frown, or something in between?  &lt;br /&gt;
&lt;br /&gt;
He then talked with a voice I would describe as music. &lt;br /&gt;
&lt;br /&gt;
“May I ask who you are?” At the minute of the questions answer, I felt my previous awe fade away replaced by my determination to not fall to Chaos, I looked at the man in the eyes and stared, automatically repeating prayer after prayer in my head. The man sighed. &lt;br /&gt;
&lt;br /&gt;
“I would like to ask why Ahriman found images of me in your mind?” I was confused by this, I had never met this man before, I had never even put this man in front of the defenses to try to slow down the psyker(now known as Ahriman), my eyes narrowed. &lt;br /&gt;
&lt;br /&gt;
“Ah, I see now, you do not recognize me do you.” the man seemed to smile in a fatherly way as he stood up, and suddenly a golden light engulfed him. What remained was what every guardsman wishes to see.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The God-Emperor of Mankind Himself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Entry 4:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This would leave me in much of a loop as one would think, half of me said it was obviously a daemon trap, meant to lure me in to take me away from his light, but the light that was coming out of him, the feeling of bravery and power I only felt when I was around the priests, The Legion of the Damned, or the Living Saint Celestine….&lt;br /&gt;
I did the only thing I could do at the time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And faint, falling face forward on to the table.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I woke up with to Emperor but in his former disguise, shaking my shoulder to wake me up. I didn&#039;t even respond verbally. I snapped to attention, knocking over the chair, and saluted, the straightest salute I could make, it would make the commander proud. But the God-Emperor looked down upon me and sent his mind into mine, looking into me, I wouldn&#039;t have been able to stop it if I wanted. I could feel him going through my memories, finding, and looking upon the utter failure that was the Battle of Cadia. I realize that He could find my deepest secrets, the things I had buried under 10 years of constant training and force, but he was so entranced by The Elysion Fields. He could have uncovered everything, looking around my mind like an Administratum clerk would go through a file cabinet but no he did not do such things to me. When He removed himself from my unworthy mind, He looked confused, angry, and even afraid?  &lt;br /&gt;
&lt;br /&gt;
I did not think it was possible to see such emotions on a face like his, He looked down upon me, with a look of pity one gives to a dog with no legs, as if I had gone through more than I needed to. But I knew better, I stood at attention and awaited orders, that was all I could think of doing. He turned around waving a hand, and I lost consciousness. After I awoke I found myself in a bed, still locked up, but more comfortable, than ever before.&lt;br /&gt;
&lt;br /&gt;
I can only guess why he did so, perhaps he wanted to think in silence, perhaps he was horrified as to what I was, or any number of other things, I may never know.  But that night I had the best sleep I ever had, the threat of daemons and corruption, far away from my mind, with only my faith and the light of the God-Emperor in my head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Entry 5:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When I awoke I wanted to stay in the confines of the sheets, they were warm and comforting, but I pulled myself out and stood up, at attention like all mornings, then I remembered what had happened, the past few days, the Fall of Cadia and my meeting...The Emperor.&lt;br /&gt;
It was certainly busy, and so we bring me to today, I don&#039;t know why I am writing this out, a way to record my thoughts, a way for me to prove my loyalty only the Emperor knew, this time literally. &lt;br /&gt;
&lt;br /&gt;
Anyway, after I awoke and made ready for the day, what looked like an Arbite came and escorted me to a shuttle, it took me through what seemed like a hive city, if a strange-looking one, no spires anywhere, it was then I realized I truly was on Holy Terra, at this I could not keep the religious fever from coming out of me, I was as giddy as a 3-year-old trying to strip his first las-gun. Soon, we landed and I was handed over to the legendary Custodians of the Emperor, they were twice as tall as a normal man and just as glorious as an Astartes if not more so. They then escorted me to an enclosed ship and took me on a ride, I felt many twists and turns from which I lost all sense of direction, then after a good while longer we docked within the Imperial Palace, walls of gold, taller than a dozen Baneblades stacked on top of another stood around me. I looked in awe but was pushed forward by the custodians. We walked for miles, through huge corridors seemingly made for Imperial Knights or the Titans of the Adeptus Titanicus, and after a lot longer we reached two huge doors, they opened slightly, enough for me to go past but the custodians did not come, but motioned me to go through. &lt;br /&gt;
&lt;br /&gt;
When I went through I saw a room, with 21 chairs, 2 of which were crumbled and destroyed, while 19 figures of legend seem to sit on the chairs. One of them who was off to the side was a wizened old man who I soon recognized was [[Malcador the Sigillite|Malcador the Hero]]. I recognized 9 of them and vaguely recognized the other 9, the realization hit me, they were the Primarchs, and then I saw him.   &lt;br /&gt;
&lt;br /&gt;
The greatest heretic of all, Horus Lupercal. The Arch-traitor, Chaos’s favored, and a million other names, but I stayed still, I was stupid but not stupid enough to think I could take Horus one on one, perhaps Saint [[Ollanius Pius]] could but not me. So I stood in the middle of the room, at attention, I kept my eye on Horus and the other traitors, then the Emperor walked in, and I stood a little straighter, He was just as magnificent as I thought he would be, clad in His golden armor.  He sat down in the middle, next to Horus and the great angel Sanguinius, he looked at me then opens his mouth, and his voice boomed with the authority of a thousand worlds.&lt;br /&gt;
&lt;br /&gt;
“I believe I owe you an explanation, as to why I called you all here, I am fully aware you are busy but this boy requires our full attention, I will give you the details now.&amp;quot; all the Primarchs eyes seemed to move at lightning speed, as if they were reading some invisible book, and within a few moments they were done, their reactions varied, but one thing stayed consistent, horror, complete and utter horror.  The type of horror a man has when he sees all he has built torn down around them, some looked to the floor in horror, others growled in anger and others still just stared blankly forward.&lt;br /&gt;
&lt;br /&gt;
“What do we do?” said Horus. I had a thousand and one scathing remarks for a traitor like him but held my tongue. He seemed the most affected, as if he were truly loyal to the Emperor, I still had my suspicions but I gave him the benefit of the doubt, for now. The other Primarchs looked at each other and back to me. I did all I could to not fall to my knees in religious fervor.   &lt;br /&gt;
&lt;br /&gt;
“Who are you really, boy?” questioned Rogal dorn. &lt;br /&gt;
&lt;br /&gt;
“KASRKIN HARK LAVINGE OF THE CADIAN 8TH AKA &amp;quot;THE LORD CASTELLAN&#039;S OWN SIR!” I shouted with all the religious passion I felt. The Primarchs looked considerably surprised, another then talked. &lt;br /&gt;
&lt;br /&gt;
“Why are you here?” asked the traitor Magnus the Red. &lt;br /&gt;
&lt;br /&gt;
“I USED A VORTEX GRENADE TO KILL A GREATER DAEMON OF TZEENTCH LORD PRIMARCH AND FOUND MYSELF IN THE WARP. ALL I KNOW AFTER THAT IS CADIA FELL, CRACKED TO PIECES AND I FOUND MYSELF IN THE MEDICAE OF A SCHOLA.&amp;quot; I shouted once more, the traitor seemed confused and interested as if what I had said made no sense but lots of sense at the same time.  &lt;br /&gt;
&lt;br /&gt;
Many of the other Primarchs seemed to become even more worried, glancing between me, each other and the Emperor. &lt;br /&gt;
&lt;br /&gt;
“What do you mean Cadia fell boy?”, said Robute Gulliman said. &lt;br /&gt;
&lt;br /&gt;
“THE 13TH BLACK CRUSADE LEAD BY [[Abaddon|ABADDON THE DISPOLIER]] WAS A SUCCESS, SIR! I AM SORRY, WE FAILED THE IMPERIUM. I AM READY FOR SUMMARY EXECUTION FOR FAILURE AND INCOMPETENCE, SHOULD YOU JUGDE IT NECESSARY, MY GOD-EMPEROR!” I said once more, feeling the pure amount of shame I felt fall onto me as if it were a physical thing.  Many of the Primarchs looked to each other, as if in conversation.&lt;br /&gt;
&lt;br /&gt;
“Kasrkin Lavinge, you have given me and my sons much to discuss. And I believe that is only scratching the surface of you and your past. I ask you please remove yourself from this room and wait outside for a bit, we will call you back in.&amp;quot; said the Emperor, I nodded, saluted and marched out, the door opened for me and closed as soon as I was out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Entry 6:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I was soon brought back in, only about 30-40 minutes of standing at attention while the Custodian Guard watched me with cold eyes, I attempted to ignore them and breathed a sigh of relief when I was called back in.  Marching in I stood back at attention when I got to the middle once more, all of the Primarchs kept their eyes on me. &lt;br /&gt;
&lt;br /&gt;
“We have decided what we will do with you Karskin, due to your age and potential as an agent of the Imperium you will be attending an academy for those we believe could help improve the Imperium, as part of the staff as a security guard and as a regular student.” The Emperor said. “You will also be put on duty to guard some very special people in the school” I was immediately intrigued, as I was given a chance to serve the Imperium and perhaps cleanse my soul of the stain I left on it from Cadia, and help the Imperium prosper, never mind that it was an order straight from the Master of Mankind Himself &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who are these individuals, my Emperor?” I was cursed and damned, I knew I was. But if the Emperor had a task for me, I would complete it without haste.&lt;br /&gt;
&lt;br /&gt;
“My son and the rest of our daughters.&amp;quot; said Horus Lupercal.&lt;br /&gt;
&lt;br /&gt;
Now as you can guess my mind broke for a moment or two and if I was drinking something I would have done a spit take, as many thoughts went through my head. I was very much confused, as everything came at me at once. I went dead for a moment before I pushed that aside to work on later and focused back onto what the Primarchs were saying.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will not need to protect them from physical harm but from themselves and those who we cannot detect.&amp;quot; said the Emperor. “We may be the most powerful beings in the universe, but these are children who will inherit the galaxy, and we need someone to make sure they become the best people they can be and can protect them from the Daemons of Chaos.”&lt;br /&gt;
&lt;br /&gt;
I was incredibly confused at this, as I would have thought daemons would not be able to touch much less harm anybody near the Emperor, but I took it as I went filing it under the other pile of stuff I needed to sort through. “I WILL GLADLY TAKE THIS BURDEN TO WIPE AWAY MY SIN OF FAILING YOU!” I knelt in front of them, making the sign of the Aquilla on my chest before standing back up.&lt;br /&gt;
&lt;br /&gt;
“We thank you for this service young pup”, said Leman Russ, “The Custodes will give you files on each of our children, you will read them and figure out the best way to protect and nurture each one.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
“THANK YOU FOR THIS SIR’S, I WILL NOT LET YOU DOWN.” I turned to march back to the Custodes the Emperor&#039;s voice stopped me in my tracks.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Before you go, Kasrkin. I believe it only fair that I tell you may be visited by Me, my sons or even the Sigillite. Your very presence here on Terra is a mystery all and of itself but I believe that is not the only mystery you hold.&amp;quot; He must have seen the confusion and horror at unseen implications on my face. &amp;quot;Do not worry yourself, it is only that my sons have brought to my attention the possibility of this Vortex business goes further than just what we see. You are dismissed, soldier.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With one more nod and salute, I finally make my way out of the conference room.&lt;br /&gt;
&lt;br /&gt;
It was only on the ride back did I realize just what happened, and only when I got back to my newly assigned room did I fully break down at what just happened, the Emperor&#039;s words ringing in my head. Needless to say, it was hard on me when I found out I was not allowed amasec. &lt;br /&gt;
&lt;br /&gt;
Imagine what happened when I learned that I was not only thrown into the past but a different dimension altogether. I was a comatose wreak for a week.&lt;br /&gt;
&lt;br /&gt;
End of Part 1 (NOT AUTHOR- More to come, I think. I don&#039;t know what the fuck is happening. I&#039;m just a guy who did revision work.)&lt;br /&gt;
&lt;br /&gt;
=Fapfics=&lt;br /&gt;
{{Promotions}}&lt;br /&gt;
{{Main|Fapfics (Warhammer High)}}&lt;br /&gt;
&lt;br /&gt;
=Theme Song=&lt;br /&gt;
[https://www.youtube.com/watch?v=LQ0o3N52_BI Warhammer High now has a theme song!]&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
{{NeedsImages}}&lt;br /&gt;
The Daughters, in all their varying portrayals.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Primarchs_as_teen_girls_Improved_Version.jpg|Traitor Legions pre-heresy badges since Horus Heresy didn´t happened.&lt;br /&gt;
File:Primarchs_as_teen_girls.png&lt;br /&gt;
File:Primarch&#039;s_daughters_explained.png&lt;br /&gt;
File:1326778666367.jpg|The first image coloured.&lt;br /&gt;
File:Color40k2.png|The first image recoloured.&lt;br /&gt;
File:Remilla2.png|Remilia of the Imperial Fists&lt;br /&gt;
File:FuriaFreya.png|Another typical moment between class.&lt;br /&gt;
File:FuriaRun.png|Furia late for school...again.&lt;br /&gt;
File:RobertaYell.png| GO TEAM!&lt;br /&gt;
File:1356767126443.png|Roberta playing to type&lt;br /&gt;
File:Hana.png|Hana at the school garage.&lt;br /&gt;
File:Venus2.png|Meet Taxi the Mutt!&lt;br /&gt;
File:TeachingRuss2.png| Patience is needed with Freya&lt;br /&gt;
File:Campfire.png| Spooky times&lt;br /&gt;
File:Lira3.png| Lyra can sing&lt;br /&gt;
File:Pillow.png| Damnit Petra!&lt;br /&gt;
File:1320087838422.jpg|Morticia, melting your heart&lt;br /&gt;
File:1320086227218.jpg|Lyra and WD being all spooky. WTF is that in background!?&lt;br /&gt;
File:1326750977382.jpg|Venus expanding her anti-tank rocket collection&lt;br /&gt;
File:1316130274941.jpg|SCIENCE&lt;br /&gt;
File:1326745285734.jpg|Roberta and Remilia&lt;br /&gt;
File:1326741923391.jpg|Cora and Miranda&lt;br /&gt;
File:1326743470610.jpg|Isis in her short-lived sweatpants and trenchcoat phase&lt;br /&gt;
File:1326742989515.jpg|Alternate blond Freya&lt;br /&gt;
File:1316131092742.jpg|Angela getting mad&lt;br /&gt;
File:1316131017307.jpg|Farah, a bit older&lt;br /&gt;
File:1326778530506.png|Farah&#039;s locker at school&lt;br /&gt;
File:1326744945860.jpg|Eldar Farseers are totally MAID RPG cosplayers, that random guy is totally LIVII&lt;br /&gt;
File:1326760949002.png|What did they make? :O&lt;br /&gt;
File:1320098512097.jpg|Freya and Miranda bonding.&lt;br /&gt;
File:1316135433331.jpg|Hana being badass&lt;br /&gt;
File:1316134586952.jpg|Furia has your trail!&lt;br /&gt;
File:WH_08.jpg|Hana and Furia&lt;br /&gt;
File:Isis_Julius.jpg| Awkward&lt;br /&gt;
File:1330922119786.jpg|Miranda doesn&#039;t need visible eyes to see you.&lt;br /&gt;
File:1326783120198.png|Isis looks stoned as hell&lt;br /&gt;
File:1316131544031.jpg|Miranda making her father proud&lt;br /&gt;
File:1326743649917.png|One wonders what WD is pointing at&lt;br /&gt;
File:Freya_protoculture.png|Deculture&#039;s take on Freya, as a ninth or tenth grader, trying out a new leather collar.  Don&#039;t you just want to pinch her cheeks?&lt;br /&gt;
File:Post_edit.png|Deculture draws Venus at sixteen&lt;br /&gt;
File:CentFarah.png|Farah liek Centurion. [[If the Emperor had a Text-to-Speech Device|Takes after her grandfather]]&lt;br /&gt;
File:The Twins.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
* [[HS40K]]&lt;br /&gt;
* [[Female Space Marines]]&lt;br /&gt;
* [[Rage]]&lt;br /&gt;
* [[-4 Str|Women]]&lt;br /&gt;
* [[Rule 63]]&lt;br /&gt;
* [[Quest:The Long Night]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Warhammer High]][[Category:Stories]][[Category:Stories/Warhammer 40,000]][[Category:Awesome]]&lt;/div&gt;</summary>
		<author><name>192.42.116.15</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Codex_-_Tyranids:_/tg/%27s_9th_Edition&amp;diff=1011547</id>
		<title>Codex - Tyranids: /tg/&#039;s 9th Edition</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Codex_-_Tyranids:_/tg/%27s_9th_Edition&amp;diff=1011547"/>
		<updated>2026-05-20T14:36:08Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.15: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
Here you can find extra rules for some of the most fearsome Hive Fleets ever encountered by the Imperium of Man, alongside sceneries for campaigns and special missions.&lt;br /&gt;
&lt;br /&gt;
==Expansions==&lt;br /&gt;
===[[Ashes of Yggdrasil]] (WIP)===&lt;br /&gt;
A gruesome campaign that sees the rise of the fearsome Nidhoggr Hive Fleet against the forces of the Space Wolves on the planet of Yggdrasil&lt;br /&gt;
===[[Fire and Fury]] (WIP)===&lt;br /&gt;
A clash of titans, the flaming Nidhoggr faces the forces of the Angry Marines of the Suicidal Insanity&lt;br /&gt;
===[[Ghosts from Below]] (Coming Soon)===&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
===Universal===&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour:&#039;&#039;&#039; &#039;&#039;Unless controlled or coordinated by the domineering will of the Hive Mind, many Tyranid organisms will revert to their baser instincts.&#039;&#039;&lt;br /&gt;
::Unless a {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} unit with this ability is within Synapse range of any friendly {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} {{W40kKeyword|Synapse}} unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit. In addition, this unit counts as always being below Half-strength.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Synapse Creature:&#039;&#039;&#039; &#039;&#039;Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind’s iron will flows, overriding the natural instincts of the swarm.&#039;&#039;&lt;br /&gt;
::A model with this special rule has the following abilities:&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;-Shadow in the Warp (Aura):&#039;&#039;&#039; &#039;&#039;The unfathomable presence of the Hive Mind radiates out from its synapse creatures, smothering the ability of the psykers who stand before them to draw upon their mystic powers.&#039;&#039;&lt;br /&gt;
::Enemy {{W40kKeyword|Psykers}} must subtract 1 from any Psychic tests they make and from their Leadership characteristic if they are within 24&amp;quot; of any units with this ability. In addition, enemy {{W40kKeyword|Psykers}} suffer Perils of the Warp on any double result instead of only on double 1s and 6s. {{W40kKeyword|Tyranid}} {{W40kKeyword|Psykers}} are not affected.&lt;br /&gt;
::&#039;&#039;&#039;-Synapse (Aura):&#039;&#039;&#039; &#039;&#039;A psychic field extends through ever creature&#039;s body, commanding it to the ensuing massacre.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} units automatically pass Morale tests if they are within 12&amp;quot; of any friendly {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} units with this ability. In addition, {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} units don&#039;t suffer from &#039;&#039;Instinctive Behaviour&#039;&#039; if they are within 24&amp;quot; of any friendly {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} units with this ability (this is the unit&#039;s &amp;quot;Synapse range&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
===Detachment Rules===&lt;br /&gt;
*&#039;&#039;&#039;Objective Secured:&#039;&#039;&#039; &#039;&#039;The organisms that make up a Tyranid army are all extensions of the psychic gestalt known as the Hive Mind – its tendrils and its jaws, all working with a single purpose.&#039;&#039;&lt;br /&gt;
::If your army is Battle-forged, all Troops units in Tyranids Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hive Fleet Adaptations:&#039;&#039;&#039; &#039;&#039;Each of the hive fleets has its own distinct methods of predation, from the movement patterns of entire swarms to the behaviours and morphology of individual organisms.&#039;&#039;&lt;br /&gt;
::If your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends upon the hive fleet they are from, as shown in the table below. For example, a {{W40kKeyword|BEHEMOTH}} unit with the Hive Fleet Adaptation ability gains the &#039;&#039;Hyper-aggression&#039;&#039; adaptation.&lt;br /&gt;
&lt;br /&gt;
====Hive Mind Evolution Matrix====&lt;br /&gt;
&#039;&#039;The Hive Fleet is not a single entity. It is made up of untold trillions of minds, some lesser, some comparable to a man, while others have intellects to rival that of a primarch. This intelligence is constantly learning and adapting, countering an opponent with both tactical and physical modification for every day, every hour, every swing of a sword. This makes the endless hordes an almost impossible threat to defeat unless they are wiped out upon first encountering them... something which is nigh impossible.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your army is Battle-forged then select one of the first three spheres in the diagram below; units in your army benefit from the selected rule. Then, at the start of each battle round, select another circle that is connected to at least one you already possess, and that is on a higher tier than the last; you gain that ability. All the abilities below are cumulative and, once selected, may not be removed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Hive_Mind_Evolution_Matrix.png|400px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tier 1:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;1) - Atmospheric Targeting Adjustment:&#039;&#039;&#039; &#039;&#039;Miotic spores are released into the atmosphere, gathering precise information about the planets gravity, atmospheric composition, and light quality, allowing the attacking force to make the most out of their ranged firepower.&#039;&#039;&lt;br /&gt;
:Add 6&amp;quot; to the range of all ranged weapons in this unit.&lt;br /&gt;
*&#039;&#039;&#039;2) - Hive Mind Relay Limpets:&#039;&#039;&#039; &#039;&#039;Lesser Tyranids are sent into battle with psychic limpets on their flesh, providing a relay for the Tyranid psykers to manifest even greater power.&#039;&#039;&lt;br /&gt;
:Add 1 to any psychic tests made by this model to either cast or block a psychic power.&lt;br /&gt;
*&#039;&#039;&#039;3) - Psychic Goading Screech:&#039;&#039;&#039; &#039;&#039;The shadow in the warp howls into the minds of all present, goading them into greater speed.&#039;&#039;&lt;br /&gt;
:This unit adds D3&amp;quot; to their charge distances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tier 2:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;4) - Rooting Tendrils:&#039;&#039;&#039; &#039;&#039;Tendril creatures living on a host&#039;s body burrow their way even into plasteel, giving a much more stable firing platform for the warrior beast.&#039;&#039;&lt;br /&gt;
:At the beginning of any of your Movement phases, this unit may elect to root onto the ground If so, the Movement characteristic of models in its unit becomes &amp;quot;-&amp;quot; and they may not Advance or Charge; in addition, add 1 to all hit rolls made by models in this unit with ranged weapons but subtracts 1 from all their hit rolls with melee weapons and they are automatically hit during the Fight phase. If this unit already has a plus 1 to its ranged hit rolls, then it may instead re-roll all failed hit rolls during the Shooting phase.&lt;br /&gt;
*&#039;&#039;&#039;5) - Ravenous Ammunitions:&#039;&#039;&#039; &#039;&#039;The already living Tyranid ammunition is imbued with an insatiable hunger, driving them into a floes flesh, only to erupt out the other side in a desperate attempt to feed on the flesh of another target.&#039;&#039;&lt;br /&gt;
:If a ranged attack from this unit would slay an enemy model but the damage inflicted is greater than the model&#039;s remaining number of wounds, that model&#039;s unit suffers 1 mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;6) - Torment Syphon:&#039;&#039;&#039; &#039;&#039;Upon death, the psychic energies relayed through all Tyranids is channelled into the synapse network, proving more power for the more terrifying beats.&#039;&#039;&lt;br /&gt;
:Keep note of the number of {{W40kKeyword|Tyranid}} {{W40kKeyword|Infantry}} units which are slain within Synapse range of any of your {{W40kKeyword|Synapse}} creatures. For each of these units, you gain one torment point, to a maximum of 3. Whenever a unit manifests or denies a psychic power you may spend 1 of these points to add 1 to the result of your psychic test or Deny the Witch test.&lt;br /&gt;
*&#039;&#039;&#039;7) - Pheromone Lock:&#039;&#039;&#039; &#039;&#039;x&#039;&#039;&lt;br /&gt;
:If this unit is not a {{W40kKeyword|Monster}}, then as long as it doesn&#039;t move through any terrain feature with the {{W40kKeyword|Difficult Ground}} or {{W40kKeyword|Dense Cover}} keywords, it may move an additional 3&amp;quot; whenever it makes a normal move or advance, but the unit has to move in a straight line for the whole movement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tier 3:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;8) - Stabilising Tendrils:&#039;&#039;&#039; &#039;&#039;Specialised retaining tentacles erupt from the creatures limbs, grasping onto any form of purchase, allowing the tyranid to support their weight in otherwise impossible manners.&#039;&#039;&lt;br /&gt;
:If a unit did not move in its proceeding movement phase it may add 12&amp;quot; to the range of its ranged weapons, to a maximum of double the weapons original range.&lt;br /&gt;
*&#039;&#039;&#039;9) - Synapse Targeting Relays:&#039;&#039;&#039; &#039;&#039;Miotic spores burrow into the ground and send up floating arrays of eyes and sensor hairs, relaying targeting information to the rest of the force.&#039;&#039;&lt;br /&gt;
:Add 1 to this unit&#039;s hit rolls if during the Shooting phase it targets an enemy unit that has been damaged by another Tyranid unit during the course of the battle.&lt;br /&gt;
*&#039;&#039;&#039;10) - Command Roots Established:&#039;&#039;&#039; &#039;&#039;The warlord impregnates the ground with a mycorrhizal network which connects with every other tranid touching it, providing more accurate tactical information than even the synapse network can produce.&#039;&#039;&lt;br /&gt;
:If your Warlord is currently on the table, then you gain 1 command point at the start of every Command phase, instead of just your own.&lt;br /&gt;
*&#039;&#039;&#039;11) - Sacrificial Cover Growths:&#039;&#039;&#039; &#039;&#039;The battlefield becomes covered in a crusty slime, which while just a degusting inconvenience for the enemy, can morph and move to improve areas of cover for fellow Tyranids.&#039;&#039;&lt;br /&gt;
:This unit may re-roll failed Armor save rolls of 1 made while benefitting from Light and/or Heavy Cover. In addition, this unit gains a 6+ Invulnerable save.&lt;br /&gt;
*&#039;&#039;&#039;12) - Rapid Steroid Inducement Glands:&#039;&#039;&#039; &#039;&#039;Ripper swarms shuttle adrenaline-rich biomass to the fighting force, where it is absorbed by the tyranids, increasing muscle mass and driving them to greater blood lust.&#039;&#039;&lt;br /&gt;
:Add 1 to the Strength characteristics of models in this unit in a turn in which it charged, was charged or performed a heroic intervention.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tier 4:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;13) - Dramatic Ocular Enlargement:&#039;&#039;&#039; &#039;&#039;The Tyranids cranium expands and the existing eyes or consumed by a new symbiotic eye creature of grotesque proportions, allowing the Tyranid unparalleled clarity and field of vision.&#039;&#039;&lt;br /&gt;
:Imprve the Ballistic Skill of models in this unit by 1.&lt;br /&gt;
*&#039;&#039;&#039;14) - Backline Sabotage Drones:&#039;&#039;&#039; &#039;&#039;Rippers and other menial beasts burrow into teh enemy supply lines, identifying important equipment and personnel and beginning to disrupt them, causing little damage but having a drastic impact on the enemy efficiency.&#039;&#039;&lt;br /&gt;
:Any Stratagem an opponent has used earlier in the battle has its cost increased by 1 Command Point.&lt;br /&gt;
*&#039;&#039;&#039;15) - Explosive Cellular Cessation:&#039;&#039;&#039; &#039;&#039;Upon death, the Tyranid&#039;s weapons turn upon itself, turning the creature&#039;s insides into an explosive vat in one last attempt to inflict damage on the enemy.&#039;&#039;&lt;br /&gt;
:Whenever this unit would lose a wound while within 1&amp;quot; of an enemy unit, roll a D6 for each wound lost; on a 6 an enemy unit within 1&amp;quot; suffers 1 mortal wound. If this unit is a {{W40kKeyword|Monster}}, it suffers the mortal wound on a 4+ instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tier 5:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;16) - Extraction Tower Biomass Bombard:&#039;&#039;&#039; &#039;&#039;Gorged with biomass, the Tyranid biomass towers are directed by the horde to erupt some of its bounty on the battlefield to dowse enemy units with corrosive matter.&#039;&#039;&lt;br /&gt;
:During the Shooting phase, if this unit has the {{W40kKeyword|Synapse}} keyword, you may pick an enemy unit within line of sight of this unit; that unit immediately suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;17) - Psychic Dominion Network:&#039;&#039;&#039; &#039;&#039;Unholy amounts of biomass are funnelled into psychic node creatures, gripping the battlefield ever tighter in the tyranid hive mind.&#039;&#039;&lt;br /&gt;
:Add 1 to any psychic tests made by this model to either cast or deny a psychic power. In addition, this unit may manifest the Smite psychic power without incurring a plus 1 to the manifestation cost for each time it has been cast that turn.&lt;br /&gt;
*&#039;&#039;&#039;18) - Mitochondria Respiration Hyperdrive:&#039;&#039;&#039; &#039;&#039;The mitochondria in the Tyranid&#039;s cells are replaced by a new variant genetically engineered for the current enemy and planet to provide the maximium power possible for the never ending hordes.&#039;&#039;&lt;br /&gt;
:Add 1 to this unit&#039;s Attacks and Strength characteristics. In addition, all wound rolls of 6+ made in the Fight phase inflict 1 mortal wound in addition to normal damage, this is cumulative with any other effects.&lt;br /&gt;
&lt;br /&gt;
==Hive Fleet Adaptations==&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Behemoth}}- Hyper Aggression:&#039;&#039;&#039; &#039;&#039;Driven by a frenzied hunger, Hive Fleet Behemoth unleashes the full might of its swarms in an overwhelming frontal assault.&#039;&#039;&lt;br /&gt;
::Whenever a unit with this adaptation charges, was charged or performed a heroic intervention it adds 1 to its Strength and Attacks characteristic for the duration of the following fight phase.&lt;br /&gt;
::Add 1 to the charge distances of units with this adaptation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Gorgon}}- Adaptive Toxins:&#039;&#039;&#039; &#039;&#039;The toxins produced by Hive Fleet Gorgon’s swarm-creatures adapt with terrifying speed to any foe, agonizing and ravaging the bodies of their unfortunate victims.&#039;&#039;&lt;br /&gt;
::You can re-roll wound rolls of 1 in the Fight phase for units with this adaptation.&lt;br /&gt;
::Change the effect of &#039;&#039;&#039;Toxin Sacs&#039;&#039;&#039; for units with this adaptation to: &amp;quot;Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 mortal wound in addition to normal damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Hydra}}- Swarming Instincts:&#039;&#039;&#039; &#039;&#039;Hive Fleet Hydra’s super-swarms overwhelm their prey with the sheer weight of numbers, drowning them in a tide of chitin, flesh and slashing claws.&#039;&#039;&lt;br /&gt;
::You can re-roll hit rolls in the Fight phase for units with this adaptation that target units containing fewer models than their own.&lt;br /&gt;
::Units with this code have the &#039;&#039;Objective Secured&#039;&#039; ability. If a model in such a unit already has this ability, that model counts as one additional model when determining control of an objective marker.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Jormungandr}}- Tunnel Network:&#039;&#039;&#039; &#039;&#039;The warrior-organisms of Hive Fleet Jormungandr attack from subterranean tunnels, making them extremely difficult to target until it is far too late.&#039;&#039;&lt;br /&gt;
::A unit with this adaptation (other than units that can {{W40Kkeyword|Fly}}) always has the benefit of cover for the purposes of shooting attacks. If the unit Advances or declares a charge, however, it loses the benefit of this adaptation until the start of your next Movement phase.&lt;br /&gt;
::Units with this adaptation in reserves may choose to ignore the turn limitations for arriving and being destroyed. Any unit in reserves at the end of the game still count as being destroyed&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Kraken}}- Questing Tendrils:&#039;&#039;&#039; &#039;&#039;The Kraken harries and unbalances its foes with lightning-fast flanking attacks, before encircling them for the final, bloody massacre.&#039;&#039;&lt;br /&gt;
::When a unit with this adaptation Advances, roll three dice instead of one and pick the highest to add to the Move characteristic of all models in the unit for that Movement phase.&lt;br /&gt;
::Units with this adaptation can Fall Back and charge in the same turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Kronos}}- Bio-Barrage:&#039;&#039;&#039; &#039;&#039;Hive Fleet Kronos obliterates its foes at range by unleashing devastating barrages of bio-plasma and living missiles.&#039;&#039;&lt;br /&gt;
::You can re-roll hit rolls of 1 for units with this adaptation in your Shooting phase if they did not move in the preceding Movement phase.&lt;br /&gt;
::Each time a model with this adaptation would lose a wound as the result of a mortal wound, roll one D6; on a 5+ that wound is not lost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Leviathan}}- Synaptic Imperative&#039;&#039;&#039; &#039;&#039;Hive Fleet Leviathan’s synaptic network is so strong that its organisms can be compelled by the Hive Mind to fight in spite of injuries that should have crippled or slain them outright.&#039;&#039;&lt;br /&gt;
::Roll a D6 each time a unit with this adaptation loses a wound whilst it is within Synapse range of a friendly {{W40Kkeyword|Synapse}} unit from the same hive fleet. On a 6, the damage is ignored and the unit does not lose a wound. Ignore this adaptation on a unit that is currently affected by the &#039;&#039;Catalyst&#039;&#039; psychic power.&lt;br /&gt;
::Add 3&amp;quot; to the Synapse range of {{W40Kkeyword|Synapse}} units with this adaptation.&lt;br /&gt;
&lt;br /&gt;
===Splinter Fleets===&lt;br /&gt;
If your chosen Hive Fleet does not have an associated Hive Fleet Adaptation in Codex - Tyranids: /tg/&#039;s 8th Edition, you can create its Hive Fleet Adaptation by selecting two different rules from the following list:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adaptive Exoskeleton&#039;&#039;&#039; &#039;&#039;The gaunt-derived creatures produced by some hive fleets secrete a waxy, resinous material that hardens into a slick layer of protection, deflecting or absorbing hits.&#039;&#039;&lt;br /&gt;
::Units with this adaptation add 1 to their Armor save rolls but may not Advance.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bestial Nature&#039;&#039;&#039; &#039;&#039;The monstrous organisms of this hive fleet embody a savage ferocity. When wounded near unto death, they lash out in animalistic fury, making taking them down a suicidal prospect.&#039;&#039;&lt;br /&gt;
::Units with this adaptation add 1 to their Attacks characteristic in a turn in which they charged, were charged or performed a heroic intervention.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bio-metallic Cysts:&#039;&#039;&#039; &#039;&#039;Incubated within the bladed limbs of this hive fleet’s weapon-beasts are colonies of cysts whose bio-metallic edges can slice through armor.&#039;&#039;&lt;br /&gt;
::Improve the Armour Penetration characteristic of all &#039;&#039;Scything Talons Weapons&#039;&#039; that models with this adaptation are equipped with by 1 (e.g. AP 0 becomes AP -1).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biosphere Consumption:&#039;&#039;&#039; &#039;&#039;Parasitising upon the prey world itself, this hive fleet’s monstrosities delve osmotic tendrils into its biomass. Embedding themselves like a tumor and fuelling their metabolic resilience, they are nigh impossible to remove.&#039;&#039;&lt;br /&gt;
::Roll a die each time a {{W40kKeyword|Monster}} unit with this adaptation that is within 1&amp;quot; of an organic piece of terrain loses a wound; on a 5+ that wound is not lost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cranial Channeling:&#039;&#039;&#039; &#039;&#039;The craniums of this hive fleet’s psyker-beasts contain a clutch of symbiotic larvae whose entire life-cycle revolves around the channeling of the Hive Mind. With an instinctive impulse, the carrier will absorb one of these creatures into their swollen brain matter, thus becoming a more efficient and fluid extension of the hive fleet’s will.&#039;&#039;&lt;br /&gt;
::Once per turn, every {{W40kKeyword|Psyker}} unit with this adaptation may re-roll the result of one Psychic test.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feeding Frenzy&#039;&#039;&#039; &#039;&#039;With dormant glands that suddenly burst into life, and reinforced, adaptive cartilage powering headlong leaps, the swarms of this hive fleet feed their urge to close with their prey as quickly as possible.&#039;&#039;&lt;br /&gt;
::At the end of the Fight phase, in a turn in which it charged, was charged or performed a heroic intervention, a unit with this adaptation regains a number of previously lost wounds equal to the number of models it kills.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Horrors from Beyond:&#039;&#039;&#039; &#039;&#039;Whether due to some sickening aura of the Hive Mind or simply their terrifying size and predatory hunger, this hive fleet’s larger organisms are so monstrous that few are heroic or insane who can stand before them and not be paralyzed by fear.&#039;&#039;&lt;br /&gt;
::Enemy units have to subtract 1 from their Leadership characteristic if within 12&amp;quot; of a {{W40kKeyword|Monster}} unit with this adaptation. In addition, enemy units must subtract 1 from their hit rolls if they target a {{W40kKeyword|Monster}} unit with this adaptation that is within 1&amp;quot; of them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hypermetabolic Acceleration:&#039;&#039;&#039; &#039;&#039;This hive fleet bio-engineers its horrors with multiple stim-releasing glands. Surges of extragalactic chemicals drive them to frenzied rushes across the prey worlds.&#039;&#039;&lt;br /&gt;
::When a unit with this adaptation Advances or Charges, you can re-roll the result.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Membranous Mobility:&#039;&#039;&#039; &#039;&#039;This hive fleet’s skyswarm bioforms evince an unusually complex web of membranous tissue, allowing them to weave and jink with such astounding flexibility that lets them spread out like gusts of wind.&#039;&#039;&lt;br /&gt;
::A unit with this adaptation that can {{W40kKeyword|Fly}} can Advance in a turn in which it Falls Back.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Methamorphic Regrowth:&#039;&#039;&#039; &#039;&#039;Within the flesh of its limitless broods, this hive fleet has adapted strange conglomerate organs and pathogen-hunting spores that can rapidly reknit any damage.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Infantry}} units with this trait regain 1 previously lost wound at the start of each of your turns, while {{W40kKeyword|Monster}} units regain D3 previously lost wounds instead. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Morphic Sinews:&#039;&#039;&#039; &#039;&#039;Stabilised with fibrous cords of sinew and internal wells of viscous fluid, this hive fleet’s largest weapon symbiotes instinctively adjust to their host beast’s hulking advances.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Monster}} models with this adaptation do not suffer the penalty for moving and firing Heavy weapons, nor for Advancing and firing Assault weapons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pack Hunters:&#039;&#039;&#039; &#039;&#039;Submerging their prey in waves of talons and fangs, this hive fleet’s creatures use their weight of numbers to punch and tear their way through once-stout defenses.&#039;&#039;&lt;br /&gt;
::As long as a unit with this adaptation is within 9” of another unit with this adaptation, it adds 1 to its movement any time it makes any move and to its hit rolls during the Fight phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Prey-sight:&#039;&#039;&#039; &#039;&#039;Some hive fleets’ horrifying colossi close with the enemy while straining their multiple alien senses, the prey’s every movement and position noted. When it comes, the strike is inescapable.&#039;&#039;&lt;br /&gt;
::If a {{W40kKeyword|Monster}} unit with this adaptation makes a charge move, is charged or performs a Heroic Intervention, then until the end of the turn, when resolving an attack made with a melee weapon by a model in that unit, add 1 to the hit roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Senses of the Outer Dark:&#039;&#039;&#039; &#039;&#039;Developed beyond the galaxy, this hive fleet’s organisms’ preternatural senses are triggered by surges of aggression as they close with the enemy. The prey’s fearful defensive fire is dodged with blinding speed.&#039;&#039;&lt;br /&gt;
::When a model with this adaptation would lose a wound to Overwatch fire, roll a D6. On a 4+, that wound isn’t lost. In addition, models with this adaptation don&#039;t suffer penalties to their hit rolls as a result of special rules such as &#039;&#039;Night Fighting&#039;&#039; or &#039;&#039;Dawn Raid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shrewd Predators:&#039;&#039;&#039; &#039;&#039;This hive fleet’s synaptic coordination is so overwhelming that it compels its organisms to override their baser instincts, unnervingly moving in unexpected directions – all the while closing the snare on their prey.&#039;&#039;&lt;br /&gt;
::Units with this adaptation can re-roll all charge rolls and hit rolls in melee if they charged an enemy unit that is outside of their line of sight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sporemist Spines:&#039;&#039;&#039; &#039;&#039;Ejected with a muscular spasm from between carapace plates, these clouds of microscopic living spores create a dense and thick mist upon the battlefield, allowing this hive fleet’s broods to get closer without worrying too much of enemy fire.&#039;&#039;&lt;br /&gt;
::When enemies make a melee attack against a unit with this adaptation, subtract 1 from the hit roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Augmentation:&#039;&#039;&#039; &#039;&#039;This hive fleet has refined its conduits to the lesser organisms, allowing for subtle control and augmentation of their instincts. So directed, they are far more deadly.&#039;&#039;&lt;br /&gt;
::When an enemy unit declares a charge against a {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|psyker}} unit with this adaptation, a unit of the same {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} that is within 6&amp;quot; of it may fire Overwatch as if they were also targeted. A unit that does so cannot fire Overwatch again in this turn. When doing so, the unit may re-roll all hit rolls.&lt;br /&gt;
&lt;br /&gt;
==Adaptive Physiologies==&lt;br /&gt;
If a Tyranids {{W40kKeyword|CHARACTER}} is your Warlord, rather than determining a Warlord Trait for that model, you can instead select an Adaptive Physiology for one {{W40kKeyword|Tyranids}} unit from your army. To do so, before the battle begins, select one {{W40kKeyword|Tyranids}} {{W40kKeyword|Infantry}} unit or one {{W40kKeyword|Tyranids}}{{W40kKeyword|Monster}} model from your army (other than any unique character), and select an Adaptive Physiology from the corresponding list below. That Adaptive Physiology applies to the selected model or unit until the end of the battle. Write down any Adaptive Physiologies your models have on your army roster.&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
&#039;&#039;&#039;-Abhorrent Pheromones:&#039;&#039;&#039; &#039;&#039;The brood releases a complex chemical signature in the press of fighting that provokes fear responses in their prey. Confused and panicking, the enemy are easily torn down.&#039;&#039;&lt;br /&gt;
::Subtract 2 from the Leadership characteristic of models in enemy units whilst their unit is within 3&amp;quot; of this unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Adrenal Webs:&#039;&#039;&#039; &#039;&#039;With battlefield knowledge gained from devouring the fleeter races of the galaxy, this brood’s glandular stimuli drives them forwards at an unprecedented speed, allowing none to escape.&#039;&#039;&lt;br /&gt;
::When this unit consolidates, it can move up to 2D6” instead of 3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Dynamic Camouflage:&#039;&#039;&#039; &#039;&#039;Chromatospores in this brood’s skin and carapace adapt at a frightening pace, seamlessly blending their alien forms into their surroundings.&#039;&#039;&lt;br /&gt;
::When resolving an attack made with a ranged weapon against a model from this unit that is receiving the benefit of cover, add 2 to the saving throw instead of 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Enhanced Resistance:&#039;&#039;&#039; &#039;&#039;The subcutaneous fibroid membranes of these bioforms are capable of absorbing even armour-piercing shots and blows.&#039;&#039;&lt;br /&gt;
::When resolving an attack made against this unit with a weapon that has an Armour Penetration characteristic of -1 or -2, that weapon has an Armour Penetration characteristic of 0 for that attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Unnatural Reactions:&#039;&#039;&#039; &#039;&#039;This brood uses unique alien senses and its connection to the Hive Mind to react instantly to prey attacking other Tyranids nearby.&#039;&#039;&lt;br /&gt;
::This unit can perform Heroic Interventions as if it were a {{W40kKeyword|CHARACTER}}. In addition, this unit can perform a Heroic Intervention if there are any enemy units within 6&amp;quot; of them instead of 3&amp;quot;, and when doing so can move up to 6&amp;quot; instead of 3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Monster===&lt;br /&gt;
&#039;&#039;&#039;-Accelerated Digestion:&#039;&#039;&#039; &#039;&#039;The ravenous hunger of this monstrous creature is complemented by a dizzying array of consumption sacs and ferociously powerful digestive acids, fuelling its alien vitality with every screaming morsel of prey.&#039;&#039;&lt;br /&gt;
::In the Fight phase, when an enemy model is destroyed as a result of an attack made by this model, this model regains up to 1 lost wound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Dermic Symbiosis:&#039;&#039;&#039; &#039;&#039;This bio-horror’s carapace is actually a symbiotic organism, capable of psychically repelling the fiercest attacks of the prey and boosting the metabolism of its host creature.&#039;&#039;&lt;br /&gt;
::This model has a 5+ invulnerable save. In addition, if this model has a damage table it is considered to have double the number of wounds remaining for the purposes of determining what row to use on that damage table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Murderous Size:&#039;&#039;&#039; &#039;&#039;Whether enormous osseous blades, writhing lashes or oversized fangs, this colossus’ means of rending apart its prey have grown far beyond those of its kind. Fuelled by the bearer’s instinctive ability to slay, each hideous blow and crushing bite delivered by these bio-weapons hasten the prey world’s demise.&#039;&#039;&lt;br /&gt;
::Before the battle, select one melee weapon that this model is equipped with. Until the end of the battle, add 1 to the Strength and Damage characteristics of that weapon, and improve the Armour Penetration characteristic of that weapon by 1(e.g. AP 0 becomes AP -1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Synaptic Enhancement:&#039;&#039;&#039; &#039;&#039;Adaptations to this organism’s cerebral architecture have enhanced its connection to the Hive Mind. Through this towering and deadly creature, the horrific control and influence of the Tyranid race is spread ever further.&#039;&#039;&lt;br /&gt;
::This model gains the &#039;&#039;Shadow in the Warp&#039;&#039; and &#039;&#039;Synapse&#039;&#039; special rules, and gains the {{W40kKeyword|SYNAPSE}} keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Voracious Ammunitions:&#039;&#039;&#039; &#039;&#039;Either host to nests of ever-hungry bio-ammunition or unique organs generating a constant stream of biochemical substances, this xenos brute’s far-reaching touch continues to sear and consume long after it has moved on to other prey.&#039;&#039;&lt;br /&gt;
::At the end of your Shooting phase, enemy units that had one or more models destroyed this phase as a result of an attack made by this model suffer D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
===Universal===&lt;br /&gt;
====Battle Tactics Stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Buried Threats (1 CP):&#039;&#039;&#039; &#039;&#039;Burrowing feeder organisms can surge just beneath the surface, their advance shrouded in sprays of earth.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Movement phase, when a {{W40kKeyword|RIPPERS}} unit from your army is set up on the battlefield using the Burrowers ability. For as long as that unit remains stationary, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the hit roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Digestive Denial (2 CP):&#039;&#039;&#039; &#039;&#039;The process of digestion has already begun, and corrosive mucal slime is already turning this planet’s biospheres to a boiling slurry.&#039;&#039;&lt;br /&gt;
::Use this Stratagem after deployment but before the first battle round begins. Choose a piece of terrain (other than a Fortification). That piece of terrain loses every trait and special rule it has. In addition, roll a die for each unit fully within that piece of terrain; on a 6 that unit suffers 1 mortal wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grasping Tendrils (1 CP):&#039;&#039;&#039; &#039;&#039;None escape the deadly reach of these toxic appendages.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your opponent’s Movement phase, when an enemy unit that does not have a minimum Move characteristic and is within 1&amp;quot; of any {{W40kKeyword|Velenthrope}}, {{W40kKeyword|Malanthrope}} or {{W40kKeyword|Toxicrene}} units from your army is chosen to Fall Back. Roll one D6, adding 1 to the result if that unit is an {{W40kKeyword|Infantry}} unit; on a 3+ that enemy unit cannot Fall Back this turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hive Instincts (1 CP):&#039;&#039;&#039; &#039;&#039;With a psychic summons, the swarm is gathered.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Charge phase. Select one enemy unit that is within 1&amp;quot; of any {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} {{W40kKeyword|Synapse}} units from your army. Until the end of that phase, when a charge roll is made for a charge made by a friendly {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} unit that targets that enemy unit, roll one additional D6 and discard one of the dice. The first model you move as part of that charge must end its charge move within 1&amp;quot; of that enemy unit, otherwise, the charge fails and no models in the charging unit move this phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Invisible Hunter (1 CP):&#039;&#039;&#039; &#039;&#039;Tyranid assassin organisms can melt away before the astonished faces of their foes, only to strike suddenly from an unexpected direction.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Movement phase. Select a {{W40kKeyword|Lictor}} from your army that is within 1&amp;quot; of an enemy unit. That model can Fall Back, shoot and charge in this turn.&lt;br /&gt;
&lt;br /&gt;
====Epic Deed Stratagems====&lt;br /&gt;
*&#039;&#039;&#039;It has Returned (4 CP):&#039;&#039;&#039; &#039;&#039;The great lord of the Tyranid threat cannot be extinguished, its conscience is merely preserved while it waits to be born again, to bring an end to those foolish enough to face it.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the beginning of your Command phase, if your army contains the Swarmlord but it has been destroyed during the course of the battle. Immediately deploy it within 6&amp;quot; of any table edge and at least 9&amp;quot; away from enemy units. In addition, when the Swarmlord targets the unit that destroyed it, re-roll all failed hit and wound rolls. This Stratagem can only be used once per battle.&lt;br /&gt;
&lt;br /&gt;
====Requisition Stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Abominal Mutations (2 CP):&#039;&#039;&#039; &#039;&#039;Twisted, turned, the Hive Mind can mutate her subjects to clusters of chitin and muscles if so the circumstances require.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle. Select one unit from your army that already has a Mutation, you can immediately purchase another mutation for that model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bounty of the Hive Fleet (1 CP):&#039;&#039;&#039; &#039;&#039;Each hive fleet can create a number of powerful bio-artifacts and unique weapon symbiotes, to be grafted to its synapse beasts if its supremacy is threatened.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle, when you are mustering your army, if your Warlord has the {{W40kKeyword|Tyranids}} keyword. Select one {{W40kKeyword|Tyranids}} {{W40kKeyword|character}} model in your army and give them one Relic (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conglomerated Adaptations (4 CP):&#039;&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle. Select one detachment from your army that is using Custom Adaptations; select one more Custom Adaptation for that Detachment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Progeny of the Hive (1 CP):&#039;&#039;&#039; &#039;&#039;Nothing can hold back the terrifying speed at which the hive fleets adapt their diverse organisms.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle. Select one {{W40kKeyword|Tyranids}} {{W40kKeyword|Infantry}} unit or one {{W40kKeyword|Tyranids}} {{W40kKeyword|Monster}} model from your army that does not have an Adaptive Physiology, and then select one Adaptive Physiology to apply to that unit or model until the end of the battle. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sporefield (1 CP):&#039;&#039;&#039; &#039;&#039;Ahead of its invasion swarms, the hive fleet sows the prey world with vast clouds of living mines.&#039;&#039;&lt;br /&gt;
::Use this Stratagem after both armies have deployed but before the first battle round begins. Add one unit of Spore Mines to your army as reinforcements and set them up anywhere on the battlefield that is more than 12&amp;quot; from enemy models. This unit must belong to the same Hive Fleet as another unit from your army. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surge of Command Organisms (1 CP):&#039;&#039;&#039; &#039;&#039;When faced with great challenges, the Hive Mind brings forth an array of alpha creatures to better coordinate its tendrils.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle, when you are mustering your army, if your Warlord has the {{W40Kkeyword|Tyranid}} keyword. Select one {{W40Kkeyword|Tyranid}} {{W40Kkeyword|Character}} model in your army and determine one Warlord Trait for that model (this must be a Warlord Trait they can have); that model is only regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).&lt;br /&gt;
&lt;br /&gt;
====Strategic Ploy Stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Adrenaline Surge (3 CP):&#039;&#039;&#039; &#039;&#039;Tyranids will not cease their butchery until every living thing in their path has been torn to bloody shreds.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the end of the Fight phase. Select a {{W40kKeyword|Tyranids}} unit from your army, that unit can immediately fight again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aggressive Adaptation (1 CP):&#039;&#039;&#039; &#039;&#039;Biomorphic resin sharpens at the touch of enemy blood.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Fight phase, when an enemy unit is destroyed as a result of an attack made by a {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} model from your army. Until the end of the battle, improve the Armour Penetration characteristic of melee weapons that models in that model’s unit are equipped with by 1 (e.g. AP 0 becomes AP -1). Each unit can only be affected by this Stratagem once per battle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Call the Brood (2 CP):&#039;&#039;&#039; &#039;&#039;Bounding from the dark corners of the battlefield come hulking figures with razor claws and ravenous eyes.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the end of your Movement phase. Add a new unit of {{W40kKeyword|Genestealers}} or {{W40kKeyword|Ymgarl Genestealers}} to your army and set them up as reinforcements wholly within 6&amp;quot; of a {{W40kKeyword|Genestealer Patriarch}} (or {{W40kKeyword|Ymgarl Genestealer Patriarch}} in case of {{W40kKeyword|Ymgarl Genestealers}}) or infestation node from your army and more than 9&amp;quot; from any enemy models. This unit must belong to the same Hive Fleet as the Patriarch chosen from your army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Death Frenzy (2 CP):&#039;&#039;&#039; &#039;&#039;Tyranids care nothing for self-preservation, and will fight on even when riven with mortal wounds.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when a {{W40kKeyword|Tyranids}} {{W40kKeyword|Character}} from your army is slain; the Hive Mind compels it to one final attack, and it can immediately either shoot as if it were your Shooting phase, or fight as if it were your Fight phase before it is removed from the battlefield.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Encephalic Diffusion (2 CP):&#039;&#039;&#039; &#039;&#039;Glistening brain-arrays pulse with diffusive energies.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of the turn. Select one {{W40kKeyword|Maleceptor}} model from your army. Until the end of that turn, when resolving an attack made with a ranged weapon against a friendly unit within 6&amp;quot; of that model, subtract 1 from that weapon’s Strength characteristic to a minimum of 1, for that attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feeder Tendrils (0 CP):&#039;&#039;&#039; &#039;&#039;Feeder tendrils drain the victim’s skull, siphoning vital knowledge and memories with every scrap of brain matter.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when a model equipped with Feeder Tendrils from your army kills a {{W40kKeyword|Character}} in the Fight phase. Gain D3 Command Points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feeding the Hunger (1 CP):&#039;&#039;&#039; &#039;&#039;The Haruspex’s instinctive need to consume is insatiable.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Fight phase, when a {{W40kKeyword|Haruspex}} unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made by that model, you can re-roll the hit roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feral Instincts (1 CP):&#039;&#039;&#039; &#039;&#039;Talons are unconsciously directed at throats and eyes.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Fight phase. Select one {{W40kKeyword|Infantry}} unit from your army. Until the end of that phase, improve the Armour Penetration characteristic of melee weapons models in that unit are equipped with by 1 (e.g. AP 0 becomes AP -1).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grisly Feast (1 CP)&#039;&#039;&#039; &#039;&#039;The sight of a comrade being devoured even as they fall can break the spirit of the hardiest warrior.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Morale phase. Select a unit of {{W40kKeyword|Rippers}} or {{W40kKeyword|Haruspex}} from your army. Your opponent must add 1 to any Morale tests taken for enemy units that are within 12&amp;quot; of that unit in this phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hunter&#039;s Drive (1 CP):&#039;&#039;&#039; &#039;&#039;Saturating its kills with motes of synaptic energy, the leader-beast drives its minions towards any survivors.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Charge phase. Select one {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} unit from your army. Until the end of the phase, when that unit declares a charge that targets any enemy units that had one or more models destroyed as a result of attacks made with ranged weapons made by friendly {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} {{W40kKeyword|Synapse}} models this turn, roll one additional D6 and discard one of the dice when making the charge roll. The first model you move as part of that charge must end its charge move within 1&amp;quot; of at least one of those units, otherwise, the charge fails and no models in the charging unit move this phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Leaper-beast (2 CP):&#039;&#039;&#039; &#039;&#039;With one jump the enormous creature leaps through the battlefield, eager to satiate its hunger with the unknowing prey.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the beginning of your Command phase. Choose a single {{W40kKeyword|Dimachaeron}} model from your army. That model can use its &#039;&#039;Leaper&#039;&#039; special rule both in the Shooting and Fight phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Metabolic Overdrive (1 CP)&#039;&#039;&#039; &#039;&#039;Potent chemicals pump through the bodies of the hive fleet’s warriors, granting them formidable reserves of stamina at the risk of total cellular breakdown.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Movement phase, after moving a {{W40kKeyword|Tyranids}} unit from your army. You can make a second move with that unit (including Advancing, if you wish), but when you do so you must roll a dice for each model in the unit. For each roll of 1, inflict a mortal wound on the unit. The unit cannot shoot or make a charge move this turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Overrun (1 CP):&#039;&#039;&#039; &#039;&#039;A Tyranid assault maintains a fearsome momentum. No sooner is one foe butchered than the swarm moves on to the next kill.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when a {{W40kKeyword|Tyranids}} unit from your army destroys a unit in the Fight phase, and is not within 3&amp;quot; of an enemy unit. Instead of consolidating, that unit can move (and Advance) as if it were your Movement phase (it cannot move within 1&amp;quot; of any enemy models).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pheromone Trail (1 CP):&#039;&#039;&#039; &#039;&#039;Lictors release a trail of potent pheromones that guide fresh waves of bioforms to the slaughter.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when a {{W40kKeyword|Tyranids}} {{W40kKeyword|Infantry}} unit from your army is set up on the battlefield as reinforcements if there is already a {{W40kKeyword|Lictor}} from your army on the battlefield. You can set up the unit wholly within 6&amp;quot; of the {{W40kKeyword|Lictor}} and more than 1&amp;quot; from any enemy models, rather than following the normal rules for setting up the unit. You cannot use this Stratagem to affect a unit of reinforcements being set up by the Genestealer’s Infestation ability, or that are added to your army due to a unit’s ability or Stratagem.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power of the Hive Mind (1 CP)&#039;&#039;&#039; &#039;&#039;The gestalt consciousness of the Hive Mind possesses a psychic might beyond mortal comprehension.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the end of your Psychic phase. Select a {{W40kKeyword|Tyranids}} {{W40kKeyword|Psyker}} unit from your army that manifested a psychic power this turn. It can immediately attempt to manifest one additional psychic power this turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rapid Regeneration (2 CP):&#039;&#039;&#039; &#039;&#039;Some Tyranid bioforms possess bizarre organs that allow them to stitch together ruptured flesh and chitin.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the end of your Movement phase. Select a {{W40kKeyword|Tyranids}} model from your army. It regains D3 wounds lost earlier in the battle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Savage Distraction (1 CP):&#039;&#039;&#039; &#039;&#039;With their comrades’ gore dripping from nearby talons, even disciplined warriors struggle to avert their guns.&#039;&#039;&lt;br /&gt;
::Use this stratagem during the Fight phase, when an enemy unit is killed by a friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} unit from your army. In your opponent’s next Shooting phase, when an enemy unit within 12” of that {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} unit fires a ranged weapon, it has to subtract 1 from the hit rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Single-minded Annihilation (2 CP):&#039;&#039;&#039; &#039;&#039;The Hive Mind invests its warrior-forms with but a single imperative: kill.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the end of your Shooting phase. Select a {{W40kKeyword|Tyranids}} {{W40kKeyword|Infantry}} unit from your army – that unit can immediately shoot again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surprise Ambush (1 CP):&#039;&#039;&#039; &#039;&#039;Lictors can approach within feet of their prey unnoticed.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Charge phase. Select one {{W40kKeyword|Lictor}} unit from your army that is entirely on or within a terrain feature, or was set up on the battlefield this turn using the &#039;&#039;Hidden Hunter&#039;&#039; special rule. Until the end of the turn, enemy units cannot fire Overwatch at that unit. In addition, when a charge roll is made for that unit, add 1 to the result.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Channeling (1 CP):&#039;&#039;&#039; &#039;&#039;Individuality is a disadvantage that Tyranids surpass.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Psychic phase. Select one {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Psyker}} unit from your army. Until the end of that phase, that unit knows all of the psychic powers known by friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Psyker}} units that are on the battlefield.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unyielding Chitin (1 CP):&#039;&#039;&#039; &#039;&#039;At a synaptic stimulus, carapaces thicken to become as dense as stone.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Charge phase or your opponent’s Shooting phase, when a {{W40kKeyword|Tyranid}} {{W40kKeyword|Infantry}} unit from your army is chosen as the target for an attack made with a ranged weapon. Until the end of that phase, when resolving an attack made with a ranged weapon against that unit, reduce the Damage characteristic of that weapon by 1, to a minimum of 1, for that attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voracious Appetite (1 CP):&#039;&#039;&#039; &#039;&#039;The hunger of the Tyranids can never be satiated.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Fight phase when a {{W40kKeyword|Tyranids}} {{W40kKeyword|Monster}} or {{W40kKeyword|Character}} from your army is chosen to attack. You can re-roll all failed wound rolls for that model until the end of the phase.&lt;br /&gt;
&lt;br /&gt;
====Wargear Stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Caustic Blood (1 CP):&#039;&#039;&#039; &#039;&#039;Even the act of slaying a Tyranid can prove fatal, as its corpse spews corrosive ichor capable of eating through power armor.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of a Fight phase. Select a {{W40kKeyword|Tyranids}} unit from your army. Roll a dice whenever a model in that unit is destroyed in this phase. For each roll of 6, the enemy unit that inflicted the final wound on that model suffers a mortal wound after all of their attacks have been resolved.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Implant Attack (1 CP)&#039;&#039;&#039; &#039;&#039;Some bio-weapons seed their victims with a lethal spore-cyst. This bloated parasite rapidly expands and bursts, tearing the unfortunate host apart in an eruption of gore.&#039;&#039;&lt;br /&gt;
::Use this Stratagem after a {{W40kKeyword|Tyranids}} unit from your army fights in the Fight phase. Roll a dice for each enemy model that was wounded by any of this unit’s attacks and not slain. On a 2+ the model suffers a mortal wound. If the target was a {{W40kKeyword|Vehicle}}, it instead suffers a mortal wound on a roll of 6.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pathogenic Slime (2 CP):&#039;&#039;&#039; &#039;&#039;Tyranid biological ammunition is often doused in a pathogenic mucus, which seeps into wounds and devours flesh.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of your Shooting phase. Select a {{W40kKeyword|Tyranids}} {{W40kKeyword|Monster}} from your army. Increase the Damage of its attacks by 1 for this phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Barrage (1 CP):&#039;&#039;&#039; &#039;&#039;By channeling the power of the Shadow in the Warp, Tyranid psyker-beasts can obliterate the minds of their prey.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Psychic phase if a {{W40kKeyword|Zoanthropes}} unit from your army consisting of at least 3 models is within 6&amp;quot; of 2 other such units. If you do so, the {{W40kKeyword|Zoanthropes}} cannot take any Psychic tests this phase – instead, select a point on the battlefield within 18&amp;quot; of, and visible to, all three units. Roll a dice for each unit (friend or foe) within 3&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;Psychic Fissure (2 CP):&#039;&#039;&#039; &#039;&#039;The Shadow in the Warp poses many dangers to those who would draw upon the Immaterium’s energies.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of your opponent’s Psychic phase. Until the end of the phase, every time an enemy psyker fails a psychic test within 18” of a {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Synapse}} unit from your army, it suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scorch Bugs (1 CP):&#039;&#039;&#039; &#039;&#039;The thoraxes of these bulbous insectoids pulse with caustic chemicals.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when a {{W40kKeyword|Tyranids}} unit from your army is selected to attack in the Shooting phase. You can add 1 to all wound rolls made for that unit’s &#039;&#039;&#039;Fleshborer&#039;&#039;&#039;, &#039;&#039;&#039;Fleshborer Hive&#039;&#039;&#039; or &#039;&#039;&#039;Shreddershard Beetles&#039;&#039;&#039; attacks in that Shooting phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skyswarm Fusillade (1 CP):&#039;&#039;&#039; &#039;&#039;The instinctive and fluid agility of skyswarm bioforms allow acidic shots to be fired at extreme close-quarters.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase. Select one {{W40kKeyword|GARGOYLES}} unit from your army. Until the end of the phase, fleshborers that models in that unit are equipped with have a Type characteristic of Pistol 1 and add 1 to the wound rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Symbiotic Devastation (1 CP):&#039;&#039;&#039; &#039;&#039;In thrall to its symbiote, the Exocrine obeys its every will.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of your Shooting phase. Select one {{W40kKeyword|Exocrine}} unit from your army; until the end of that phase, that unit is treated as not having moved in your Movement phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unexpected Incursion (1 CP):&#039;&#039;&#039; &#039;&#039;Mawlocs are capable of bursts of subterranean speed, catching more of their surface prey unawares.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Movement phase, when a {{W40kKeyword|Mawloc}} model from your army is set up on the battlefield using the &#039;&#039;Terror from the Deep&#039;&#039; special rule. When determining the number of mortal wounds an enemy unit suffers from that model’s Terror from the Deep ability that phase, add 2 to the roll.&lt;br /&gt;
&lt;br /&gt;
===Hive Fleet-Specific===&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Behemoth}} - Battle Tactics Stratagem - Brute Force (1 CP):&#039;&#039;&#039; &#039;&#039;Behemoth’s charge crushes all in its path to a bloody paste.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when a {{W40Kkeyword|Behemoth}} unit from your army completes a charge move. Roll a dice for each model in the charging unit that is within 1&amp;quot; of an enemy unit. For each roll of 6 (or 2+ for a {{W40Kkeyword|Monster}}), inflict one mortal wound on an enemy unit within 1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Gorgon}} - Wargear Stratagem - Hyper-Toxicity (1 CP):&#039;&#039;&#039; &#039;&#039;There is no defence against the toxins of Hive Fleet Gorgon.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of the Fight phase. Choose a {{W40Kkeyword|Gorgon}} unit from your army that has the &#039;&#039;&#039;Toxin Sacs&#039;&#039;&#039; biomorph. For the duration of the phase, consider the wound rolls as 1 point higher to determine the effect of the &#039;&#039;&#039;Toxin Sacs&#039;&#039;&#039; biomorph.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Hydra}} - Requisition Stratagem - Endless Swarm (2 CP)&#039;&#039;&#039; &#039;&#039;The swarms of the Hydra are numberless. Kill one organism, and two more will take its place.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the end of your Movement phase. Select a unit of {{W40kKeyword|Termagaunts}}, {{W40kKeyword|Hormagaunts}}, {{W40kKeyword|Gargoyles}} or {{W40kKeyword|Simurghs}} (or any {{W40Kkeyword|Hydra}} {{W40Kkeyword|Infantry}} unit) from your army that has been completely destroyed. Add an identical unit to your army, and set it up as reinforcements wholly within 6&amp;quot; of any board edge, more than 9&amp;quot; from enemy models.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Kraken}} - Strategic Ploy Stratagem - Opportunistic Advance (1 CP)&#039;&#039;&#039; &#039;&#039;Before the prey can even react, Hive Fleet Kraken’s swarms are already amongst them.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Movement phase when you roll the dice for an Advancing {{W40Kkeyword|Kraken}} unit (other than a unit that can {{W40Kkeyword|Fly}}). You can double the number you roll and add that total to their Move characteristic for that Movement phase, rather than following the normal rules for Advancing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Kronos}} - Strategic Ploy Stratagem - The Deepest Shadow (1 CP)&#039;&#039;&#039; &#039;&#039;Around the swarms of Hive Fleet Kronos, the Shadow in the Warp is at its most suffocatingly powerful.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when an enemy {{W40Kkeyword|Psyker}} attempts to manifest a psychic power within 24&amp;quot; of a {{W40Kkeyword|Kronos}} unit from your army. Your opponent can only roll a single dice for the Psychic test.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Leviathan}} - Battle Tactics Stratagem - War on All Fronts (1 CP):&#039;&#039;&#039; &#039;&#039;Hive Fleet Leviathan brings death from land, sea and sky.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Fight phase. Select an enemy unit that is within 1&amp;quot; of at least two {{W40Kkeyword|Leviathan}} units from your army that, in any combination, can {{W40Kkeyword|Fly}}, cannot or that have the &#039;&#039;&#039;Amphibious Adaptations&#039;&#039;&#039; biomorph. You can re-roll hit and wound rolls of 1 in this phase for attacks for {{W40Kkeyword|Leviathan}} units that target that enemy unit.&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
====Universal====&lt;br /&gt;
*&#039;&#039;&#039;1: Adaptive Biology:&#039;&#039;&#039; &#039;&#039;The same weapon rarely works against this Warlord twice, as its alien physiology adapts at an astonishing rate to counter the attacks of the foe.&#039;&#039;&lt;br /&gt;
::From the end of the first phase in which this Warlord suffers any wounds, for the remainder of the battle when inflicting damage upon the Warlord, reduce the damage of the attack by 1 to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2: Alien Cunning:&#039;&#039;&#039; This Warlord possesses highly sophisticated neural pathways, allowing it to outwit even the most experienced generals of other races.&#039;&#039;&lt;br /&gt;
::At the start of the first battle round, but before the first turn begins, you can remove your Warlord from the battlefield and set them up again as described in the Deployment section of the mission you are playing. If both players have units that can do this, roll-off. The player that wins the roll-off decides who sets up their unit(s) first. In addition, roll a die every time you spend a Command Point; on a 5+ that Command Point is not lost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3: Heightened Senses:&#039;&#039;&#039; &#039;&#039;Whether through rows of bristling antennae or clusters of glistening compound eyes, this Warlord can sense the location of its prey with unerring accuracy.&#039;&#039;&lt;br /&gt;
::Your Warlord never suffers any penalties to their hit rolls, even when firing Overwatch.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4: Instinctive Killer:&#039;&#039;&#039; &#039;&#039;This Warlord has been bioengineered with genetic memories of how best to slay the myriad species which the Hive Mind calls prey.&#039;&#039;&lt;br /&gt;
::At the beginning of the battle but before the first turn begins, choose an enemy unit type. You can re-roll failed hit rolls for the Warlord for attacks that target that unit or any unit that has the same type (for example, all {{W40Kkeyword|Infantry}} units or all {{W40Kkeyword|Biker}} etc.).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;5: Mind Eater:&#039;&#039;&#039; &#039;&#039;This Warlord devours not only the flesh of the prey’s leaders but their thoughts as well, so that it may learn of their strategies and direct the movements of the swarm accordingly.&#039;&#039;&lt;br /&gt;
::Each time the Warlord slays an enemy {{W40Kkeyword|Character}} in the Fight phase, choose one of the aura abilities of that unit, until the end of the battle your Warlord gains that special rule. Replace all faction and sub-faction keywords with {{W40Kkeyword|Tyranids}} {{W40Kkeyword|&amp;lt;Hive Fleet&amp;gt;}} (for example, the rule &amp;quot;Re-roll wound rolls of 1 for friendly {{W40Kkeyword|&amp;lt;Dinasty&amp;gt;}} {{W40Kkeyword|Infantry}} units that are within 6&amp;quot; of this model&amp;quot; would become &amp;quot;Re-roll wound rolls of 1 for friendly {{W40Kkeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40Kkeyword|Infantry}} units that are within 6&amp;quot; of this model&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;6: Synaptic Lynchpin:&#039;&#039;&#039; &#039;&#039;This Warlord’s cerebral cortex pulsates with the irresistible power of the Hive Mind, acting as a blazing synaptic beacon to the lesser creatures of the swarm.&#039;&#039;&lt;br /&gt;
::Add 6&amp;quot; to the range of the Warlord’s Synapse ability.&lt;br /&gt;
&lt;br /&gt;
====Hive Fleet-Specific====&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Behemoth}} - Monstrous Hunger:&#039;&#039;&#039; &#039;&#039;The Warlord embodies the Hive Mind’s eternal hunger, tearing great chunks out of its victims in a feeding frenzy, or even swallowing them whole.&#039;&#039;&lt;br /&gt;
::Each time you make a wound roll of 6+ for the Warlord in the Fight phase, that attack inflicts 1 additional damage. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Gorgon}} - Lethal Miasma&#039;&#039;&#039; &#039;&#039;The air around the Warlord throngs with microscopic organisms that invade the bodies of its foes, devouring them from the inside.&#039;&#039;&lt;br /&gt;
::At the end of the Fight phase, roll a D6 for each enemy unit within 2&amp;quot; of the Warlord. On a 4+ that unit suffers a mortal wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Hydra}} - Endless Regeneration:&#039;&#039;&#039; &#039;&#039;Enemy soldiers are horrified to see the Warlord’s severed limbs and shattered plates regrowing before their eyes.&#039;&#039;&lt;br /&gt;
::At the beginning of each of your turns, roll a dice for each wound that your Warlord has lost. For each roll of 5+, your Warlord regains a wound lost earlier in the battle. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Jormungandr}} - Insidious Threat:&#039;&#039;&#039; &#039;&#039;This Warlord has lurked unseen on this world, developing such an intimate knowledge of its terrain that there is nowhere for its prey to hide.&#039;&#039;&lt;br /&gt;
::Enemy units never gain any bonus to their saving throws for being in cover for attacks made by the Warlord or friendly {{W40Kkeyword|Jormungandr}} units within 3&amp;quot; of the Warlord. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Kraken}} - One Step Ahead:&#039;&#039;&#039; &#039;&#039;There is no move the prey can make that this Warlord has not foreseen.&#039;&#039;&lt;br /&gt;
::In each Fight phase, you can pick one friendly {{W40Kkeyword|Kraken}} unit within 6&amp;quot; of your Warlord. That unit can fight first in the Fight phase, even if it didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Kronos}} - Soul Hunger:&#039;&#039;&#039; &#039;&#039;This Warlord has an insatiable hunger for psykers, and can manipulate the Shadow in the Warp to isolate and overwhelm its prey.&#039;&#039;&lt;br /&gt;
::Whenever an enemy {{W40Kkeyword|Psyker}} fails a psychic test within 18&amp;quot; of your Warlord, they suffer D3 mortal wounds while your Warlord recovers 1 previously lost wound. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Leviathan}} - Perfectly Adapted:&#039;&#039;&#039; &#039;&#039;This Warlord was created for one purpose, to completely eradicate the defenders of this world.&#039;&#039;&lt;br /&gt;
::Once per turn, you can re-roll a single hit roll, wound roll, damage roll, Advance roll, charge roll or saving throw made for your Warlord.&lt;br /&gt;
&lt;br /&gt;
==Psychic Powers== &lt;br /&gt;
Unless stated otherwise, all {{W40kKeyword|Tyranid}} {{W40kKeyword|psykers}} must generate their powers from any of the below Hive Mind disciplines.&lt;br /&gt;
&lt;br /&gt;
===Hive Mind&#039;s Control===&lt;br /&gt;
&#039;&#039;&#039;-1: Catalyst (Warp Charge: 6):&#039;&#039;&#039; &#039;&#039;Many Tyranid psykers are known for their ability to make themselves and other Tyranids seemingly incognizant of even the most grievous of injuries, allowing them to fight on.&#039;&#039;&lt;br /&gt;
:Select a friendly {{W40kKeyword|Tyranids}} unit within 18&amp;quot; of the psyker. Until the start of your next Psychic phase, each time that unit loses a wound, roll a D6; on a 5+, the damage is ignored and the unit does not lose that wound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-2: Dominion (Warp Charge: 5):&#039;&#039;&#039; &#039;&#039;Through this power, Tyranid organisms are able to extend the range at which they can influence other Tyranid organisms.&#039;&#039;&lt;br /&gt;
:Select a friendly {{W40kKeyword|Tyranids}} unit within 36&amp;quot; of the psyker that has the &#039;&#039;Instinctive Behaviour&#039;&#039; special rule. Until the end of your next Psychic phase, that unit ignores its &#039;&#039;Instinctive Behaviour&#039;&#039; ability and automatically passes Morale tests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-3: Fury (Warp Charge: 6):&#039;&#039;&#039; &#039;&#039;The emotion of anger is like all emotions, a product of chemicals, chemicals that Tyranid psykers can stimulate into being with a thought to grant the benefits that animalistic rage can provide in battle.&#039;&#039;&lt;br /&gt;
:Select a friendly {{W40kKeyword|Tyranids}} unit within 12&amp;quot; of the psyker. Until the start of your next Psychic phase, the target unit adds 1 to both its Attacks and Strength characteristics if it charged that turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-4: One Mind (Warp Charge: 7):&#039;&#039;&#039; &#039;&#039;Through this power, the Hive Mind is capable of turning even the most rudimentary of combat organisms into a formidable beast of battle as they receive the combat skills assimilated by the hive mind over the course of billions of years.&#039;&#039;&lt;br /&gt;
:Select a friendly {{W40kKeyword|Tyranids}} unit within 12&amp;quot; of the psyker. Until the start of your next Psychic phase the target unit and the psyker consider their Ballistic Skill and Combat Skill as 2 points better.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-5: Onslaught (Warp Charge: 6):&#039;&#039;&#039; &#039;&#039;The hive mind is capable of giving additional energy to the creatures that comprise its vast &amp;quot;body&amp;quot;, allowing them to attack even while sprinting.&#039;&#039;&lt;br /&gt;
:Select a friendly {{W40kKeyword|Tyranids}} unit within 18&amp;quot; of the psyker. That unit can shoot this turn (even if it Advanced) without suffering any penalties to its hit rolls for moving and shooting with Heavy weapons, or Advancing and shooting with Assault weapons. In addition, that unit can charge this turn even if it Advanced (though not if it Fell Back).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-6: Unstoppable (Warp Charge: 8):&#039;&#039;&#039; &#039;&#039;A more severe form of the energies put into an organism by Onslaught, this power fills a Tyranid creature with so much psychic power as to become a juggernaut, though the influx of energy is prone to killing the organism afterwards.&#039;&#039;&lt;br /&gt;
:Select a friendly {{W40kKeyword|Tyranids}} unit within 24&amp;quot; of the psyker. Until the start of your next Psychic phase, the target unit gains a 2+ save against any type of wounds, even mortal wounds, and adds 1 to both its Attack and Strength characteristics in a turn in which it charged. It may also re-roll failed to-hit rolls in both shooting and close combat. At the start of your next Psychic phase, the target must immediately pass a Leadership test or be removed as a casualty. If the test is passed, it may not take any actions during any phase, gain the benefit of cover, and it&#039;s hit automatically in close combat until the start of the next Psychic phase.&lt;br /&gt;
&lt;br /&gt;
===Hive Mind&#039;s Malice===&lt;br /&gt;
&#039;&#039;&#039;-1: Mutagenesis (Warp Charge: 7):&#039;&#039;&#039; &#039;&#039;The energies emitted from the servants of the great devourer mutate their victims in grotesque ways, ampering their chances of fighting back.&#039;&#039;&lt;br /&gt;
:Choose an enemy unit within 24&amp;quot; of the psyker. The target unit must pass a Toughness test or suffer a -1 penalty to Toughness, Strength and Attacks characteristic until the beginning of your next Psychic phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-2: Optical Overload (Warp Charge: 7):&#039;&#039;&#039; &#039;&#039;A burst of synaptic energies temporarily fries the optical nerves of nearby creatures, rendering them blind and unable to protect themselves.&#039;&#039;&lt;br /&gt;
:Select a unit within 24&amp;quot; that is visible to the psyker. Until the start of your next Psychic phase, that unit can only hit on 6s in both the Shooting and Fight phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-3: Paroxysm (Warp Charge: 5):&#039;&#039;&#039; &#039;&#039;The Hive Mind debilitates its enemies by triggering every nerve and pain receptor in their bodies, overwhelming their senses with wracking fits of agony.&#039;&#039;&lt;br /&gt;
:Choose an enemy unit within 18&amp;quot; of the psyker. Until your next Psychic phase, that unit cannot fight in the Fight phase until all other units that are able to, have done so. If the target has an ability that allows it to fight first in the Fight phase, it instead fights as if it didn&#039;t have this ability. If both players have units that cannot fight until all other units have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-4: Stand and Die (Warp Charge: 8):&#039;&#039;&#039; &#039;&#039;As the hungry swarm approaches, one thought breaks into the shaking soldiers&#039; minds: &amp;quot;Come closer... let the feast begin&amp;quot;.&#039;&#039;&lt;br /&gt;
:Select a unit within 24&amp;quot; that is visible to the psyker. That unit must take a Leadership test; if the test is failed, then until the start of your next Psychic phase, that unit can&#039;t benefit from cover, it has to consider its Ballistic Skill and Combat Skill as 2 points worse, can&#039;t fire Overwatch, and has to attack last in the Fight phase. If both players have units that cannot fight until all other units have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-5: The Horror (Warp Charge: 6):&#039;&#039;&#039; &#039;&#039;The terrifying psychic presence of the Hive Mind radiates from the synapse creature, flooding the minds of the Tyranids’ enemies and causing them to quail and panic.&#039;&#039;&lt;br /&gt;
:Select a unit within 24&amp;quot; that is visible to the psyker. Until the start of your next Psychic phase, that unit must subtract 1 from their hit rolls and Leadership characteristic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-6: The Shadow Notices (Warp Charge: 7):&#039;&#039;&#039; &#039;&#039;Looming over the battlefield, the shadow of the great devourer engulfs those foolish enough to drive its attention.&#039;&#039;&lt;br /&gt;
:Select a unit within 24&amp;quot; that is visible to the psyker. Until the start of your next Psychic phase, that unit must reduce its Leadership characteristic by D3. If the target is a {{W40kKeyword|Psyker}} it suffers an additional -1 to its rolls when trying to manifest or deny a psychic power. Finally, if the target has the {{W40kKeyword|Demon}} keyword it suffers a penalty of 1 to its Invulnerable saves.&lt;br /&gt;
&lt;br /&gt;
===Hive Mind&#039;s Wrath===&lt;br /&gt;
&#039;&#039;&#039;-1: Alien Voice (Warp Charge: 7):&#039;&#039;&#039; &#039;&#039;A microscopically link between the enemy and the hive mind is created. Although short, the forced contact with such a powerful presence can be lethal for the lesser trained soldiers.&#039;&#039;&lt;br /&gt;
:Select a unit within 18&amp;quot; that is visible to the psyker. Both the target and the psyker must roll a D6 and add the result to their Leadership - if the psyker gets a higher result, the target takes the difference in mortal wounds; if the result is a draw, nothing happens as the mental energies cancel each other out; if the target gets a bigger result, they manage to avoid forming a connection to the hive mind and the feedback instead afflicts the offending tyranid; the psyker&#039;s Synapse range is immediately reduced by 6&amp;quot; until the start of his next Psychic phase. Models without Leadership characteristic cannot be affected by this psychic power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-2: Despair (Warp Charge: 7):&#039;&#039;&#039; &#039;&#039;The power of the mighty hive mind crushes the spirit of its prey and destroys them from the inside.&#039;&#039;&lt;br /&gt;
:Select a unit within 18&amp;quot; that is visible to the psyker. That unit suffers D3 automatic hits with the profile below:&lt;br /&gt;
:{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| 10 || 0 || 2 || This weapon wounds based on the Leadership of the unit instead of the Toughness. In addition, Armor and Invulnerable saves may not be taken against this attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-3: Hunger (Warp Charge: 6):&#039;&#039;&#039; &#039;&#039;Through this power, the hive mind can force other living beings to experience a portion of the terrible hunger that the gestalt consciousness of the Tyranid race feels every day, a hunger far beyond the ability of lesser organisms to control, forcing them to try and eat their comrades to satiate this horrific desire to satiate an unfathomable hunger.&#039;&#039;&lt;br /&gt;
:Select a unit within 24&amp;quot; that is visible to the psyker. That unit must take a Leadership test; if the test if failed, the unit immediately suffers a number of hits equal to the number of models in that unit. These hits are resolved using the unit’s majority Strength (if drawn, use the highest) and AP-. Wounds are allocated by the owning player and Armor saves or Invulnerable can be used as normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-4: Psychic Cacophony (Warp Charge: 7):&#039;&#039;&#039; &#039;&#039;A tempest of screams and growl floods the minds of the unfortunate souls; this wave of razor cries overwhelms any contact with the outside world and any type of link a lone soldier can have with its comrades, rendering it helpless against the horrors of the incoming tides.&#039;&#039;&lt;br /&gt;
:Select one enemy unit with 18&amp;quot; of the psyker; that unit suffers D3 mortal wounds. In addition, if that unit has a rule that modifies its Leadership characteristic based on its number of models, then subtract from that amount the number of friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} models within 12&amp;quot; of that unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-5: Psychic Scream (Warp Charge: 5):&#039;&#039;&#039; &#039;&#039;Through its vassal, the Hive Mind unleashes a piercing shriek of undiluted psychic energy that shreds the minds of those caught in its wake.&#039;&#039;&lt;br /&gt;
:The nearest enemy unit within 18&amp;quot; suffers D3 mortal wounds. In addition, if that unit is a {{W40kKeyword|PSYKER}}, roll two dice; if the result is higher than their Leadership characteristic, randomly select one of their psychic powers. They can no longer use that psychic power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-6: Warp Blast (Warp Charge: 7):&#039;&#039;&#039; &#039;&#039;A blast of pure psychic energy either fired as a beam that can pierce the strongest armor, an orb that can rip apart terminators, or as a pulsating blast that can turn even the Astartes inside out, this is a signature ability of Zoanthropes.&#039;&#039;&lt;br /&gt;
:Select a unit within 24&amp;quot; that is visible to the psyker. You can immediately make a single shooting attack against that unit using one of the profiles below as if it was your shooting phase.&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;Warp Blast&#039;&#039;&#039; || 24&amp;quot; || Assault 2D6 || 6 || -2 || 1 || Blast&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warp Orb&#039;&#039;&#039; || 24&amp;quot; || Assault D6 || 8 || -3 || D3 || Blast&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warp Lance&#039;&#039;&#039; || 24&amp;quot; || Assault 1 || 10 || -4 || D6 || You can re-roll all wound rolls if the target is a {{W40kKeyword|Vehicle}} or a {{W40kKeyword|Building}}. Treat damage rolls of 1 or 2 made by this weapon as 3 instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hive Fleet-Specific===&lt;br /&gt;
These followings Psychic Powers can be taken by any {{W40Kkeyword|Tyranid}} {{W40Kkeyword|Psyker}} of that specific {{W40Kkeyword|&amp;lt;Hive Fleet&amp;gt;}}, regardless of the indications of one model&#039;s on which discipline to choose powers from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-{{W40Kkeyword|Behemoth}} - Unstoppable Hunger (Warp Charge: 7):&#039;&#039;&#039; &#039;&#039;The Hive Mind siphons into its organisms a tiny portion of Behemoth’s insatiable and aeons-long hunger. Filled with an aching void, claws and talons rend ever more desperately in their need to feed.&#039;&#039;&lt;br /&gt;
:Pick a friendly {{W40Kkeyword|Behemoth}} unit within 9&amp;quot; of the psyker. Until the end of the turn, add 1 to the wound rolls for that unit&#039;s melee attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-{{W40Kkeyword|Gorgon}} - Poisonous Influence (Warp Charge: 6):&#039;&#039;&#039; &#039;&#039;The synapse creature radiates a pulsed imperative which triggers the semi-sentient spores of Gorgon’s bio-horrors, guiding the secretion of venom laced with a seeping psychic miasma.&#039;&#039;&lt;br /&gt;
:Until your next Psychic phase, improve the AP characteristic of melee weapons for friendly {{W40Kkeyword|Gorgon}} units within 9&amp;quot; of this psyker by one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-{{W40Kkeyword|Hydra}} - Death Shriek (Warp Charge: 5):&#039;&#039;&#039; &#039;&#039;Amplifying the psychic death cry of Hydra’s progeny to horrifying levels, the Hive Mind causes excruciating physical and psychic trauma in those who resist its predations.&#039;&#039;&lt;br /&gt;
:Until your next Psychic phase, when a friendly {{W40kKeyword|Hydra}} unit that is within 6&amp;quot; of both this psyker and an enemy unit loses a model, roll a D6. On a 5+, the closest enemy unit suffers 1 mortal wound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-{{W40Kkeyword|Jormungandr}} - Lurking Maw (Warp Charge: 6):&#039;&#039;&#039; &#039;&#039;The Hive Mind extends a psychic summons, and calls upon Jormungandr’s embedded and waiting broods. Mindlessly converging via synaptic imperative, their sudden and frenzied attacks spell the foe’s end.&#039;&#039;&lt;br /&gt;
:Pick an enemy unit that is visible to the psyker. Until the end of the turn, re-roll hit rolls against that unit from friendly {{W40Kkeyword|Jormungandr}} units set up on the battlefield this turn. During the first turn, units set up through conventional deployment can&#039;t benefit from this Psychic power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-{{W40Kkeyword|Kraken}} - Synaptic Lure (Warp Charge: 5):&#039;&#039;&#039; &#039;&#039;Drawing upon Kraken’s strategic cunning, the Hive Mind projects a psychic marker upon an identified threat. Unknowingly radiating an irresistible lure to every nearby brood, the enemy is doomed.&#039;&#039;&lt;br /&gt;
:Pick an enemy unit. Until the end of the turn, re-roll charge rolls made by friendly {{W40Kkeyword|Kraken}} units that target that unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-{{W40Kkeyword|Kronos}} - Symbiostorm (Warp Charge: 6):&#039;&#039;&#039; &#039;&#039;The Hive Mind delves into the neural mesh between Kronos’ organisms and their symbiotes. Guided by its majestic will, a deluge of shrieking bio-matter reaches out unerringly towards the Tyranids’ prey.&#039;&#039;&lt;br /&gt;
:Pick a friendly {{W40Kkeyword|Kronos}} unit within 12&amp;quot; of the psyker. Until the end of the turn, when that unit rolls a 6+ to hit with a ranged weapon, it scores an additional hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-{{W40Kkeyword|Leviathan}} - Hive Nexus (Warp Charge: 6):&#039;&#039;&#039; &#039;&#039;The Hive Mind funnels Leviathan’s sophisticated synaptic network through its conduits, enforcing its gestalt will among the hive fleet’s lesser organisms.&#039;&#039;&lt;br /&gt;
:Until your next Psychic phase, the synapse range of friendly {{W40Kkeyword|Leviathan}} units is 18&amp;quot; instead of 12&amp;quot; (unless it would be already higher) and improve the save conferred by the {{W40Kkeyword|Leviathan}} Hive Fleet adaptation by 1.&lt;br /&gt;
&lt;br /&gt;
==Apocalypse Rules==&lt;br /&gt;
Apocalypse rules are special rules that are meant to represent the power of an immense force on the tabletop. Each army has one and it differs from effects and restrictions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gaping Night:&#039;&#039;&#039; &#039;&#039;The shadow of the warp wraps the planet in an unending blanket of silence and despair&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your army is Battle-forged, and contains at least 6000 points of {{W40kKeyword|Tyranids}} units, then all {{W40kKeyword|Tyranids}} units in your army gain this special rule. All non-{{W40kKeyword|Tyranids}} psykers on the board suffer from the effect of the &#039;&#039;Shadow in the Warp&#039;&#039; special rule. In addition, they suffer a penalty of D3 to their Leadership characteristic instead of only 1.&lt;br /&gt;
&lt;br /&gt;
==Tyranid Biomorphs==&lt;br /&gt;
===Melee Biomorphs===&lt;br /&gt;
*&#039;&#039;&#039;Acid Maw Biomorphs:&#039;&#039;&#039; &#039;&#039;A simple and yet effective adaptation, many Tyranid creatures sport acidic glands with which they can digest anything in an instant. Of course, this can also aid against the hardest of food supplies.&#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;Acid Maw&#039;&#039;&#039; || Melee || Melee || User || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Melting Maw&#039;&#039;&#039; || Melee || Melee || User || -5 || 6 || Each time the bearer fights, it can give up all its attacks to make one single attack with this weapon. If this weapon kills a model the Viragon heals D3 wounds it had previously lost.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Monstrous Acid Maw&#039;&#039;&#039; || Melee || Melee || User || -5 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bio-flail:&#039;&#039;&#039; &#039;&#039;A brute bio-weapon found on the brutish Stone-crusher Carnifex; although less adept at slicing through heavy armor like its claws, the damage done by this organic wreaking ball can be devastating against the less defended soldiers.&#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;Bio-flail&#039;&#039;&#039; || Melee || Melee || User || -1 || 2 || Each time the bearer fights, one (and only one) of its attacks can be made with this weapon. When the bearer fights with this weapon, make a number of hit rolls against one target unit equal to the number of models that the target unit has within 2&amp;quot; of the bearer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blinding Venom:&#039;&#039;&#039; &#039;&#039;Although small, Gargoyles and Simurghs can spit a particular kind of venom that swollen up the eyes and turns these tiny creatures into much bigger threats.&#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;Blinding Venom&#039;&#039;&#039; || Melee || Melee || 3 || 0 || 1 || If any unit suffers any unsaved wounds from this weapon, your opponent must subtract 1 from hit rolls for that unit until the end of the turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bone Sabres:&#039;&#039;&#039; &#039;&#039;The iconic weapons of the mighty Swarmlord, their reputation is well known across many species hit by the Tyranid plague and are an essential part of the aura of terror and mystery around their carrying creature. Just a scratch from these terrifying weapons can be fatal as bone and armor are sliced through by the sheer power of their psychic field.&#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;Bone Sabres&#039;&#039;&#039; || Melee || Melee || User || -3 || 6 || Each time you make a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. Successful Invulnerable save against wounds caused by this weapon must be re-rolled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bonesword Biomorphs:&#039;&#039;&#039; &#039;&#039;One of the more elite choices of close carnage in the ranks of the hungering swarm, they are usually found on commanding organisms like warriors, but upscaled versions can be spotted even on Hive Tyrants. The powerful psychic energies that flow through them or the usual pairing with Lash Whips make them extremely effective weapons for carnage.&#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;Boneswords&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || A model armed with boneswords can make 1 additional attack with them in the Fight phase. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lash Whip and Bonesword&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || If the bearer is slain in the Fight phase before it makes it attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Monstrous Boneswords&#039;&#039;&#039; || Melee || Melee || User || -2 || 3 || A model armed with monstrous boneswords can make 1 additional attack with them in the Fight phase. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Monstrous Lash Whip and Monstrous Bonesword&#039;&#039;&#039; || Melee || Melee || User || -2 || 3 || If the bearer is slain in the Fight phase before it makes it attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Claws and Teeth:&#039;&#039;&#039; &#039;&#039;A rudimentary weapon, the first created under the course of nature. Despite their simplicity, they still find their use against a world&#039;s fauna or lightly protected civilians.&#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;Claws and Teeth&#039;&#039;&#039; || Melee || Melee || User || 0 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crushing Biomorphs:&#039;&#039;&#039; &#039;&#039;Despite feeding on organic matter, sometimes the Tyranids need to first breach through heavy defenses and these biomorphs are design to do just that. Only few substances in the galaxy can resist against the force generated by this claws, and even then, the damage suffered is nothing to scoff at.&#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;Crushing Claws&#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;Massive Crushing Claws&#039;&#039;&#039; || Melee || Melee || x2 || -3 || D6 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Monstrous Crushing Claws&#039;&#039;&#039; || Melee || Melee || x2 || -3 || 3 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wrecker Claws&#039;&#039;&#039; || Melee || Melee || x2 || -3 || 3 || If the bearer is equipped with two &#039;&#039;&#039;Wrecker Claws&#039;&#039;&#039;, each time an attack is made with this weapon, you can re-roll the wound roll. Each time an attack is made with this weapon is allocated to a {{W40kKeyword|Vehicle}}, {{W40kKeyword|Monster}} or {{W40kKeyword|Building}} model, that attack has a Damage characteristic of 5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diamond-tipped Teeth:&#039;&#039;&#039; &#039;&#039;A peculiar deviation on the normal teeth only found on a particular underground organism. These diamond-tipped teeth allow it to attach to the side of vehicles and breach through with great ease.&#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;Diamond-tippped Teeth&#039;&#039;&#039; || Melee || Melee || User || -3 || 3 || When using this weapon, halve the attack characteristic of this model (rounding up). You can re-roll failed wound rolls for this weapon. If the target&#039;s Toughness is higher than this attack&#039;s Strength, this weapon always wounds the target on a wound roll of 4+.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Distensible Jaw:&#039;&#039;&#039; &#039;&#039;The prehensile tongue of a Haruspex, nothing is safe nearby this monster for even far away target can be drag inside the dark abyss lingering inside it.&#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;Distensible Jaw&#039;&#039;&#039; || Melee || Melee || User || -3 || D6 || Each time the bearer fights, one (and only one) of its attacks must be made with this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grasping Tail:&#039;&#039;&#039; &#039;&#039;The tale of a Malanthrope; despite not possessing any peculiar properties, its strength is not to be underestimated for it can easily snatch an adult man and leave it to the beast&#039;s mercy.&#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;Grasping Tail&#039;&#039;&#039; || Melee || Melee || +1 || -1 || 2 || At the beginning of the Fight phase, instead of attacking with this model, you may choose one enemy model within 1&amp;quot; of it. Both players roll 1d6 and add it to the corresponding models&#039; Strenght characteristics. If the model wins, nothing happens. If it fails, reduce its attacks by half (rounding down), the model has to subtract 1 from all its hit rolls and may not disengage. If the models&#039; unit disengages, this model is removed from play as the helpless warrior is devoured by the creature. A model slain in this manner counts as slain by the Malanthrope for the purpose of the &#039;&#039;Prey Adaptation&#039;&#039; rule.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lash Biomorphs:&#039;&#039;&#039; &#039;&#039;Quick as lightning, these whips made of muscles are extremely useful both to attack and to restrain the movements of the prey and assure a swift death.&#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;Lash Whips&#039;&#039;&#039; || Melee || Melee || User || 0 || 1 || Enemy models in base contact with a model equipped with this weapon have to subtract 1 from their hit rolls.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lashwhip Pods&#039;&#039;&#039; || Melee || Melee || 5 || -1 || 1 || Each time the bearer fights, it makes 10 additional attacks with this weapon and no more than 10 attacks can be made with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Monstrous Lash Whips&#039;&#039;&#039; || Melee || Melee || User || -1 || 2 || Enemy models in base contact with a model equipped with this weapon have to subtract 1 from their hit rolls.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tresher Tendrils&#039;&#039;&#039; || Melee || Melee || +2 || -2 || D3 || You may not use this weapon once you have used the &#039;&#039;Thresher Tendrils&#039;&#039; special rule. Make D3 hit rolls for each attack with this weapon in a turn in which the bearer charged.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thresher Tendrils and Spikes&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Make 3 hit rolls with this weapon instead of 1 for each attack assigned to it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Massive Feeder Tendrils:&#039;&#039;&#039; &#039;&#039;A gigantic version of the normal tendrils found in lesser Tyranid creatures, these tentacles are far too massive to harvest the thoughts of those consumed, but are still able to confer the wielder of important nutrients.&#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;Massive Feeder Tendrils&#039;&#039;&#039; || Melee || Melee || User || -3 || 1 || Make 4 hit rolls for each attack made with this weapon, instead of 1. Every model slain by this weapon or every 2 damage dealt by this weapon heals the bearer of this weapon for 1 wound.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Powerful Limbs:&#039;&#039;&#039; &#039;&#039;Powerful appendages found on greater organism. Although not particularly adapted, they can be quite dangerous, especially for those underestimating the combat capabilities of these slow giants.&#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;Powerful Limbs&#039;&#039;&#039; || Melee || Melee || User || -1 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravenous Maw:&#039;&#039;&#039; &#039;&#039;The signature jaw of a Haruspex, to stare inside than is to gaze into the jaws of the cold abyss of a black hole, for when something enters this chasm, it never returns.&#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;Ravenous Maw&#039;&#039;&#039; || Melee || Melee || User || -1 || D3 || Make 3 hit rolls for each attack made with this weapon, instead of 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rending Biomorphs:&#039;&#039;&#039; &#039;&#039;Special adamantine claws are an effective adaptation against heavily armored preys and have made a certain reputation for themselves especially for tales from various Space Hulks.&#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;Rending Claws&#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. If a model is equipped with two pairs of &#039;&#039;&#039;Rending Claws&#039;&#039;&#039; the effect activates on a wound roll of 5+ instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Monstrous Rending Claws&#039;&#039;&#039; || Melee || Melee || User || -3 || D3 || You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and a Damage of 3. If a model is equipped with two pairs of &#039;&#039;&#039;Monstrous Rending Claws&#039;&#039;&#039; and/or &#039;&#039;&#039;Patriarch&#039;s Claws&#039;&#039;&#039; the effect activates on a wound roll of 5+ instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patriarch&#039;s Claws&#039;&#039;&#039; || Melee || Melee || User || -4 || D3 || You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and a Damage of 3. If a model is equipped with two pairs of &#039;&#039;&#039;Monstrous Rending Claws&#039;&#039;&#039; and/or &#039;&#039;&#039;Patriarch&#039;s Claws&#039;&#039;&#039; the effect activates on a wound roll of 5+ instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scything Talon Biomoprhs:&#039;&#039;&#039; &#039;&#039;The most common Tyranid close combat weapon. These razor-sharp blades of chitin can be found on just about any type of Tyranid creature, from the smaller to the most massive, and are all equally deadly.&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;Gargantuan Scything Talons&#039;&#039;&#039; || Melee || Melee || +2 || -3 || 6 || You can re-roll hit rolls of 1 when attacking with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Giant Scything Talons&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 3 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hierodule Scything Talons&#039;&#039;&#039; || Melee || Melee || +2 || -3 || D3+3 || You can re-roll hit rolls of 1 when attacking with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Massive Scything Talons&#039;&#039;&#039; || Melee || Melee || User || -3 || D6 || You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of &#039;&#039;&#039;Massive Scything Talons&#039;&#039;&#039;, it can make 1 additional attack with this weapon each time it fights.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Monstrous Scything Talons&#039;&#039;&#039; || Melee || Melee || User || -3 || 3 || You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of &#039;&#039;&#039;Monstrous Scything Talons&#039;&#039;&#039;, it can make 1 additional attack with this weapon each time it fights.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scything Talons&#039;&#039;&#039; || Melee || Melee || User || 0 || 1 || You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of &#039;&#039;&#039;Scything Talons&#039;&#039;&#039;, it can make 1 additional attack with this weapon each time it fights.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spore-cloud Scything Talons&#039;&#039;&#039;|| Melee || Melee || X2 || -5 || 3D3 || After all attacks with this weapon have been resolved roll a D6 for each enemy wound dealt by this weapon; for every 6 the unit which received the damage and every other enemy unit within 3” suffers 2 mortal wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scything Wings:&#039;&#039;&#039; &#039;&#039;Wings adapted with scything appendages ideal to slice enemy aircraft and other airborne threats.&#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;Scything Wings&#039;&#039;&#039; || Melee || Melee || User || -2 || D3 || You can re-roll hit rolls of 1 when attacking with this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shoveling Biomorphs:&#039;&#039;&#039; &#039;&#039;Enorumous limbs adapted to move great weights of food or substances. Despite the limited use, their strength is still to be feared.&#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;Shoveling Claws&#039;&#039;&#039; || Melee || Melee || x2 || -3 || D6 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gigantic Shovel Claws&#039;&#039;&#039; || Melee || Melee || User || -2 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Swallowing Maw:&#039;&#039;&#039; &#039;&#039;The bloated maw of a Tyrannocyte; recent mutations of the biomorph has made it capable of utilizing this apparatus to grow even larger, swallowing up anything that comes too close with its surrounding claws.&#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;Swallowing Maw&#039;&#039;&#039; || Melee || Melee || User || 0 || D3 || Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon. On an unmodified hit roll of 6, instead of rolling to wound, select one enemy {{W40kKeyword|Infantry}} model within 1&amp;quot; that has three wounds or less; that model is removed as a casualty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tail Biomorphs:&#039;&#039;&#039; &#039;&#039;Various creatures of various forms all can sport peculiar tail adaptation; from chitinous scythes, to elettrostatic appendages of prehensile pincers, all these adaptations serve their specific function to high degrees.&#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;Biostatic Rattle&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || 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. If a unit suffers any unsaved wounds from this weapon, add 1 to any Morale tests they take until the end of the turn.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bone Mace&#039;&#039;&#039; || Melee || Melee || 8 || -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;
|&#039;&#039;&#039;Prehensile Pincer Tail&#039;&#039;&#039; || Melee || Melee || User || 0 || 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;
|&#039;&#039;&#039;Scything Tail&#039;&#039;&#039; || Melee || Melee || User || -3 || 2 || Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spike Tail&#039;&#039;&#039; || Melee || Melee || user || -2 || 1 || Each time the bearer fights, it make one (and only one) attack with this weapon. This is in addition to the bearer&#039;s attacks. A unit (that doesn&#039;t have the {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} keyword) that suffers an unsaved wound from this weapon has to always attack last in the fight phase and to subtract 1 from all its hit rolls and Leadership value. This effect lasts one game turn.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thresher Scythe&#039;&#039;&#039; || Melee || Melee || 4 || -1 || 1 || Each time the bearer fights, it can make one (and only one) attack with this weapon. Make D3 hit rolls for this attack instead of one. This is in addition to the bearer&#039;s attacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toxin Spike&#039;&#039;&#039; || Melee || Melee || 1 || 0 || 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. This weapon always wounds targets (other than {{W40kKeyword|Vehicle}}) on a 2+.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wicked Spur&#039;&#039;&#039; || Melee || Melee || 8 || -3 || 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;Talon Biomorphs:&#039;&#039;&#039; &#039;&#039;A relative of the scything talons and rending claws combined, these fearsome talons are perfect for slicing just about everything, from flesh to armor, and even enter inside the enemy&#039;s nightmare and destroy them from within.&#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;Grasping Talons&#039;&#039;&#039; || Melee || Melee || User || -1 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Massive Scything Sickle-talons&#039;&#039;&#039; || Melee || Melee || +1 || -3 || D3 || Each time an attack is made with this weapon, you can re-roll the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sinister Talons&#039;&#039;&#039; || Melee || Melee || User || -3 || D3 || You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and a Damage of 3.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Toxic Lashes:&#039;&#039;&#039; &#039;&#039;Muscular whips coated with a corrosive venom able to destroy any substance. To find inside these lashes grip is to die of a horrific and painful death, boiled alive by its toxins.&#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;Massive Toxic Lashes&#039;&#039;&#039; || Melee || Melee || User || -2 || D3 || This weapon always wounds on a 2+, unless the target is a {{W40kKeyword|VEHICLE}}. A model armed with this weapon always attacks first in the Fight phase, even if it didn&#039;t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toxic Lashes&#039;&#039;&#039; || Melee || Melee || User || 0 || D3 || This weapon always wounds on a 2+, unless the target is a {{W40kKeyword|VEHICLE}}. A model armed with this weapon always attacks first in the Fight phase, even if it didn&#039;t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ranged Biomorphs===&lt;br /&gt;
*&#039;&#039;&#039;Acid Biomorphs:&#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;Acid Spit&#039;&#039;&#039; || 18&amp;quot; || Heavy 3D3 || 6 || -5 || 2 || Each time an attack is made with this weapon, that attack automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Acid Spray&#039;&#039;&#039; || 18&amp;quot; || Heavy 2D6 || User || -1 || D3 || Each time an attack is made with this weapon, that attack automatically hits its target. Each time a {{W40kKeyword|Vehicle}} is hit by this weapon, roll a D6 before rolling to wound; on a 4+ that model suffers a penalty of 1 to its Toughness characteristic for the rest of the game.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bio-Acid Spray&#039;&#039;&#039; || 18&amp;quot; || Heavy 3D6 || 6 || -2 || 1 || Each time an attack is made with this weapon, that attack automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pyro-acid Spit&#039;&#039;&#039; || 18&amp;quot; || Heavy 4D3 || 6 || -3 || 2 || Each time an attack is made with this weapon, that attack automatically hits its target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bio-cannon Biomorphs:&#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;Bio-cannon&#039;&#039;&#039; || 48&amp;quot; || Heavy 6 || 8 || -2 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dire Bio-cannon&#039;&#039;&#039; || 48&amp;quot; || Heavy 8 || 10 || -3 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydraphant Dire Bio-cannon&#039;&#039;&#039; || 72&amp;quot; || Heavy 12 || 12 || -3 || 6 || Every wound roll of 6+ against {{W40kKeyword|Vehicle}}, {{W40kKeyword|Monster}} or {{W40kKeyword|Titanic}} units inflicts an additional 3D3 mortal wounds in addition to its normal damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bio-electric Pulse Biomorphs:&#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;Bio-Electric Pulse&#039;&#039;&#039; || 12&amp;quot; || Assault 6 || 5 || 0 || 1 || Against a {{W40kKeyword|Vehicle}} this weapon inflicts a mortal wounds on a wound roll of 6+.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bio-Electric Pulse with Containment Spines&#039;&#039;&#039; || 12&amp;quot; || Assault 12 || 5 || 0 || 1 || Against a {{W40kKeyword|Vehicle}} this weapon inflicts a mortal wounds on a wound roll of 5+.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bio-Plasma Biomorphs:&#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;Bio-plasma (Glob)&#039;&#039;&#039; || 18&amp;quot; || Assault 1 || 8 || -3 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bio-plasma (Spit)&#039;&#039;&#039; || 12&amp;quot; || Assault D3 || 7 || -3 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bio-plasma Torrent&#039;&#039;&#039; || 12&amp;quot; || Assault 2D6 || 7 || -3 || 1 || Blast. Each time an attack is made with this weapon, that attack automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bio-plasmic Cannon&#039;&#039;&#039; || 36&amp;quot; || Heavy 6 || 7 || -3 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bio-plasmic Scream&#039;&#039;&#039; || 18&amp;quot; || Assault D6 || 7 || -4 || 1 || Blast.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brainleech Hive:&#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;Brainleech Hive&#039;&#039;&#039; || 12&amp;quot; || Pistol 24 || 6 || 0 || 1 || A unit that receives an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Choking Spore:&#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;Choking Spore&#039;&#039;&#039; || 12&amp;quot; || Assaul D6 || 3 || 0 || D3 || Blast. You can re-roll failed wound rolls for this weapon. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover. This weapon always wounds on a 2+ against non {{W40kKeyword|Vehicle}} models and {{W40kKeyword|Vehicle}}s that have suffered at least one wound.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cluster Spines:&#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;Cluster Spines&#039;&#039;&#039; || 18&amp;quot; || Assault 2D6 || 4 || 0 || 1 || Blast.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathscreamer Hive:&#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;Deathscreamer Hive&#039;&#039;&#039; || 12&amp;quot; || Pistol 12 || 6 || -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;Deathspitter Biomorphs:&#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;Deathspitter&#039;&#039;&#039; || 24&amp;quot; || Assault 3 || 5 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deathspitter with Slimer Maggots&#039;&#039;&#039; || 24&amp;quot; || Assault 3 || 7 || -1 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devourer Biomorphs:&#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;Devourer&#039;&#039;&#039; || 18&amp;quot; || Assault 3 || 4 || 0 || 1 || A unit that receives an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the turn.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devourer with Brainleech Worms&#039;&#039;&#039; || 18&amp;quot; || Assault 6 || 6 || 0 || 1 || A unit that receives an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drool 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;Drool Cannon (Spit)&#039;&#039;&#039; || 18&amp;quot; || Assaul 2 || 7 || -1 || 1 || Hits made against {{W40kKeyword|Aircraft}} units are resolved with an AP of -4 and can re-roll failed wound rolls.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drool Cannon (Torrent)&#039;&#039;&#039; || 8&amp;quot; || Assaul D6 || 6 || -1 || 1 || Blast. Each time an attack is made with this weapon, that attack automatically hits its target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flamespurt:&#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;Flamespurt&#039;&#039;&#039; || 10&amp;quot; || Assaul D6 || 5 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits its target. During the Fight phase, a model equipped with this weapon may inflict D3 automatic hits with this weapon&#039;s Strength and Ap.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flesh Hooks:&#039;&#039;&#039; &#039;&#039;Small fleshy hooks situated usually into a creature&#039;s chest cavities, they can be fired at will and grant additional mobility to their host.&#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;Flesh Hooks&#039;&#039;&#039; || 6&amp;quot; || Assault 2 || User || 0 || 1 || This weapon can be fired within 1&amp;quot; of an enemy unit, and can target enemy units within 1&amp;quot; of friendly units. In addition, a model equipped with &#039;&#039;&#039;Flesh Hooks&#039;&#039;&#039; can move through solid walls or climb on ruins or basements without ladders.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fleshborer Biomorphs:&#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;Fleshborer&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fleshborer Hive&#039;&#039;&#039; || 18&amp;quot; || Heavy 20 || 5 || 0 || 1 || You can re-roll wound rolls when shooting with this weapon. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grasping Tongue:&#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;Grasping Tongue&#039;&#039;&#039; || 12&amp;quot; || Assaul 1 || 6 || -3 || D3 || This weapon can be fired within 1&amp;quot; of an enemy unit, and can target enemy units within 1&amp;quot; of friendly units. In addition, when a model is slain by this weapon, its bearer regains 1 lost wound.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Impaling Biomorphs:&#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;Impaler Cannon&#039;&#039;&#039; || 36&amp;quot; || Heavy 2 || 8 || -2 || D3 || This weapon can target unit that are not visible to the bearer. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Impaling Tendril&#039;&#039;&#039; || 18&amp;quot; || Heavy 1 || 9 || -4 || D6 || You may re-roll failed hit rolls for this weapon. Models with the {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} keyword which are damaged by this weapon are dragged 3D6&amp;quot; towards this model; if this makes it so one model is not within cohesion of the rest of the models in this unit, it is immediately slain.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rupture 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;Rupture Cannon&#039;&#039;&#039; || 48&amp;quot; || Heavy 3 || 10 || -3 || D6 || When shooting with this weapon, for each two shots that hit, resolve them with a an Ap characteristic of -5 and a Damage of D3+3.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shock 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;Shock Cannon&#039;&#039;&#039; || 24&amp;quot; || Assault D3 || 7 || -1 || D3 || Blast. If the target is a {{W40kKeyword|VEHICLE}} and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spike Rifle:&#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;Spike Rifle&#039;&#039;&#039; || 18&amp;quot; || Assault 1 || 3 || -1 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spine Biomorphs:&#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;Spine Banks&#039;&#039;&#039; || 6&amp;quot; || Assault 4 || 5 || 0 || 1 || This weapon can be fired within 1&amp;quot; of an enemy unit, and can target enemy units within 1&amp;quot; of friendly units.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spike-Cloud Spray&#039;&#039;&#039; || 48&amp;quot; || Assault 6 || 7 || -2 || D3 || Add 1 to all hit rolls made for this weapon against targets that can {{W40kKeyword|Fly}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spinemaws&#039;&#039;&#039; || 6&amp;quot; || Pistol 4 || 2 || 0 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spinefist Biomorphs:&#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 Spinefists&#039;&#039;&#039; || 12&amp;quot; || Pistol * || 5 || 0 || 1 || When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spinefists&#039;&#039;&#039; || 12&amp;quot; || Pistol * || 3 || 0 || 1 || When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spore Mine Biomorphs&#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;Dactylis Birthing Cannon (Arching Shot)&#039;&#039;&#039; || 24&amp;quot;-360&amp;quot; || Heavy 10 || - || - || - || See &#039;&#039;Launched Mines&#039;&#039; special rule. This profile can target units that are not visible to the bearer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dactylis Birthing Cannon (Defensive Ejection)&#039;&#039;&#039; || 36&amp;quot; || Heavy 20 || - || - || - || See &#039;&#039;Launched Mines&#039;&#039; special rule. Subtract 1 from the hit rolls when attacking with this weapon profile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spore Mine Launcher&#039;&#039;&#039; || 48&amp;quot; || Heavy 1 || - || - || - || See &#039;&#039;Spore Mine Launcher&#039;&#039; special rule.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spore Node&#039;&#039;&#039; || 18&amp;quot; || Heavy 1 || - || - || - || See &#039;&#039;Spore Node&#039;&#039; special rule.&lt;br /&gt;
|}&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Spore Mine weapons can use a wide variety of different mines, which define the weapon&#039;s Strength, AP, and additional special rules. The type is purchased before the battle begins.&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Acid Mine&#039;&#039;&#039; || - || - || - || See “&#039;&#039;&#039;Floating Death (Spore Mine)&#039;&#039;&#039;” ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Char Mine&#039;&#039;&#039; || - || - || - || See “&#039;&#039;&#039;Floating Death (Spore Mine)&#039;&#039;&#039;” ability. If the target is an {{W40kKeyword|Aircraft}}, double the number of mortal wounds this weapon inflicts.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frag Mine&#039;&#039;&#039; || 4 || -1 || 1 || See “&#039;&#039;&#039;Floating Death (Spore Mine)&#039;&#039;&#039;” ability. Instead of inflicting mortal wounds this Mine inflicts D6 automatic hits on a 2-5 roll, 6 on a roll of 6.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toxin Mine&#039;&#039;&#039; || 1 || - || D3 || See “&#039;&#039;&#039;Floating Death (Spore Mine)&#039;&#039;&#039;” ability. Instead of inflicting mortal wounds, this Mine inflicts D6 automatic hits on a 2-5 roll, 6 on a roll of 6. This weapon always wounds on a 2+ unless the target is a {{W40kKeyword|Vehicle}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stinger Salvo:&#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;Stinger Salvo&#039;&#039;&#039; || 24&amp;quot; || Assaul 4 || 5 || -1 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strangler Biomorphs:&#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;Barbed Strangler&#039;&#039;&#039; || 36&amp;quot; || Assault D6 || 5 || -1 || 1 || Blast. You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. A unit that suffers one or more wounds from this weapon must subtract 2 from its movement, advance and charge distances.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Great Strangler&#039;&#039;&#039; || 8&amp;quot; || Assault D3 || 4 || -1 || 1 || Blast. A unit that suffers one or more wounds from this weapon must subtract 2&amp;quot; from its movement, advance and charge distances.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strangle Web&#039;&#039;&#039; || 8&amp;quot; || Assault D3 || 3 || 0 || 1 || Blast. A unit that suffers one or more wounds from this weapon must subtract 1&amp;quot; from its movement, advance and charge distances.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stranglethorn Cannon&#039;&#039;&#039; || 36&amp;quot; || Assault D6 || 7 || -1 || 2 || Blast. You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. A unit that suffers one or more wounds from this weapon must subtract 3 from its movement, advance and charge distances.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tentaclids:&#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;Tentaclids&#039;&#039;&#039; || 36&amp;quot; || Assaul 4 || 5 || 0 || 1 || You may re-roll failed hit rolls for this weapon against {{W40kKeyword|Aircraft}} units. In addition, if the target is a {{W40kKeyword|VEHICLE}} and you make a wound roll of 4+, it suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thorax Biomorphs:&#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;Bloodseeker Flies&#039;&#039;&#039; || 8&amp;quot; || Assault D6 || 3 || 0 || 1 || Each time an attack is made with this weapon, that attack automatically hits its target. If any unit suffers any unsaved wounds from this weapon, your opponent must subtract 1 from hit rolls for that unit until the end of the turn.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Desiccator Larvae&#039;&#039;&#039; || 8&amp;quot; || Assault D6 || 1 || 0 || 1 || Each time an attack is made with this weapon, that attack automatically hits its target. This weapon always wounds on a 2+, unless the target is a {{W40kKeyword|VEHICLE}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electroshock Grubs&#039;&#039;&#039; || 8&amp;quot; || Assault D6 || 3 || 0 || 1 || Each time an attack is made with this weapon, that attack automatically hits its target. If the target is a {{W40kKeyword|VEHICLE}} and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mindflayer Worms&#039;&#039;&#039; || 8&amp;quot; || Assault D6 || 4 || 0 || 1 || Each time an attack is made with this weapon, that attack automatically hits its target. A unit that receives an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the phase.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shreddershard Beetles&#039;&#039;&#039; || 8&amp;quot; || Assault D6 || 3 || 0 || 1 || Each time an attack is made with this weapon, that attack automatically hits its target. You can re-roll failed wound rolls for this weapon. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Toxic Lashes Biomorphs:&#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;Massive Toxic Lashes&#039;&#039;&#039; || 8&amp;quot; || Assault D6 || User || -2 || D3 || This weapon always wounds on a 2+, unless the target is a {{W40kKeyword|VEHICLE}}, and can be fired within 1&amp;quot; of an enemy unit, and can target enemy units within 1&amp;quot; of friendly units.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toxic Lashes&#039;&#039;&#039; || 6&amp;quot; || Assault 2 || User || 0 || D3 || This weapon always wounds on a 2+, unless the target is a {{W40kKeyword|VEHICLE}}, and can be fired within 1&amp;quot; of an enemy unit, and can target enemy units within 1&amp;quot; of friendly units.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Venom Biomorphs:&#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 Venom Cannon (Salvo)&#039;&#039;&#039; || 36&amp;quot; || Assault D3 || 9 || -2 || 3 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Venom Cannon (Single Shot)&#039;&#039;&#039; || 36&amp;quot; || Assault 1 || 10 || -3 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Venom Cannon (Salvo)&#039;&#039;&#039; || 36&amp;quot; || Assault D3 || 8 || -2 || D3 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Venom Cannon (Single Shot)&#039;&#039;&#039; || 36&amp;quot; || Assault 1 || 9 || -3 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Venom Mortar&#039;&#039;&#039; || 36”-360” || Heavy 20 || 6 || -2 || 1 || This weapon does not require line of sight to hit its target and a unit targeted by this weapon does not gain the benefit of cover.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bio-Artifacts===&lt;br /&gt;
====Universal====&lt;br /&gt;
*&#039;&#039;&#039;Arachnacyte Gland:&#039;&#039;&#039; &#039;&#039;The Arachnacyte Gland clutches the spine of its host bioform, its multi-limbed tendrils becoming wedded to the creature’s own flesh. Through these, the bio-artifact floods its host’s nervous systems and organs and lashes it with psychic stimuli, driving the beast on ever faster.&#039;&#039;&lt;br /&gt;
::Model with Adrenal Glands only. When a charge roll is made for a model with this Relic, roll one additional D6 and discard one of the dice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maw Claws of Thyrax:&#039;&#039;&#039; &#039;&#039;During the destruction of Thyrax, the dread beast that spearheaded the assault bore a pair of symbiotic fang-lined pincers. These terrible claws consumed both the bodies and the memories of their victims, passing on the assimilated knowledge to the host creature.&#039;&#039;&lt;br /&gt;
:: Model with Rending Claws, Monstrous Rending Claws or Patriarch Claws only. Add the following to that weapon’s special rule: &#039;When this model slays an enemy model in the Fight phase, you can re-roll failed hit rolls in all subsequent Fight phases for this model.&#039; In addition, consider the results of the wound rolls made by a model with the Maw Claws of Thyrax as 1 higher to see if the weapon&#039;s special rule activates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Norn Crown:&#039;&#039;&#039; &#039;&#039;First named by Inquisitor Kryptman, the Norn Crown is a unique parasitic organism that burrows needle-like cerebral bores directly into the brain of its host, forming a neuro-synaptic link that acts as a hyper-conduit for the Hive Mind. Through this abhorrent union, the Hive Mind’s indomitable will can pour forth to augment and control the hordes of lesser Tyranids that scuttle in the leader-beast’s wake.&#039;&#039;&lt;br /&gt;
:: Friendly {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} units do not suffer the penalties to their hit rolls and charge rolls incurred from the Instinctive Behaviour ability whilst they are within 30&amp;quot; of this model. In addition, this model gains the {{W40kKeyword|Psyker}} keyword and can attempt to manifest one additional psychic power in its Psychic phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pathogenesis:&#039;&#039;&#039; &#039;&#039;An organism like no other, Pathogenesis is perhaps a throwback to the Tyranids’ genetic origins or a shadow of things to come. Though its motes of psychic awareness are diffused throughout its carrier like a virus, it acts with a singular will. Subverting the body and symbiotes of its host, Pathogenesis causes rapid mutation: cartilaginous tubes and containment spines are lengthened; intercostal muscles are engorged; bio-ammunition are sheathed in a toxic dermis. With its host’s reach and lethality extended, fragments of Pathogenesis can reach out to the bodies of many more prey, by infesting the bio-ammunition or riding through the bio-electric charge. Whether it aims only to spread itself or is actively seeking something in the bodies of its fallen foes, perhaps only time will tell.&#039;&#039;&lt;br /&gt;
::Add 8&amp;quot; to the Range characteristic of ranged weapons a model with this Relic is equipped with. In addition, when a model with this Relic fires Overwatch or is chosen to shoot with, you can re-roll a single hit roll and you can re-roll a single wound roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Resonance Barb:&#039;&#039;&#039; &#039;&#039;Within the crowning carapace of this creature are pulsing bundles of nerves, their tendrils are driven irreversibly into the beast’s cortex. The Resonance Barb throbs at sympathetic frequencies with the Hive Mind, transmitting a portion of its cosmic might into the creature’s flesh-form.&#039;&#039;&lt;br /&gt;
:: {{W40kKeyword|Psyker}} model only. A model with this Relic can attempt to manifest one additional psychic power in your Psychic phase and attempt to deny one additional psychic power in your opponent’s Psychic phase. In addition, when a Psychic test is taken for a model with this Relic, add 1 to the total.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slimer Maggot Infestation:&#039;&#039;&#039; &#039;&#039;Rather than individual organisms, this deathspitter fires a wad of self-replicating slimer maggots. Upon striking their target, these ravenous creatures burrow deep into its flesh before beginning the process of fragmentation and regeneration. Within moments, the host body is devoured from the inside by a wriggling mass of grubs.&#039;&#039;&lt;br /&gt;
::This Relic replaces the model&#039;s two &#039;&#039;&#039;Deathspitters with Slimer Maggots&#039;&#039;&#039;. In addition, this model and every {{W40Kkeyword|&amp;lt;Hive Fleet&amp;gt;}} unit within 6&amp;quot; may re-roll every wound roll during the Shooting Phase if the fire with any weapon from the &#039;&#039;Deathspitter Weapons&#039;&#039; list.&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;Slimer Maggot Infestation&#039;&#039;&#039; || 24&amp;quot; || Assault 6 || 7 || -1 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Hungering Carapace:&#039;&#039;&#039; &#039;&#039;This entire carapace is, in reality, a symbiont creature that leeches onto the host&#039;s back and feeds on the pieces of biomass that comes too close to its hidden tendrils.&#039;&#039;&lt;br /&gt;
:: This model&#039;s Armor save is improved by one. In addition, each time you roll a wound roll of 6+ for a melee attack made by its bearer, the target suffers a mortal wound in addition to any other damage; for every model slain by these mortal wounds, the bearer regains a wound lost previously in the battle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Miasma Cannon:&#039;&#039;&#039; &#039;&#039;The Tyranids utilize all manner of bio-weapons, but none evoke more dread than the Miasma Cannon. Unlike other venom cannons, this weapon fires gobbets of toxin-laden slime so virulent that it reduces organic targets into shapeless puddles of goo in seconds.&#039;&#039;&lt;br /&gt;
::This Relic replaces the model&#039;s &#039;&#039;&#039;Heavy Venom Cannon&#039;&#039;&#039; and has 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 Miasma Cannon (Miasmic Spray)&#039;&#039;&#039; || 8&amp;quot; || Assault D6 || 7 || -2 || 2 || Blast. This weapon always wounds on a 2+, unless the target is a {{W40kKeyword|VEHICLE}} or {{W40kKeyword|Building}}. This weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Miasma Cannon (Miasmic Spit)&#039;&#039;&#039; || 36&amp;quot; || Assault D3 || 10 || -3 || 3 || Blast. This weapon always wounds on a 2+, unless the target is a {{W40kKeyword|VEHICLE}} or {{W40kKeyword|Building}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Psyleech Venom Cannon:&#039;&#039;&#039; &#039;&#039;This peculiar weapon can fire a special parasite able to disrupt psychic energies, or simply a wave of venomous bodily fluids unto the enemy.&#039;&#039;&lt;br /&gt;
::This Relic replaces the model&#039;s &#039;&#039;&#039;Heavy Venom Cannon&#039;&#039;&#039; and has 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 Psyleech Venom Cannon (Salvo)&#039;&#039;&#039; || 36&amp;quot; || Assault D6 || 5 || -2 || 1 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Psyleech Venom Cannon (Single Shot)&#039;&#039;&#039; || 36&amp;quot; || Assault 1 || 9 || -3 || 2 || You can add 1 to the wound rolls if the target unit has the {{W40kKeyword|Psyker}}, {{W40kKeyword|Daemon}} or {{W40kKeyword|Chaos}} keyword. In addition, the enemy must subtract 2 from Invulnerable saves made against hits caused by this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Reaper of Obliterax:&#039;&#039;&#039; &#039;&#039;The Reaper of Obliterax, first encountered amongst the re-emergent swarms of Hive Fleet Jormungandr, is a sentient blade resembling a bonesword that discharges highly concentrated bursts of destructive energy. Even the lightest blow from this bio-weapon can result in its target being rent asunder.&#039;&#039;&lt;br /&gt;
:: Model with Lash Whip and Bonesword or Lash Whip and Monstrous Bonesword only. Add the following to that weapon’s Abilities: &#039;On a wound roll of 6+, this weapon inflicts double damage.&#039; In addition, a model equipped with the Reaper of Obliterax has a 4+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Venomthorn Parasite:&#039;&#039;&#039; &#039;&#039;These engorged bio-ammunition tubes are only the outer form of an ancient symbiotic intelligence that spreads its nerve endings like a fungus throughout both creature and weapon, neurally linking the three together. When it senses prey, the Venomthorn Parasite dominates its two hosts, pushing the weapon symbiote to its limit with pulses of hormonal stimuli until the target is eviscerated.&#039;&lt;br /&gt;
::Model equipped with a stranglethorn cannon and/or heavy venom cannon only. When this model shoots with a stranglethorn cannon or heavy venom cannon, do not roll any dice when determining the Type characteristic of that weapon; instead, it has the maximum value (e.g. a Heavy D6 weapon makes 6 attacks). In addition, add 1 to the wound rolls when firing with that weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Ymgarl Factor:&#039;&#039;&#039; &#039;&#039;The Ymgarl Genestealers have long been a cancerous blight on the worlds of the Imperium. Their insatiable voracity is a legend amongst those that have had the misfortune to encounter them and live. Now, dark rumors have surfaced of Tyranid leader-beasts that appear to share the unfathomable adaptability of the Ymgarl Genestealers.&#039;&#039;&lt;br /&gt;
:: At the start of its movement phase, a model with the Ymgarl Factor must alter its form into one of the three listed below. The bonus gained lasts until the start of its next movement phase. The same form cannot be chosen until all three have been selected at least once. &lt;br /&gt;
::*&#039;&#039;&#039;Slashing Claws:&#039;&#039;&#039; The model has +D3 Strength.&lt;br /&gt;
::*&#039;&#039;&#039;Tentacled Limbs:&#039;&#039;&#039; The model has +D3 Attack.&lt;br /&gt;
::*&#039;&#039;&#039;Muscled Carapace:&#039;&#039;&#039; The model has +D3 Toughness.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Xenogenic Acid:&#039;&#039;&#039; &#039;&#039;This oily black substance continually seeps from the swollen cysts of its carrier. Splashes of the liquid have been seen to flow against gravity towards horrified eyes or compromised armour plates, giving rise to speculation that the acid itself is sentient. Within moments, the horrifying effluence finds its way inside its victims, breaking down the prey’s genetic structure and molecular cohesion until all that is left is a bubbling pile of black bio-matter.&#039;&#039;&lt;br /&gt;
::Model with Toxin Sacs only. When resolving a melee attack made by a model with this Relic, an unmodified wound roll of 5+ inflicts 1 mortal wound on the target in addition to any other damage.&lt;br /&gt;
&lt;br /&gt;
====Hive Fleet-Specific====&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Behemoth}} - Scythes of Tyran:&#039;&#039;&#039; &#039;&#039;The few remaining records of the fall of Tyran speak of an alpha beast that led the assault upon Magos Varnak’s command bunker, tearing open the facility’s vast bulkhead doors with a single slash of its scything forelimbs. So sharp were these monomolecular-edged weapon-growths that several Skitarii defenders were bisected with the alpha beast&#039;s every frenzied swipe.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|Behemoth}} model only. This Relic replaces the model&#039;s &#039;&#039;&#039;Monstrous Scything Talons&#039;&#039;&#039; and has 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;Scythes of Tyran&#039;&#039;&#039; || Melee || Melee || +2 || -3 || 3 || You can re-roll hit rolls of 1 when attacking with this weapon. This model can make 1 additional attack with this weapon each time it fights. In addition, each time you make a hit roll of 6+ for this weapon, you can make an additional hit roll. These additional hit rolls cannot generate further additional hit rolls.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Gorgon}} - Ruinous Touch&#039;&#039;&#039; &#039;&#039;The toxins and acids produced by the Gorgon leader organisms are able to corrode any substance and turn even the most durable of armors to mush.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|Gorgon}} model only. Non-{{W40Kkeyword|Titanic}} models that had been hit by at least one close combat attack from this model suffer a -1 penalty to their Armor save until the end of the game. In addition, if any model rolls at least one natural 1 (after all re-rolls) in close combat while trying to hit this model, roll a die; on a 5+ the weapon with which the model attacked is destroyed and cannot be used for the duration of the game. For attacks rolled for a group of models with the same weapons and Weapon Skill, treat each result of 1 as being rolled by a separate model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Hydra}} - Hyper-Adaptive Biology&#039;&#039;&#039; &#039;&#039;Leader-beasts spawned by Hive Fleet Hydra possess an intricate array of bizarre, transmutative organs, each of which can reform itself in mere moments to respond to any internal trauma.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|Hydra}} model only. From the end of the first phase in which this model suffers any wounds, add 1 to its Toughness and roll a die each time the model suffers an unsaved wound; for the remainder of the battle, on a roll of 5+ that wound is not lost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Jormungandr}} - Infrasonic Roar:&#039;&#039;&#039; &#039;&#039;Some Jormungandr bio-colossi utilize a complex arrangement of acoustic organs to unleash fearsome infrasonic bellows. So powerful are these booming sonic emanations that they cause a primal terror and confusion in many sentient species.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|Jormungandr}} model only. Enemy units within 12&amp;quot; of this model must subtract 1 from their Leadership.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Kraken}} – Chameleonic Mutation:&#039;&#039;&#039; &#039;&#039;This chitinous plate armor is an adaptation of the chameleonic carapace common to the Lictor bioform. Sub-dermal crystals capture and redirect light, projecting an ever-shifting mirage that masks the host creature’s movements.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|Kraken}} model only. Your opponent must subtract 1 from their hit rolls for attacks that target this model. In addition, add 2 instead of 1 to saving throws for this model when it is in cover.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Kronos}} - Balethorn Cannon:&#039;&#039;&#039; &#039;&#039;This enormous bio-cannon spits out a web of hyper-adaptive microfilament. Upon contact with the target, this sentient substance begins to contract, its contra-empathic surface identifying and adapting to any defenses it encounters, flaring white-hot to burn through kinetic shielding, or sharpening to a monomolecular edge to slice through even the thickest power armor.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|Kronos}} model only. This Relic replaces the model&#039;s &#039;&#039;&#039;Stranglethorn Cannon&#039;&#039;&#039; and has 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;Balethorn Cannon&#039;&#039;&#039; || 36&amp;quot; || Assault D6 || 7 || -2 || 2 || Blast. You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. A unit that suffers one or more wounds from this weapon must subtract 3 from its movement, advance and charge distances. Invulnerable saves cannot be taken against this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Leviathan}} - Slayer Sabres:&#039;&#039;&#039; &#039;&#039;At the hilt of each of these enormous, curving blades is a shell of diamond-hard chitin. This houses the brain of the weapon-symbiote, a semi-sentient organism that forms a synaptic link with its bearer. With a mental command, the wielder can generate a powerful surge of psychic energy, a fraction of the full power of the Shadow in the Warp that incinerates the unfortunate victim from the inside out.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|Leviathan}} model only. This Relic replaces the model’s &#039;&#039;&#039;Monstrous Boneswords&#039;&#039;&#039; and has 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;Slayer Sabres&#039;&#039;&#039; || Melee || Melee || User || -2 || 3 || A model armed with the Slayer Sabres can make 1 additional attack with them in the Fight phase. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. In addition, if an {{W40Kkeyword|Infantry}} or {{W40Kkeyword|Biker}} model suffers damage from this weapon but is not slain, roll a D3 at the end of the Fight phase. If the result is greater than that model’s remaining number of wounds, it is slain.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Upgrade Biomorphs===&lt;br /&gt;
*&#039;&#039;&#039;Acid Blood:&#039;&#039;&#039; If a model with this Biomorph suffers one or more unsaved wound(s) in close combat roll a die; on a 6+ the attacking unit suffers a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Adamantine Tusks:&#039;&#039;&#039; When a model with this Biomorph finishes a charge move, roll a dice; on a 6+ one enemy unit with 1&amp;quot; suffers a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Adrenal Glands:&#039;&#039;&#039; If a model has this Biomorph, add 1&amp;quot; to the distance it can move when it Advances or charges.&lt;br /&gt;
*&#039;&#039;&#039;Amphibious Adaptations:&#039;&#039;&#039; A model with this Biomorph counts as being in cover if it&#039;s within a water-type terrain and counts them as an open ground for the purpose of moving or charging.&lt;br /&gt;
*&#039;&#039;&#039;Antidote Glands:&#039;&#039;&#039; If a unit shoots with any Poison Weapon against a unit that has at least half of its models (round up) equipped with this Biomorph, it must subtract 2 from the wound rolls.&lt;br /&gt;
*&#039;&#039;&#039;Burrowing Limbs:&#039;&#039;&#039; During deployment, you can set up a unit whit this Biomorph underground instead of placing it on the battlefield. At the end of any of your Movement phases, the unit can burrow to the surface - set it more than 9&amp;quot; away from any enemy models.&lt;br /&gt;
*&#039;&#039;&#039;Carbonized Claws:&#039;&#039;&#039; A model with this Biomorph can reroll wound rolls against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Titanic}} units.&lt;br /&gt;
*&#039;&#039;&#039;Dopamine Injectors:&#039;&#039;&#039; Roll a die each time a model with this Biomorph suffers a wound; on a 5+ that wound is not lost.&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Leg Muscles:&#039;&#039;&#039; When a model with this Biomorph advances roll two dices and pick the higher result.&lt;br /&gt;
*&#039;&#039;&#039;Feeder Tendrils:&#039;&#039;&#039; If the last model in an enemy unit is slain in the Fight phase by a model with this Biomorph, it can re-roll hit rolls of 1 against all models that share the same unit type keywords (e.g. if a model with this Biomorph wins a combat against Chaos Bike squad, they can re-roll hit rolls of 1 against any {{W40kKeyword|Biker}}).&lt;br /&gt;
*&#039;&#039;&#039;Feeding Frenzy Trigger:&#039;&#039;&#039; A model with this Biomorph receives D3 additional attacks if during the fight phase it&#039;s against a unit that has more model than its own.&lt;br /&gt;
*&#039;&#039;&#039;Hive Mind Direct Link:&#039;&#039;&#039; A model with this Biomorph counts as always being within 12&amp;quot; of a {{W40kKeyword|Synapse}} creature. &lt;br /&gt;
*&#039;&#039;&#039;Increased Muscle Density:&#039;&#039;&#039; When a model with this Biomorph attacks in the fight phase consider its Strength characteristic as 1 higher.&lt;br /&gt;
*&#039;&#039;&#039;Insula Glands:&#039;&#039;&#039; A model with this Biomorph can re-roll all failed hit rolls in a turn in which it charged.&lt;br /&gt;
*&#039;&#039;&#039;Nonepinephrine Infusion:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it charged.&lt;br /&gt;
*&#039;&#039;&#039;Overdeveloped Stabilizing Organs:&#039;&#039;&#039; A model equipped with this Biomorph doesn&#039;t suffer any penalties to its hit rolls for moving and shooting with Heavy weapons, or Advancing and shooting with Assault weapons.&lt;br /&gt;
*&#039;&#039;&#039;Parasite Implanter:&#039;&#039;&#039; During the fight phase, a model with this Biomorph inflicts an additional mortal wound on the target on a wound roll of 6+.&lt;br /&gt;
*&#039;&#039;&#039;Pressure Detection Sensors:&#039;&#039;&#039; A model with this Biomorph may decide to shoot an enemy unit that has arrived from the reserves within 12&amp;quot;. If it does so hit must subtract 1 from the hit rolls.&lt;br /&gt;
*&#039;&#039;&#039;Psychic Deflection Bio-Crystals:&#039;&#039;&#039; A model with this Biomorph can attempt to deny one psychic power as if was a {{W40kKeyword|Psyker}}.&lt;br /&gt;
*&#039;&#039;&#039;Reflexes Optimization:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it was charged.  &lt;br /&gt;
*&#039;&#039;&#039;Regeneration:&#039;&#039;&#039; At the end of each friendly turn, roll a D6 for each model with this Biomorph that has less than its starting number of Wounds, but has not been removed as a casualty. On a 4+, that model regains a single Wound lost earlier in the battle.&lt;br /&gt;
*&#039;&#039;&#039;Serrated Blades:&#039;&#039;&#039; A model with this Biomorph can reroll all wound rolls during the fight phase if it targets a non {{W40kKeyword|Vehicle}}, non {{W40kKeyword|Titanic}} model.&lt;br /&gt;
*&#039;&#039;&#039;Snake Body:&#039;&#039;&#039; Add 3&amp;quot; to the movement characteristic of a model with this Biomorph. Also, during deployment, you can set up a unit whit this Biomorph underground instead of placing it on the battlefield. At the end of any of your Movement phases, the unit can burrow to the surface - set it up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models.&lt;br /&gt;
*&#039;&#039;&#039;Spring Coil Musculature:&#039;&#039;&#039; A model with this Biomorph can Fall Back and charge in the same turn. &lt;br /&gt;
*&#039;&#039;&#039;Stonecrusher Ramshield:&#039;&#039;&#039; When a model with this Biomorph finishes a charge move, roll a dice; on a 4+ one enemy unit with 1&amp;quot; suffers a mortal wound. In addition, all shooting attacks against it suffer -1 penalty to Strength. &lt;br /&gt;
*&#039;&#039;&#039;Three-Dimensional Thought Patterns:&#039;&#039;&#039; During the Shooting phase, a model with this Biomorph may add 1 to its hit rolls if it targets a {{W40kKeyword|Flyer}}.&lt;br /&gt;
*&#039;&#039;&#039;Toxic Miasma:&#039;&#039;&#039; At the end of the Fight phase, roll a D6 for each enemy unit within 1&amp;quot; of any model equipped with this Biomorph. On a 5+, that unit suffers a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Toxin Sacs:&#039;&#039;&#039; Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.&lt;br /&gt;
*&#039;&#039;&#039;Warp Shield Projector:&#039;&#039;&#039; A model with this Biomorph has a 5+ Invulnerable save while within Synapse range.&lt;br /&gt;
*&#039;&#039;&#039;Wide-Spectrum Retinas:&#039;&#039;&#039; A model with this Biomorph and doesn&#039;t suffer penalties to its hit rolls as a result of special rules such as &#039;&#039;Night Fighting&#039;&#039; or &#039;&#039;Dawn Raid&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Wings:&#039;&#039;&#039; If a model has this Biomorph, it gains the {{W40kKeyword|Fly}} keyword and adds 3&amp;quot; to its movement characteristic.&lt;br /&gt;
&lt;br /&gt;
===Titanic Upgrade Biomorphs===&lt;br /&gt;
*&#039;&#039;&#039;Cellular Bolster:&#039;&#039;&#039; While a model with this biomorph is within Synapse range, double the number of wounds it actually has remaining whenever you are consulting its damage chart to determine its characteristics.&lt;br /&gt;
*&#039;&#039;&#039;Frag Spine Batteries:&#039;&#039;&#039;  This Biomorph can be fired as a ranged weapon with the profile below:&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 Spine Batteries&#039;&#039;&#039; || 24&amp;quot; || Assault 12 || 6 || -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;
*&#039;&#039;&#039;Gargantuan Warp Shield:&#039;&#039;&#039; A model with this Biomorph have 6+ Invulnerable save, which is improved to a 4+ if this model is within Synapse range.&lt;br /&gt;
*&#039;&#039;&#039;Greater Flesh Hooks:&#039;&#039;&#039; Models equipped with this Biomorph can fire it as a ranged weapon with the profile below:&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;Greater Flesh Hooks&#039;&#039;&#039; || 12&amp;quot; || Assault 12 || User || -1 || 1 || This weapon can be fired within 1&amp;quot; of an enemy unit, and can target enemy units within 1&amp;quot; of friendly units.&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Incendiary Ichor:&#039;&#039;&#039; Each time a model with this Biomorph loses a wound in the Fight phase, roll a D6; on a 4+, the unit that inflicted the damage suffers D3 mortal wounds after all of their attacks have been resolved, D6 on a 6.&lt;br /&gt;
*&#039;&#039;&#039;Psy-Catalyst:&#039;&#039;&#039; While a model with this Biomorph is within Synapse range, enemy units must re-roll successful Invulnerable saves made against this model&#039;s ranged weapons.&lt;br /&gt;
*&#039;&#039;&#039;Spore Cloud:&#039;&#039;&#039; Your opponent must subtract 1 from hit rolls for ranged weapons that target {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} units within 6&amp;quot; of any friendly {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} model equipped with this Biomorph. In addition, at the end of the Fight phase, roll a D6 for each enemy unit within 3&amp;quot; of this model. On a 4+, that unit suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Regeneration:&#039;&#039;&#039; If, at the start of your Command phase, a model with this Biomorph is within Synapse range, roll a D6 for each wound lost previously; on each result of 5+ the model regains one Wound.&lt;br /&gt;
*&#039;&#039;&#039;Transport Chamber:&#039;&#039;&#039; A model with this Biomorph gains the {{W40kKeyword|Transport}} keyword, and can transport up to 10 {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|GENESTEALERS}}, {{W40kKeyword|Ymgarl GENESTEALERS}}, {{W40kKeyword|TERMAGANTS}} or {{W40kKeyword|HORMAGAUNTS}}, or a unit of up to 3 {{W40kKeyword|HIVE GUARD}}, {{W40kKeyword|TYRANT GUARD}} or {{W40kKeyword|TYRANID WARRIORS}}. It may also transport a single {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} {{W40kKeyword|TYRANID PRIME}}, {{W40kKeyword|Genestealer Patriarch}} or {{W40kKeyword|Ymgarl Genestealer Patriarch}}.&lt;br /&gt;
*&#039;&#039;&#039;Transport Hooks:&#039;&#039;&#039; A model with this Biomorph gains the {{W40kKeyword|Transport}} keyword, and can transport up to 20 {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Gargoyles}}, {{W40kKeyword|Simurghs}} or {{W40kKeyword|SKY-SLASHER SWARMS}}, or a unit of up to 6 {{W40kKeyword|TYRANID Shrikes}}. It may also transport a single {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} {{W40kKeyword|TYRANID PRIME}} equipped with the &#039;&#039;Wings&#039;&#039; Biomorph.&lt;br /&gt;
&lt;br /&gt;
===Mutations===&lt;br /&gt;
In a unit&#039;s profile, there is a section called &amp;quot;Mutations&amp;quot;, followed by a set of model characteristics. For example: a Termagant is (M:2/WS:-/BS:1/S:1/T:1/W:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-). Each characteristic has an associated cost, indicated by the number after the characteristic. This indicates the cost &#039;&#039;&#039;per model&#039;&#039;&#039; to increase that characteristic. Each characteristic can only be improved once, and characteristics with no associated costs cannot be improved.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(M) - Optimized Muscular Tissues:&#039;&#039;&#039; +2&amp;quot; to Movement.&lt;br /&gt;
*&#039;&#039;&#039;(WS) - Adaptive Motion Analysis:&#039;&#039;&#039; +1 Weapons Skill.&lt;br /&gt;
*&#039;&#039;&#039;(BS) - Hyper-Reactive Pupils:&#039;&#039;&#039; +1 Ballistics Skill.&lt;br /&gt;
*&#039;&#039;&#039;(S) - Muscle Fiber Density:&#039;&#039;&#039; +1 Strength.&lt;br /&gt;
*&#039;&#039;&#039;(T) - Subdermal Chitin Sheathing:&#039;&#039;&#039; +1 Toughness.&lt;br /&gt;
*&#039;&#039;&#039;(W) - Redundant Organ Systems:&#039;&#039;&#039; +1 Wounds.&lt;br /&gt;
*&#039;&#039;&#039;(A) - Explosive Muscle Action:&#039;&#039;&#039; +1 Attack.&lt;br /&gt;
*&#039;&#039;&#039;(Ld) - Fear Suppression Glands:&#039;&#039;&#039; +1 Leadership.&lt;br /&gt;
*&#039;&#039;&#039;(Sv) - Impact-Deflective Carapace:&#039;&#039;&#039; +1 Armor Save.&lt;br /&gt;
*&#039;&#039;&#039;(Psy) - Enhanced Neural Architecture:&#039;&#039;&#039; The model can learn and use an additional psychic power.&lt;br /&gt;
*&#039;&#039;&#039;(Syn) - Reinforced Synaptic Links:&#039;&#039;&#039; Improves Synapse range by 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
===HQs===&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;
====Genestealer Patriarch====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;The projenitor behind the genestealer infestations across the galaxy. Its superior body and sharp claws make it an excellent killing machine adept in rapid attacks with unparalleled strength. Usually it doesn&#039;t hunt alone, and it&#039;s instead followed by hordes of genestealers at its command.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Genestealer Patriarch (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Genestealer Patriarch || 8&amp;quot; || 2+ || 5+ || 6 || 5 || 6 || 6 || 10 || 4+ || 135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&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;-Patriarch&#039;s Claws&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Patriarch&#039;s Claws&#039;&#039;&#039; || Melee || Melee || User || -4 || D3 || You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and a Damage of 3. If a model is equipped with two pairs of &#039;&#039;&#039;Monstrous Rending Claws&#039;&#039;&#039; and/or &#039;&#039;&#039;Patriarch&#039;s Claws&#039;&#039;&#039; the effect activates on a wound roll of 5+ instead.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Brood Telepathy&amp;quot;&amp;gt;&lt;br /&gt;
You can add 1 to hit rolls in the Fight phase for {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} Genestealer units within 6&amp;quot; of any friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} Genestealer Patriarch.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lightning Reflexes&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 5+ Invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shadow in the Warp&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Swift and Deadly&amp;quot;&amp;gt;&lt;br /&gt;
This model can charge even if it Advanced during its turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Synapse&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&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;Psyker:&#039;&#039;&#039; A Genestealer Patriarch can attempt to manifest one psychic power 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; power and one psychic power from the &#039;&#039;Hive Mind&#039;s Control&#039;&#039; discipline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Death from the Shadows&amp;quot;&amp;gt;&lt;br /&gt;
During deployment, you can set up this unit in the shadows instead of placing it on the battlefield. At the end of any of your Movement phases, you can set it up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models and inside a piece of terrain.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Extended Carapace&amp;quot;&amp;gt;&lt;br /&gt;
This model has a Save characteristic of 3+ but loses its &#039;&#039;Swift and Deadly&#039;&#039; special rule.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mutations:&#039;&#039;&#039; (M:20/WS:5/BS:5/S:10/T:20/W:10/A:10/Ld:-/Sv:-/Psy:25/Syn:-)&lt;br /&gt;
&lt;br /&gt;
This model may take any of the following Upgrades:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Death from the Shadows&#039;&#039;&#039; Upgrade - +10 pts.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Extended Carapace&#039;&#039;&#039; Upgrade - +5 pts.&lt;br /&gt;
&lt;br /&gt;
This model may take one of the following:&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;Monstrous Rending Claws&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Monstrous Rending Claws&#039;&#039;&#039; || Melee || Melee || User || -3 || D3 || You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and a Damage of 3. If a model is equipped with two pairs of &#039;&#039;&#039;Monstrous Rending Claws&#039;&#039;&#039; and/or &#039;&#039;&#039;Patriarch&#039;s Claws&#039;&#039;&#039; the effect activates on a wound roll of 5+ instead.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Monstrous Scything Talons&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Monstrous Scything Talons&#039;&#039;&#039; || Melee || Melee || User || -3 || 3 || You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of &#039;&#039;&#039;Monstrous Scything Talons&#039;&#039;&#039;, it can make 1 additional attack with this weapon each time it fights.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
This model may take up to two items from the &#039;&#039;Biomorphs&#039;&#039; list.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
-&#039;&#039;&#039;Acid Blood&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Acid Blood:&#039;&#039;&#039; If a model with this Biomorph suffers one or more unsaved wound(s) in close combat roll a die; on a 6+ the attacking unit suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adamantine Tusks&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adamantine Tusks:&#039;&#039;&#039; When a model with this Biomorph finishes a charge move, roll a dice; on a 6+ one enemy unit with 1&amp;quot; suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adrenal Glands&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adrenal Glands:&#039;&#039;&#039; If a model has this Biomorph, add 1&amp;quot; to the distance it can move when it Advances or charges.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Amphibious Adaptation&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Amphibious Adaptations:&#039;&#039;&#039; A model with this Biomorph counts as being in cover if it&#039;s within a water-type terrain and counts them as an open ground for the purpose of moving or charging.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Antidote Glands&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Antidote Glands:&#039;&#039;&#039; If a unit shoots with any Poison Weapon against a unit that has at least half of its models (round up) equipped with this Biomorph, it must subtract 2 from the wound rolls.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Carbonized Claws&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Carbonized Claws:&#039;&#039;&#039; A model with this Biomorph can reroll wound rolls against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Titanic}} units.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Dopamine Injector&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dopamine Injectors:&#039;&#039;&#039; Roll a die each time a model with this Biomorph suffers a wound; on a 5+ that wound is not lost.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Enhanced Leg Muscles&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enhanced Leg Muscles:&#039;&#039;&#039; When a model with this Biomorph advances roll two dices and pick the higher result.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Feeding Frenzy Trigger&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feeding Frenzy Trigger:&#039;&#039;&#039; A model with this Biomorph receives D3 additional attacks if during the fight phase it&#039;s against a unit that has more model than its own.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Flesh Hooks&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Flesh Hooks&#039;&#039;&#039; || 6&amp;quot; || Assault 2 || User || 0 || 1 || This weapon can be fired within 1&amp;quot; of an enemy unit, and can target enemy units within 1&amp;quot; of friendly units. In addition, a model equipped with &#039;&#039;&#039;Flesh Hooks&#039;&#039;&#039; can move through solid walls or climb on ruins or basements without ladders.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Increased Muscle Density&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Increased Muscle Density:&#039;&#039;&#039; When a model with this Biomorph attacks in the fight phase consider its Strength characteristic as 1 higher.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Insula Glands&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insula Glands:&#039;&#039;&#039; A model with this Biomorph can re-roll all failed hit rolls in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Nonepinephrine Infusion&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nonepinephrine Infusion:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Parasite Implanter&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Parasite Implanter:&#039;&#039;&#039; During the fight phase, a model with this Biomorph inflicts an additional mortal wound on the target on a wound roll of 6+.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Reflexes Optimizations&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reflexes Optimization:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it was charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Regeneration&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regeneration:&#039;&#039;&#039; At the end of each friendly turn, roll a D6 for each model with this Biomorph that has less than its starting number of Wounds, but has not been removed as a casualty. On a 4+, that model regains a single Wound lost earlier in the battle.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Serrated Blades&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Serrated Blades:&#039;&#039;&#039; A model with this Biomorph can reroll all wound rolls during the fight phase if it targets a non {{W40kKeyword|Vehicle}}, non {{W40kKeyword|Titanic}} model.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Spring Coil Musculature&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring Coil Musculature:&#039;&#039;&#039; A model with this Biomorph can Fall Back and charge in the same turn.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Toxic Miasma&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Toxic Miasma:&#039;&#039;&#039; At the end of the Fight phase, roll a D6 for each enemy unit within 1&amp;quot; of any model equipped with this Biomorph. On a 5+, that unit suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Toxin Sacs&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Toxin Sacs:&#039;&#039;&#039; Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Wide-Spectrum Retinas&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wide-Spectrum Retinas:&#039;&#039;&#039; A model with this Biomorph and doesn&#039;t suffer penalties to its hit rolls as a result of special rules such as &#039;&#039;Night Fighting&#039;&#039; or &#039;&#039;Dawn Raid&#039;&#039;.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|HQs}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Genestealer Patriarch}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Psyker}}&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;
=====Ymgarl Genestealer Patriarch=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;The pack leader of the elusive Ymgarl Genestealers. This peculiar variant of the species sports unparalleled mutagenic abilities and it&#039;s capable of altering its form on the fly to aid in its hunt. One must be wary when facing them for one can never predict just how or when the creature will attack.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Ymgarl Genestealer Patriarch (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Ymgarl Genestealer Patriarch || 8&amp;quot; || 2+ || 5+ || 6 || 5 || 6 || 6 || 10 || 4+ || 160&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&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;-Feeder Tendrils&#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;Feeder Tendrils:&#039;&#039;&#039; If the last model in an enemy unit is slain in the Fight phase by a model with this Biomorph, it can re-roll hit rolls of 1 against all models that share the same unit type keywords (e.g. if a model with this Biomorph wins a combat against Chaos Bike squad, they can re-roll hit rolls of 1 against any {{W40kKeyword|Biker}}).&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Patriarch&#039;s Claws&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Patriarch&#039;s Claws&#039;&#039;&#039; || Melee || Melee || User || -4 || D3 || You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and a Damage of 3. If a model is equipped with two pairs of &#039;&#039;&#039;Monstrous Rending Claws&#039;&#039;&#039; and/or &#039;&#039;&#039;Patriarch&#039;s Claws&#039;&#039;&#039; the effect activates on a wound roll of 5+ instead.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Alter Form&amp;quot;&amp;gt;&lt;br /&gt;
At the start of your Command phase, a Ymgarl Genestealer Patriarch must alter their form into one of the three listed below. The bonus gained lasts until the start of your next Command phase. The same form cannot be chosen in two consecutive turns. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Slashing Claws:&#039;&#039;&#039; The Ymgarl Genestealer Patriarch has +1 Strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Tentacled Limbs:&#039;&#039;&#039; The Ymgarl Genestealer Patriarch has +1 Attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Muscle Carapace:&#039;&#039;&#039; The Ymgarl Genestealer Patriarch has +1 Toughness. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Brood Telepathy&amp;quot;&amp;gt;&lt;br /&gt;
You can add 1 to hit rolls in the Fight phase for {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} Ymgarl Genestealer units within 6&amp;quot; of any friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} Ymgarl Genestealer Patriarch.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Leftover&amp;quot;&amp;gt;&lt;br /&gt;
This model can never be your Warlord or have a Warlord trait. In addition, this model can never have a Relic.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lightning Reflexes&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 5+ Invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Master of Mutation&amp;quot;&amp;gt;&lt;br /&gt;
For every Ymgarl Genestealer Patriarch in one of your detachments, one Ymgarl Genestealers unit can be taken in the same detachment as {{W40kKeyword|Troops}}.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shadow in the Warp&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Swift and Deadly&amp;quot;&amp;gt;&lt;br /&gt;
This model can charge even if it Advanced during its turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Synapse&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&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;Psyker:&#039;&#039;&#039; An Ymgarl Genestealer Patriarch can attempt to manifest one psychic power 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; power and one psychic power from the &#039;&#039;Hive Mind&#039;s Control&#039;&#039; discipline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Death from the Shadows&amp;quot;&amp;gt;&lt;br /&gt;
During deployment, you can set up this unit in the shadows instead of placing it on the battlefield. At the end of any of your Movement phases, you can set it up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models and inside a piece of terrain.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Extended Carapace&amp;quot;&amp;gt;&lt;br /&gt;
This model has a Save characteristic of 3+ but loses its &#039;&#039;Swift and Deadly&#039;&#039; special rule.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mutations:&#039;&#039;&#039; (M:20/WS:5/BS:5/S:10/T:20/W:10/A:10/Ld:-/Sv:-/Psy:25/Syn:-)&lt;br /&gt;
&lt;br /&gt;
A Patriarch may take any of the following Upgrades:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Death from the Shadows&#039;&#039;&#039; Upgrade - +10 pts.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Extended Carapace&#039;&#039;&#039; Upgrade - +5 pts.&lt;br /&gt;
&lt;br /&gt;
This model may take one of the following:&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;Monstrous Rending Claws&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Monstrous Rending Claws&#039;&#039;&#039; || Melee || Melee || User || -3 || D3 || You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and a Damage of 3. If a model is equipped with two pairs of &#039;&#039;&#039;Monstrous Rending Claws&#039;&#039;&#039; and/or &#039;&#039;&#039;Patriarch&#039;s Claws&#039;&#039;&#039; the effect activates on a wound roll of 5+ instead.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Monstrous Scything Talons&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Monstrous Scything Talons&#039;&#039;&#039; || Melee || Melee || User || -3 || 3 || You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of &#039;&#039;&#039;Monstrous Scything Talons&#039;&#039;&#039;, it can make 1 additional attack with this weapon each time it fights.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
This model may take up to two items from the &#039;&#039;Biomorphs&#039;&#039; list.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
-&#039;&#039;&#039;Acid Blood&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Acid Blood:&#039;&#039;&#039; If a model with this Biomorph suffers one or more unsaved wound(s) in close combat roll a die; on a 6+ the attacking unit suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adamantine Tusks&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adamantine Tusks:&#039;&#039;&#039; When a model with this Biomorph finishes a charge move, roll a dice; on a 6+ one enemy unit with 1&amp;quot; suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adrenal Glands&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adrenal Glands:&#039;&#039;&#039; If a model has this Biomorph, add 1&amp;quot; to the distance it can move when it Advances or charges.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Amphibious Adaptation&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Amphibious Adaptations:&#039;&#039;&#039; A model with this Biomorph counts as being in cover if it&#039;s within a water-type terrain and counts them as an open ground for the purpose of moving or charging.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Antidote Glands&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Antidote Glands:&#039;&#039;&#039; If a unit shoots with any Poison Weapon against a unit that has at least half of its models (round up) equipped with this Biomorph, it must subtract 2 from the wound rolls.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Carbonized Claws&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Carbonized Claws:&#039;&#039;&#039; A model with this Biomorph can reroll wound rolls against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Titanic}} units.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Dopamine Injector&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dopamine Injectors:&#039;&#039;&#039; Roll a die each time a model with this Biomorph suffers a wound; on a 5+ that wound is not lost.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Enhanced Leg Muscles&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enhanced Leg Muscles:&#039;&#039;&#039; When a model with this Biomorph advances roll two dices and pick the higher result.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Feeding Frenzy Trigger&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feeding Frenzy Trigger:&#039;&#039;&#039; A model with this Biomorph receives D3 additional attacks if during the fight phase it&#039;s against a unit that has more model than its own.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Flesh Hooks&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Flesh Hooks&#039;&#039;&#039; || 6&amp;quot; || Assault 2 || User || 0 || 1 || This weapon can be fired within 1&amp;quot; of an enemy unit, and can target enemy units within 1&amp;quot; of friendly units. In addition, a model equipped with &#039;&#039;&#039;Flesh Hooks&#039;&#039;&#039; can move through solid walls or climb on ruins or basements without ladders.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Increased Muscle Density&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Increased Muscle Density:&#039;&#039;&#039; When a model with this Biomorph attacks in the fight phase consider its Strength characteristic as 1 higher.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Insula Glands&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insula Glands:&#039;&#039;&#039; A model with this Biomorph can re-roll all failed hit rolls in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Nonepinephrine Infusion&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nonepinephrine Infusion:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Parasite Implanter&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Parasite Implanter:&#039;&#039;&#039; During the fight phase, a model with this Biomorph inflicts an additional mortal wound on the target on a wound roll of 6+.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Reflexes Optimizations&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reflexes Optimization:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it was charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Regeneration&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regeneration:&#039;&#039;&#039; At the end of each friendly turn, roll a D6 for each model with this Biomorph that has less than its starting number of Wounds, but has not been removed as a casualty. On a 4+, that model regains a single Wound lost earlier in the battle.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Serrated Blades&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Serrated Blades:&#039;&#039;&#039; A model with this Biomorph can reroll all wound rolls during the fight phase if it targets a non {{W40kKeyword|Vehicle}}, non {{W40kKeyword|Titanic}} model.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Spring Coil Musculature&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring Coil Musculature:&#039;&#039;&#039; A model with this Biomorph can Fall Back and charge in the same turn.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Toxic Miasma&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Toxic Miasma:&#039;&#039;&#039; At the end of the Fight phase, roll a D6 for each enemy unit within 1&amp;quot; of any model equipped with this Biomorph. On a 5+, that unit suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Toxin Sacs&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Toxin Sacs:&#039;&#039;&#039; Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Wide-Spectrum Retinas&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wide-Spectrum Retinas:&#039;&#039;&#039; A model with this Biomorph and doesn&#039;t suffer penalties to its hit rolls as a result of special rules such as &#039;&#039;Night Fighting&#039;&#039; or &#039;&#039;Dawn Raid&#039;&#039;.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|HQs}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Ymgarl Genestealer Patriarch}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Psyker}}&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;
====Hive Tyrant====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;A beast whose presence is felt on the battlefield, a Hive Tyrant is a harbinger of destruction at the hands of the Great Devourer. Its adaptability makes it a perfect feet to command any type of swarm to victory and many tremble when its roar echoes amidst the flames of war.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Hive Tyrant (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Hive Tyrant || &#039;&#039;&#039;9&amp;quot;/16&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;2+&#039;&#039;&#039; || &#039;&#039;&#039;3+&#039;&#039;&#039; || 6 || 7 || 7-12 || 4 || 10 || 3+ || 180&lt;br /&gt;
|-&lt;br /&gt;
| Hive Tyrant || &#039;&#039;&#039;7&amp;quot;/12&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;3+&#039;&#039;&#039; || &#039;&#039;&#039;3+&#039;&#039;&#039; || 6 || 7 || 4-6 || 4 || 10 || 3+ || 180&lt;br /&gt;
|-&lt;br /&gt;
| Hive Tyrant || &#039;&#039;&#039;5&amp;quot;/8&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || 6 || 7 || 1-3 || 4 || 10 || 3+ || 180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&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;-Prehensile Pincer Tail&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Prehensile Pincer&#039;&#039;&#039; || Melee || Melee || User || 0 || 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;
|}&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Two pairs of Monstrous Scything Talons&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Monstrous Scything Talons&#039;&#039;&#039; || Melee || Melee || User || -3 || 3 || You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of &#039;&#039;&#039;Monstrous Scything Talons&#039;&#039;&#039;, it can make 1 additional attack with this weapon each time it fights.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Death Throes&amp;quot;&amp;gt;&lt;br /&gt;
If this model is reduced to 0 wounds, roll a dice before removing the model from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Psychic Barrier&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ Invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shadow in the Warp&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Synapse&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Will of the Hive Mind&amp;quot;&amp;gt;&lt;br /&gt;
The range of a Hive Tyrant’s Synapse ability is 18&amp;quot; rather than 12&amp;quot;.&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;Psyker:&#039;&#039;&#039; A Hive Tyran 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; power and two psychic powers from the &#039;&#039;Hive Mind&#039;s Control&#039;&#039; or &#039;&#039;Hive Mind&#039;s Wrath&#039;&#039; disciplines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hive Commander&amp;quot;&amp;gt;&lt;br /&gt;
For each {{W40kKeyword|Hive Tyrant}} in your army with this upgrade, choose a single {{W40kKeyword|Core}} unit from the same detachment. Do not set up that unit. At the end of any of your Movement phases set it up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models and within 6&amp;quot; of a board edge.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lord of the Skies&amp;quot;&amp;gt;&lt;br /&gt;
For each {{W40kKeyword|Hive Tyrant}} in your army with this upgrade, choose up to two {{W40kKeyword|Gargoyles}}, {{W40kKeyword|Simurghs}} or {{W40kKeyword|Sky-slasher Swarm}} units from the same detachment.Those units count as {{W40kKeyword|Troops}} for all intense and purposes.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Old Adversary&amp;quot;&amp;gt;&lt;br /&gt;
Before the battle begins, select one {{W40kKeyword|Character}} model from the opponent&#039;s army; this model can re-roll failed hit and wound rolls of 1 when it targets that model.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mutations:&#039;&#039;&#039; (M:15*/WS:10/BS:15/S:10/T:20*/W:20/A:10/Ld:-/Sv:30*/Psy:30/Syn:30)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;cannot be taken on a model with wings biomorph.&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;
This model may replace one or both pairs of &#039;&#039;&#039;Monstrous Scything Talons&#039;&#039;&#039; for one item from the &#039;&#039;Monstrous Bio-cannons&#039;&#039; and &#039;&#039;Monstrous Bio-weapons&#039;&#039; lists each.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
&#039;&#039;&#039;Monstrous Bio-cannons&#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 class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Heavy Venom Cannon&#039;&#039;&#039;* - +20 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 Venom Cannon (Salvo)&#039;&#039;&#039; || 36&amp;quot; || Assault D3 || 9 || -2 || 3 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Venom Cannon (Single Shot)&#039;&#039;&#039; || 36&amp;quot; || Assault 1 || 10 || -3 || 3 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Stranglethorn Cannon&#039;&#039;&#039;* - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Stranglethorn Cannon&#039;&#039;&#039; || 36&amp;quot; || Assault D6 || 7 || -1 || 2 || Blast. You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. A unit that suffers one or more wounds from this weapon must subtract 3 from its movement, advance and charge distances.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Two Deathspitters with Slimer Maggots&#039;&#039;&#039; - +20 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Deathspitter with Slimer Maggots&#039;&#039;&#039; || 24&amp;quot; || Assault 3 || 7 || -1 || 1 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Two Devourers with Brainleech Worms&#039;&#039;&#039; - +20 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Devourer with Brainleech Worms&#039;&#039;&#039; || 18&amp;quot; || Assault 6 || 6 || 0 || 1 || A unit that receives an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the turn.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Two Heavy Spinefists&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 Spinefists&#039;&#039;&#039; || 12&amp;quot; || Pistol * || 5 || 0 || 1 || When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;One per model. A model cannot have both a &#039;&#039;&#039;Stranglethorn Cannon&#039;&#039;&#039; and a &#039;&#039;&#039;Heavy Venom Cannon&#039;&#039;&#039;.&#039;&#039;&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Monstrous Bio-weapons&#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 class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Monstrous Boneswords&#039;&#039;&#039; - +20 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Monstrous Boneswords&#039;&#039;&#039; || Melee || Melee || User || -2 || 3 || A model armed with monstrous boneswords can make 1 additional attack with them in the Fight phase. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Monstrous Lash Whips&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Monstrous Lash Whips&#039;&#039;&#039; || Melee || Melee || User || -1 || 2 || Enemy models in base contact with a model equipped with this weapon have to subtract 1 from their hit rolls.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Monstrous Lash Whip and Monstrous Bonesword&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Monstrous Lash Whip and Monstrous Bonesword&#039;&#039;&#039; || Melee || Melee || User || -2 || 3 || If the bearer is slain in the Fight phase before it makes it attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Monstrous Rending Claws&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Monstrous Rending Claws&#039;&#039;&#039; || Melee || Melee || User || -3 || D3 || You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and a Damage of 3. If a model is equipped with two pairs of &#039;&#039;&#039;Monstrous Rending Claws&#039;&#039;&#039; and/or &#039;&#039;&#039;Patriarch&#039;s Claws&#039;&#039;&#039; the effect activates on a wound roll of 5+ instead.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This model may take any of the following:&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;Bio-plasma&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Bio-plasma (Glob)&#039;&#039;&#039; || 18&amp;quot; || Assault 1 || 8 || -3 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bio-plasma (Spit)&#039;&#039;&#039; || 12&amp;quot; || Assault D3 || 7 || -3 || 1 || Blast.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
- Wings and &#039;&#039;&#039;Lord of the Skies&#039;&#039;&#039; Upgrade - +30 pts/2 PP.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wings:&#039;&#039;&#039; This model uses the second set of Movement characteristics in its damage table, and it gains the {{W40kKeyword|Fly}} keyword.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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;
This model may take one item from the &#039;&#039;Thorax Biomorphs&#039;&#039; lists.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
-&#039;&#039;&#039;Bloodseeker Flies&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Bloodseeker Flies&#039;&#039;&#039; || 8&amp;quot; || Assault D6 || 3 || 0 || 1 || Each time an attack is made with this weapon, that attack automatically hits its target. If any unit suffers any unsaved wounds from this weapon, your opponent must subtract 1 from hit rolls for that unit until the end of the turn.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Desiccator Larvae&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Desiccator Larvae&#039;&#039;&#039; || 8&amp;quot; || Assault D6 || 1 || 0 || 1 || Each time an attack is made with this weapon, that attack automatically hits its target. This weapon always wounds on a 2+, unless the target is a {{W40kKeyword|VEHICLE}}.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Electroshock Grubs&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Electroshock Grubs&#039;&#039;&#039; || 8&amp;quot; || Assault D6 || 3 || 0 || 1 || Each time an attack is made with this weapon, that attack automatically hits its target. If the target is a {{W40kKeyword|VEHICLE}} and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Mindflayer Worms&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Mindflayer Worms&#039;&#039;&#039; || 8&amp;quot; || Assault D6 || 4 || 0 || 1 || Each time an attack is made with this weapon, that attack automatically hits its target. A unit that receives an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the phase.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Shreddershard Beetles&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Shreddershard Beetles&#039;&#039;&#039; || 8&amp;quot; || Assault D6 || 3 || 0 || 1 || Each time an attack is made with this weapon, that attack automatically hits its target. You can re-roll failed wound rolls for this weapon. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
This model may take up to three items from the &#039;&#039;Biomorphs&#039;&#039; list.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
-&#039;&#039;&#039;Acid Blood&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Acid Blood:&#039;&#039;&#039; If a model with this Biomorph suffers one or more unsaved wound(s) in close combat roll a die; on a 6+ the attacking unit suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adamantine Tusks&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adamantine Tusks:&#039;&#039;&#039; When a model with this Biomorph finishes a charge move, roll a dice; on a 6+ one enemy unit with 1&amp;quot; suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adrenal Glands&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adrenal Glands:&#039;&#039;&#039; If a model has this Biomorph, add 1&amp;quot; to the distance it can move when it Advances or charges.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Amphibious Adaptation&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Amphibious Adaptations:&#039;&#039;&#039; A model with this Biomorph counts as being in cover if it&#039;s within a water-type terrain and counts them as an open ground for the purpose of moving or charging.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Antidote Glands&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Antidote Glands:&#039;&#039;&#039; If a unit shoots with any Poison Weapon against a unit that has at least half of its models (round up) equipped with this Biomorph, it must subtract 2 from the wound rolls.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Burrowing Limbs&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Burrowing Limbs:&#039;&#039;&#039; During deployment, you can set up a unit whit this Biomorph underground instead of placing it on the battlefield. At the end of any of your Movement phases, the unit can burrow to the surface - set it more than 9&amp;quot; away from any enemy models.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Carbonized Claws&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Carbonized Claws:&#039;&#039;&#039; A model with this Biomorph can reroll wound rolls against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Titanic}} units.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Dopamine Injector&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dopamine Injectors:&#039;&#039;&#039; Roll a die each time a model with this Biomorph suffers a wound; on a 5+ that wound is not lost.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Enhanced Leg Muscles&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enhanced Leg Muscles:&#039;&#039;&#039; When a model with this Biomorph advances roll two dices and pick the higher result.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Feeder Tendrils&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feeder Tendrils:&#039;&#039;&#039; If the last model in an enemy unit is slain in the Fight phase by a model with this Biomorph, it can re-roll hit rolls of 1 against all models that share the same unit type keywords (e.g. if a model with this Biomorph wins a combat against Chaos Bike squad, they can re-roll hit rolls of 1 against any {{W40kKeyword|Biker}}).&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Feeding Frenzy Trigger&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feeding Frenzy Trigger:&#039;&#039;&#039; A model with this Biomorph receives D3 additional attacks if during the fight phase it&#039;s against a unit that has more model than its own.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Flesh Hooks&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Flesh Hooks&#039;&#039;&#039; || 6&amp;quot; || Assault 2 || User || 0 || 1 || This weapon can be fired within 1&amp;quot; of an enemy unit, and can target enemy units within 1&amp;quot; of friendly units. In addition, a model equipped with &#039;&#039;&#039;Flesh Hooks&#039;&#039;&#039; can move through solid walls or climb on ruins or basements without ladders.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Hive Mind Direct Link&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hive Mind Direct Link:&#039;&#039;&#039; A model with this Biomorph counts as always being within 12&amp;quot; of a {{W40kKeyword|Synapse}} creature.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Increased Muscle Density&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Increased Muscle Density:&#039;&#039;&#039; When a model with this Biomorph attacks in the fight phase consider its Strength characteristic as 1 higher.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Insula Glands&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insula Glands:&#039;&#039;&#039; A model with this Biomorph can re-roll all failed hit rolls in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Nonepinephrine Infusion&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nonepinephrine Infusion:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Overdeveloped Stabilizing Organs&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Overdeveloped Stabilizing Organs:&#039;&#039;&#039; A model equipped with this Biomorph doesn&#039;t suffer any penalties to its hit rolls for moving and shooting with Heavy weapons, or Advancing and shooting with Assault weapons.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Parasite Implanter&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Parasite Implanter:&#039;&#039;&#039; During the fight phase, a model with this Biomorph inflicts an additional mortal wound on the target on a wound roll of 6+.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Pressure Detection Sensors&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pressure Detection Sensors:&#039;&#039;&#039; A model with this Biomorph may decide to shoot an enemy unit that has arrived from the reserves within 12&amp;quot;. If it does so hit must subtract 1 from the hit rolls.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Psychic Deflection Bio-Crystals&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Psychic Deflection Bio-Crystals:&#039;&#039;&#039; A model with this Biomorph can attempt to deny one psychic power as if was a {{W40kKeyword|Psyker}}.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Reflexes Optimizations&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reflexes Optimization:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it was charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Regeneration&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regeneration:&#039;&#039;&#039; At the end of each friendly turn, roll a D6 for each model with this Biomorph that has less than its starting number of Wounds, but has not been removed as a casualty. On a 4+, that model regains a single Wound lost earlier in the battle.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Serrated Blades&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Serrated Blades:&#039;&#039;&#039; A model with this Biomorph can reroll all wound rolls during the fight phase if it targets a non {{W40kKeyword|Vehicle}}, non {{W40kKeyword|Titanic}} model.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Snake Body&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Snake Body:&#039;&#039;&#039; Add 3&amp;quot; to the movement characteristic of a model with this Biomorph. Also, during deployment, you can set up a unit whit this Biomorph underground instead of placing it on the battlefield. At the end of any of your Movement phases, the unit can burrow to the surface - set it up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Spring Coil Musculature&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring Coil Musculature:&#039;&#039;&#039; A model with this Biomorph can Fall Back and charge in the same turn.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Three-Dimensional Thought Patterns&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Three-Dimensional Thought Patterns:&#039;&#039;&#039; During the Shooting phase, a model with this Biomorph may add 1 to its hit rolls if it targets a {{W40kKeyword|Flyer}}.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Toxic Miasma&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Toxic Miasma:&#039;&#039;&#039; At the end of the Fight phase, roll a D6 for each enemy unit within 1&amp;quot; of any model equipped with this Biomorph. On a 5+, that unit suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Toxin Sacs&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Toxin Sacs:&#039;&#039;&#039; Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Warp Shield Projector&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warp Shield Projector:&#039;&#039;&#039; A model with this Biomorph has a 5+ Invulnerable save while within Synapse range.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Wide-Spectrum Retinas&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wide-Spectrum Retinas:&#039;&#039;&#039; A model with this Biomorph and doesn&#039;t suffer penalties to its hit rolls as a result of special rules such as &#039;&#039;Night Fighting&#039;&#039; or &#039;&#039;Dawn Raid&#039;&#039;.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Wings&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wings:&#039;&#039;&#039; If a model has this Biomorph, it gains the {{W40kKeyword|Fly}} keyword and adds 3&amp;quot; to its movement characteristic.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This model may take any of the following Upgrades:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Hive Commander&#039;&#039;&#039; - +20 pts.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Old Adversary&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Hive Tyrant}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Psyker}}&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;
====Malanthrope Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Malanthrope (&#039;&#039;&#039;Power Rating: 8&#039;&#039;&#039;). It can contain 1 additional Malanthrope (&#039;&#039;&#039;Power Rating: +8&#039;&#039;&#039;) or 2 additional Malanthropes (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Malanthrope || 6&amp;quot; || 4+ || 4+ || 4 || 5 || 9 || 4 || 9 || 5+ || 150&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs&#039;&#039;&#039;&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;-Feeder Tendrils&#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;Feeder Tendrils:&#039;&#039;&#039; If the last model in an enemy unit is slain in the Fight phase by a model with this Biomorph, it can re-roll hit rolls of 1 against all models that share the same unit type keywords (e.g. if a model with this Biomorph wins a combat against Chaos Bike squad, they can re-roll hit rolls of 1 against any {{W40kKeyword|Biker}}).&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grasping Tail&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Grasping Tail&#039;&#039;&#039; || Melee || Melee || +1 || -1 || 2 || At the beginning of the Fight phase, instead of attacking with this model, you may choose one enemy model within 1&amp;quot; of it. Both players roll 1d6 and add it to the corresponding models&#039; Strenght characteristics. If the model wins, nothing happens. If it fails, reduce its attacks by half (rounding down), the model has to subtract 1 from all its hit rolls and may not disengage. If the models&#039; unit disengages, this model is removed from play as the helpless warrior is devoured by the creature. A model slain in this manner counts as slain by the Malanthrope for the purpose of the &#039;&#039;Prey Adaptation&#039;&#039; rule.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Enhanced Toxic Miasma&amp;quot;&amp;gt;&lt;br /&gt;
At the end of the Fight phase, roll one D6 for each enemy unit within Engagement Range of this model: on a 4+, that unit suffers D3 mortal wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Monstrous Brood&amp;quot;&amp;gt;&lt;br /&gt;
The first time this unit is set up on the battlefield, all of its models must be placed within 6&amp;quot; of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Prey Adaptation&amp;quot;&amp;gt;&lt;br /&gt;
If an enemy model is destroyed within 3&amp;quot; of this model, then at the end of that phase, this model gains the following ability until the end of the battle: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prey Adaption (Aura):&#039;&#039;&#039; While a friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} unit is within 6&amp;quot; of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.’&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shadow in the Warp&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shrouding Spores (Aura)&amp;quot;&amp;gt;&lt;br /&gt;
While a friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} unit that is not {{W40kKeyword|Titanic}} is within 6&amp;quot; of this model, each time a ranged attack is made against that unit, subtract 1 from that attack’s hit roll.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Synapse&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&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;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mutations:&#039;&#039;&#039; (M:10/WS:5/BS:-/S:5/T:10/W:15/A:10/Ld:-/Sv:25/Psy:-/Syn:35)&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;
This model may take up to two items from the &#039;&#039;Biomorphs&#039;&#039; list.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
-&#039;&#039;&#039;Acid Blood&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Acid Blood:&#039;&#039;&#039; If a model with this Biomorph suffers one or more unsaved wound(s) in close combat roll a die; on a 6+ the attacking unit suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adamantine Tusks&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adamantine Tusks:&#039;&#039;&#039; When a model with this Biomorph finishes a charge move, roll a dice; on a 6+ one enemy unit with 1&amp;quot; suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adrenal Glands&#039;&#039;&#039; - +1 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adrenal Glands:&#039;&#039;&#039; If a model has this Biomorph, add 1&amp;quot; to the distance it can move when it Advances or charges.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Antidote Glands&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Antidote Glands:&#039;&#039;&#039; If a unit shoots with any Poison Weapon against a unit that has at least half of its models (round up) equipped with this Biomorph, it must subtract 2 from the wound rolls.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Carbonized Claws&#039;&#039;&#039; - +1 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Carbonized Claws:&#039;&#039;&#039; A model with this Biomorph can reroll wound rolls against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Titanic}} units.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Dopamine Injector&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dopamine Injectors:&#039;&#039;&#039; Roll a die each time a model with this Biomorph suffers a wound; on a 5+ that wound is not lost.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Feeding Frenzy Trigger&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feeding Frenzy Trigger:&#039;&#039;&#039; A model with this Biomorph receives D3 additional attacks if during the fight phase it&#039;s against a unit that has more model than its own.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Increased Muscle Density&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Increased Muscle Density:&#039;&#039;&#039; When a model with this Biomorph attacks in the fight phase consider its Strength characteristic as 1 higher.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Insula Glands&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insula Glands:&#039;&#039;&#039; A model with this Biomorph can re-roll all failed hit rolls in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Nonepinephrine Infusion&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nonepinephrine Infusion:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Reflexes Optimizations&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reflexes Optimization:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it was charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Regeneration&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regeneration:&#039;&#039;&#039; At the end of each friendly turn, roll a D6 for each model with this Biomorph that has less than its starting number of Wounds, but has not been removed as a casualty. On a 4+, that model regains a single Wound lost earlier in the battle.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Serrated Blades&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Serrated Blades:&#039;&#039;&#039; A model with this Biomorph can reroll all wound rolls during the fight phase if it targets a non {{W40kKeyword|Vehicle}}, non {{W40kKeyword|Titanic}} model.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Toxin Sacs&#039;&#039;&#039; - +2 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Toxin Sacs:&#039;&#039;&#039; Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Warp Shield Projector&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warp Shield Projector:&#039;&#039;&#039; A model with this Biomorph has a 5+ Invulnerable save while within Synapse range.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Wide-Spectrum Retinas&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wide-Spectrum Retinas:&#039;&#039;&#039; A model with this Biomorph and doesn&#039;t suffer penalties to its hit rolls as a result of special rules such as &#039;&#039;Night Fighting&#039;&#039; or &#039;&#039;Dawn Raid&#039;&#039;.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|HQs}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Malanthrope}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Fly}}&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;
====Neurothrope====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Neurothrope (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Neurothrope || 6&amp;quot; || 4+ || 3+ || 4 || 4 || 5 || 1 || 9 || 5+ || 95&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&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;-Claws and Teeth&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Claws and Teeth&#039;&#039;&#039; || Melee || Melee || User || 0 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shadow in the Warp&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spirit Leach&amp;quot;&amp;gt;&lt;br /&gt;
Each time a Neurothrope slays a model using the Smite psychic power, you can heal a wound on a friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Zoanthrope}} within 6&amp;quot;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Synapse&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Warp Field&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 3+ Invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Warp Syphone&amp;quot;&amp;gt;&lt;br /&gt;
You can re-roll rolls of 1 when taking Psychic tests for friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Zoanthrope}} units within 6&amp;quot; of this model.&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;Psyker:&#039;&#039;&#039; A Neurothrope 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 the &#039;&#039;Warp Blast&#039;&#039; powers plus one psychic power from any of the &#039;&#039;Hive Mind&#039;s&#039;&#039; disciplines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mutations:&#039;&#039;&#039; (M:10/WS:-/BS:15/S:10/T:20/W:20/A:5/Ld:-/Sv:10/Psy:35/Syn:20)&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;
This model may take up to two items from the &#039;&#039;Biomorphs&#039;&#039; list.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
-&#039;&#039;&#039;Acid Blood&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Acid Blood:&#039;&#039;&#039; If a model with this Biomorph suffers one or more unsaved wound(s) in close combat roll a die; on a 6+ the attacking unit suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adrenal Glands&#039;&#039;&#039; - +1 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adrenal Glands:&#039;&#039;&#039; If a model has this Biomorph, add 1&amp;quot; to the distance it can move when it Advances or charges.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Antidote Glands&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Antidote Glands:&#039;&#039;&#039; If a unit shoots with any Poison Weapon against a unit that has at least half of its models (round up) equipped with this Biomorph, it must subtract 2 from the wound rolls.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Carbonized Claws&#039;&#039;&#039; - +1 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Carbonized Claws:&#039;&#039;&#039; A model with this Biomorph can reroll wound rolls against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Titanic}} units.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Dopamine Injector&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dopamine Injectors:&#039;&#039;&#039; Roll a die each time a model with this Biomorph suffers a wound; on a 5+ that wound is not lost.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Feeding Frenzy Trigger&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feeding Frenzy Trigger:&#039;&#039;&#039; A model with this Biomorph receives D3 additional attacks if during the fight phase it&#039;s against a unit that has more model than its own.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Increased Muscle Density&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Increased Muscle Density:&#039;&#039;&#039; When a model with this Biomorph attacks in the fight phase consider its Strength characteristic as 1 higher.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Insula Glands&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insula Glands:&#039;&#039;&#039; A model with this Biomorph can re-roll all failed hit rolls in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Nonepinephrine Infusion&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nonepinephrine Infusion:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Reflexes Optimizations&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reflexes Optimization:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it was charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Regeneration&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regeneration:&#039;&#039;&#039; At the end of each friendly turn, roll a D6 for each model with this Biomorph that has less than its starting number of Wounds, but has not been removed as a casualty. On a 4+, that model regains a single Wound lost earlier in the battle.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Serrated Blades&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Serrated Blades:&#039;&#039;&#039; A model with this Biomorph can reroll all wound rolls during the fight phase if it targets a non {{W40kKeyword|Vehicle}}, non {{W40kKeyword|Titanic}} model.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Toxic Miasma&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Toxic Miasma:&#039;&#039;&#039; At the end of the Fight phase, roll a D6 for each enemy unit within 1&amp;quot; of any model equipped with this Biomorph. On a 5+, that unit suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Toxin Sacs&#039;&#039;&#039; - +2 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Toxin Sacs:&#039;&#039;&#039; Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Wide-Spectrum Retinas&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wide-Spectrum Retinas:&#039;&#039;&#039; A model with this Biomorph and doesn&#039;t suffer penalties to its hit rolls as a result of special rules such as &#039;&#039;Night Fighting&#039;&#039; or &#039;&#039;Dawn Raid&#039;&#039;.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|HQs}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Neurothrope}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Zoanthrope}}, {{W40kKeyword|Psyker}}&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;
====Tervigon====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Tervigon (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Tervigon || &#039;&#039;&#039;8&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || 7 || 8 || 8-14 || 3 || 9 || 3+ || 190&lt;br /&gt;
|-&lt;br /&gt;
| Tervigon || &#039;&#039;&#039;6&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || 7 || 8 || 4-7 || 3 || 9 || 3+ || 190&lt;br /&gt;
|-&lt;br /&gt;
| Tervigon || &#039;&#039;&#039;4&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || &#039;&#039;&#039;6+&#039;&#039;&#039; || 7 || 8 || 1-3 || 3 || 9 || 3+ || 190&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&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;-Massive Scything Talons&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Massive Scything Talons&#039;&#039;&#039; || Melee || Melee || User || -3 || D6 || You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of &#039;&#039;&#039;Massive Scything Talons&#039;&#039;&#039;, it can make 1 additional attack with this weapon each time it fights.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Stinger Salvo&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Stinger Salvo&#039;&#039;&#039; || 24&amp;quot; || Assaul 4 || 5 || -1 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Brood Progenitor&amp;quot;&amp;gt;&lt;br /&gt;
You can re-roll hit rolls of 1 in the Shooting phase for friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Termagaunt}} units within 6&amp;quot; of this model.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Death Throes&amp;quot;&amp;gt;&lt;br /&gt;
If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shadow in the Warp&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spawner&amp;quot;&amp;gt;&lt;br /&gt;
At the start of your Movement phase, a Tervigon can spawn Termagaunts. If it does so add a new unit of 10 Termagaunts to your army and set it up on the battlefield so that it is wholly within 6&amp;quot; of the Tervigon and more than 1&amp;quot; from the enemy. These models have their normal Biomorphs. Alternatively, you can replace up to 10 models lost earlier in the battle in an existing unit of Termagaunts from your army that is within 6&amp;quot; of the Tervigon. These models count as having the same upgrades as the unit they take part in. Models placed in this way must be within 6&amp;quot; of the Tervigon and more than 1&amp;quot; from the enemy. If you cannot place some of the models the excess is discarded.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Synapse&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Synaptic Backlash&amp;quot;&amp;gt;&lt;br /&gt;
If a Tervigon is reduced to 0 wounds, roll a D6 before removing the model from the battlefield. Each friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Termagaunt}} unit within 6&amp;quot; of the Tervigon immediately suffers a number of mortal wounds equal to the result.&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;Psyker:&#039;&#039;&#039; A Tervigon can attempt to manifest one psychic power 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; power and one psychic power from the &#039;&#039;Hive Mind&#039;s Control&#039;&#039; discipline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spawn Hormagaunts&amp;quot;&amp;gt;&lt;br /&gt;
Replace {{W40kKeyword|Termagaunt}} with {{W40kKeyword|Hormagaunt}} in this model&#039;s &#039;&#039;Brood Progenitor&#039;&#039;, &#039;&#039;Spawner&#039;&#039; and &#039;&#039;Synaptic Backslash&#039;&#039; special rules.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spawn Gargoyles&amp;quot;&amp;gt;&lt;br /&gt;
Replace {{W40kKeyword|Termagaunt}} with {{W40kKeyword|Gargoyles}} in this model&#039;s &#039;&#039;Brood Progenitor&#039;&#039;, &#039;&#039;Spawner&#039;&#039; and &#039;&#039;Synaptic Backslash&#039;&#039; special rules.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spawn Simurghs&amp;quot;&amp;gt;&lt;br /&gt;
Replace {{W40kKeyword|Termagaunt}} with {{W40kKeyword|Simurghs}} in this model&#039;s &#039;&#039;Brood Progenitor&#039;&#039;, &#039;&#039;Spawner&#039;&#039; and &#039;&#039;Synaptic Backslash&#039;&#039; special rules.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spawn Rippers&amp;quot;&amp;gt;&lt;br /&gt;
Replace {{W40kKeyword|Termagaunt}} with {{W40kKeyword|Rippers}} in this model&#039;s &#039;&#039;Brood Progenitor&#039;&#039;, &#039;&#039;Spawner&#039;&#039; and &#039;&#039;Synaptic Backslash&#039;&#039; special rules.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spawn Sky-Slashers&amp;quot;&amp;gt;&lt;br /&gt;
Replace {{W40kKeyword|Termagaunt}} with {{W40kKeyword|Sky-Slahers}} in this model&#039;s &#039;&#039;Brood Progenitor&#039;&#039;, &#039;&#039;Spawner&#039;&#039; and &#039;&#039;Synaptic Backslash&#039;&#039; special rules.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mutations:&#039;&#039;&#039; (M:10/WS:10/BS:15/S:10/T:20/W:20/A:15/Ld:-/Sv:45/Psy:25/Syn:35)&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;
This model replace its &#039;&#039;&#039;Stinger Salvo&#039;&#039;&#039; with &#039;&#039;&#039;Cluster Spines&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Cluster Spines&#039;&#039;&#039; || 18&amp;quot; || Assault 2D6 || 4 || 0 || 1 || Blast.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
This model may replace its &#039;&#039;&#039;Massive Scything Talons&#039;&#039;&#039; with &#039;&#039;&#039;Massive Crushing Claws&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Massive Crushing Claws&#039;&#039;&#039; || Melee || Melee || x2 || -3 || D6 || When attacking with this weapon, you must subtract 1 from the hit roll.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
This model may take up to three items from the &#039;&#039;Biomorphs&#039;&#039; list.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
-&#039;&#039;&#039;Acid Blood&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Acid Blood:&#039;&#039;&#039; If a model with this Biomorph suffers one or more unsaved wound(s) in close combat roll a die; on a 6+ the attacking unit suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adamantine Tusks&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adamantine Tusks:&#039;&#039;&#039; When a model with this Biomorph finishes a charge move, roll a dice; on a 6+ one enemy unit with 1&amp;quot; suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adrenal Glands&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adrenal Glands:&#039;&#039;&#039; If a model has this Biomorph, add 1&amp;quot; to the distance it can move when it Advances or charges.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Antidote Glands&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Antidote Glands:&#039;&#039;&#039; If a unit shoots with any Poison Weapon against a unit that has at least half of its models (round up) equipped with this Biomorph, it must subtract 2 from the wound rolls.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Carbonized Claws&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Carbonized Claws:&#039;&#039;&#039; A model with this Biomorph can reroll wound rolls against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Titanic}} units.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Dopamine Injector&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dopamine Injectors:&#039;&#039;&#039; Roll a die each time a model with this Biomorph suffers a wound; on a 5+ that wound is not lost.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Enhanced Leg Muscles&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enhanced Leg Muscles:&#039;&#039;&#039; When a model with this Biomorph advances roll two dices and pick the higher result.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Feeder Tendrils&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feeder Tendrils:&#039;&#039;&#039; If the last model in an enemy unit is slain in the Fight phase by a model with this Biomorph, it can re-roll hit rolls of 1 against all models that share the same unit type keywords (e.g. if a model with this Biomorph wins a combat against Chaos Bike squad, they can re-roll hit rolls of 1 against any {{W40kKeyword|Biker}}).&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Feeding Frenzy Trigger&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feeding Frenzy Trigger:&#039;&#039;&#039; A model with this Biomorph receives D3 additional attacks if during the fight phase it&#039;s against a unit that has more model than its own.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Increased Muscle Density&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Increased Muscle Density:&#039;&#039;&#039; When a model with this Biomorph attacks in the fight phase consider its Strength characteristic as 1 higher.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Insula Glands&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insula Glands:&#039;&#039;&#039; A model with this Biomorph can re-roll all failed hit rolls in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Nonepinephrine Infusion&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nonepinephrine Infusion:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Parasite Implanter&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Parasite Implanter:&#039;&#039;&#039; During the fight phase, a model with this Biomorph inflicts an additional mortal wound on the target on a wound roll of 6+.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Reflexes Optimizations&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reflexes Optimization:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it was charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Regeneration&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regeneration:&#039;&#039;&#039; At the end of each friendly turn, roll a D6 for each model with this Biomorph that has less than its starting number of Wounds, but has not been removed as a casualty. On a 4+, that model regains a single Wound lost earlier in the battle.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Serrated Blades&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Serrated Blades:&#039;&#039;&#039; A model with this Biomorph can reroll all wound rolls during the fight phase if it targets a non {{W40kKeyword|Vehicle}}, non {{W40kKeyword|Titanic}} model.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Spring Coil Musculature&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring Coil Musculature:&#039;&#039;&#039; A model with this Biomorph can Fall Back and charge in the same turn.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Toxin Sacs&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Toxin Sacs:&#039;&#039;&#039; Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Warp Shield Projector&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warp Shield Projector:&#039;&#039;&#039; A model with this Biomorph has a 5+ Invulnerable save while within Synapse range.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Wide-Spectrum Retinas&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wide-Spectrum Retinas:&#039;&#039;&#039; A model with this Biomorph and doesn&#039;t suffer penalties to its hit rolls as a result of special rules such as &#039;&#039;Night Fighting&#039;&#039; or &#039;&#039;Dawn Raid&#039;&#039;.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Wings&#039;&#039;&#039; - +20 pts./1 PP&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wings:&#039;&#039;&#039; If a model has this Biomorph, it gains the {{W40kKeyword|Fly}} keyword and adds 3&amp;quot; to its movement characteristic.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This model may take one of the following Upgrades:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Spawn Hormagaunts&#039;&#039;&#039; - Free&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Spawn Gargoyles&#039;&#039;&#039;* - +10 pts.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Spawn Simurghs&#039;&#039;&#039;* - +10 pts.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Spawn Rippers&#039;&#039;&#039;* - +20 pts.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Spawn Sky-Slashers&#039;&#039;&#039; - +20 pts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;These must be taken alongside the &#039;&#039;&#039;Wings&#039;&#039;&#039; Biomorph.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|HQs}}, {{W40kKeyword|Character}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Tervigon}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Psyker}}&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;
====Trygon Prime====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Trygon Prime (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Trygon Prime || &#039;&#039;&#039;9&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;3+&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || 7 || 6 || 7-12 || 6 || 9 || 3+ || 175&lt;br /&gt;
|-&lt;br /&gt;
| Trygon Prime || &#039;&#039;&#039;7&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || 7 || 6 || 4-6 || 6 || 9 || 3+ || 175&lt;br /&gt;
|-&lt;br /&gt;
| Trygon Prime || &#039;&#039;&#039;5&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || &#039;&#039;&#039;6+&#039;&#039;&#039; || 7 || 6 || 1-3 || 6 || 9 || 3+ || 175&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&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;-Bio-electric Pulse with Containment Spines&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Bio-Electric Pulse with Containment Spines&#039;&#039;&#039; || 12&amp;quot; || Assault 12 || 5 || 0 || 1 || Against a {{W40kKeyword|Vehicle}} this weapon inflicts a mortal wounds on a wound roll of 5+.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Three pairs of Monstrous Scything Talons&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Monstrous Scything Talons&#039;&#039;&#039; || Melee || Melee || User || -3 || 3 || You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of &#039;&#039;&#039;Monstrous Scything Talons&#039;&#039;&#039;, it can make 1 additional attack with this weapon each time it fights.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Burrow&amp;quot;&amp;gt;&lt;br /&gt;
At the beginning of any of your Movement phases, any Trygon Prime that is not within 1&amp;quot; of an enemy unit can burrow. Remove it from the battlefield - it can return as described in the &#039;&#039;Subterranean Assault&#039;&#039; ability. A Trygon Prime may not burrow and return to the battlefield in the same turn. If the battle ends while the Trygon Prime is underground, it is considered to be slain.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Death Throes&amp;quot;&amp;gt;&lt;br /&gt;
If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shadow in the Warp&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Subterranean Assault&amp;quot;&amp;gt;&lt;br /&gt;
During deployment, you can set up a Trygon Prime underground instead of placing it on the battlefield. At the same time, you can set up a {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Troops}} unit in the Trygon Prime’s tunnel. At the end of any of your Movement phases, set up the Trygon Prime anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models. If there is another unit in the Trygon Prime’s tunnel, set it up at the same time wholly within 3&amp;quot; of the Trygon Prime and more than 9&amp;quot; away from any enemy models. Any models that you cannot place in this way are destroyed.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Synapse&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&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;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lurker&amp;quot;&amp;gt;&lt;br /&gt;
A Trygon Prime with this Upgrade can enter via its &#039;&#039;Subterranean Assault&#039;&#039; special rule during the first turn outside its own deployment zone.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Prepared Tunnel Network&amp;quot;&amp;gt;&lt;br /&gt;
Two units can emerge by the &#039;&#039;Subterranean Assault&#039;&#039; special rule with a Trygon Prime with this upgrade; if they do, they must emerge on the same time. If there is not enough place to put both units, the models that cannot be placed are immediately destroyed.&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;Psyker:&#039;&#039;&#039; A Trygon Prime that has purchased the {{W40kKeyword|Psyker}} keyword can attempt to manifest one psychic power 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; power and one psychic power from the &#039;&#039;Hive Mind&#039;s Malice&#039;&#039; discipline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mutations:&#039;&#039;&#039; (M:15/WS:10/BS:15/S:10/T:20/W:15/A:15/Ld:-/Sv:35/Psy:25/Syn:-)&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;
This model may take one item from the &#039;&#039;Thorax Biomorphs&#039;&#039; lists.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
-&#039;&#039;&#039;Bloodseeker Flies&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Bloodseeker Flies&#039;&#039;&#039; || 8&amp;quot; || Assault D6 || 3 || 0 || 1 || Each time an attack is made with this weapon, that attack automatically hits its target. If any unit suffers any unsaved wounds from this weapon, your opponent must subtract 1 from hit rolls for that unit until the end of the turn.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Desiccator Larvae&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Desiccator Larvae&#039;&#039;&#039; || 8&amp;quot; || Assault D6 || 1 || 0 || 1 || Each time an attack is made with this weapon, that attack automatically hits its target. This weapon always wounds on a 2+, unless the target is a {{W40kKeyword|VEHICLE}}.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Electroshock Grubs&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Electroshock Grubs&#039;&#039;&#039; || 8&amp;quot; || Assault D6 || 3 || 0 || 1 || Each time an attack is made with this weapon, that attack automatically hits its target. If the target is a {{W40kKeyword|VEHICLE}} and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Mindflayer Worms&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Mindflayer Worms&#039;&#039;&#039; || 8&amp;quot; || Assault D6 || 4 || 0 || 1 || Each time an attack is made with this weapon, that attack automatically hits its target. A unit that receives an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the phase.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Shreddershard Beetles&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Shreddershard Beetles&#039;&#039;&#039; || 8&amp;quot; || Assault D6 || 3 || 0 || 1 || Each time an attack is made with this weapon, that attack automatically hits its target. You can re-roll failed wound rolls for this weapon. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
This model may take up to three items from the &#039;&#039;Biomorphs&#039;&#039; list.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
-&#039;&#039;&#039;Acid Blood&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Acid Blood:&#039;&#039;&#039; If a model with this Biomorph suffers one or more unsaved wound(s) in close combat roll a die; on a 6+ the attacking unit suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adamantine Tusks&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adamantine Tusks:&#039;&#039;&#039; When a model with this Biomorph finishes a charge move, roll a dice; on a 6+ one enemy unit with 1&amp;quot; suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adrenal Glands&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adrenal Glands:&#039;&#039;&#039; If a model has this Biomorph, add 1&amp;quot; to the distance it can move when it Advances or charges.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Amphibious Adaptation&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Amphibious Adaptations:&#039;&#039;&#039; A model with this Biomorph counts as being in cover if it&#039;s within a water-type terrain and counts them as an open ground for the purpose of moving or charging.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Antidote Glands&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Antidote Glands:&#039;&#039;&#039; If a unit shoots with any Poison Weapon against a unit that has at least half of its models (round up) equipped with this Biomorph, it must subtract 2 from the wound rolls.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Carbonized Claws&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Carbonized Claws:&#039;&#039;&#039; A model with this Biomorph can reroll wound rolls against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Titanic}} units.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Dopamine Injector&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dopamine Injectors:&#039;&#039;&#039; Roll a die each time a model with this Biomorph suffers a wound; on a 5+ that wound is not lost.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Feeding Frenzy Trigger&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feeding Frenzy Trigger:&#039;&#039;&#039; A model with this Biomorph receives D3 additional attacks if during the fight phase it&#039;s against a unit that has more model than its own.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Increased Muscle Density&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Increased Muscle Density:&#039;&#039;&#039; When a model with this Biomorph attacks in the fight phase consider its Strength characteristic as 1 higher.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Insula Glands&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insula Glands:&#039;&#039;&#039; A model with this Biomorph can re-roll all failed hit rolls in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Nonepinephrine Infusion&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nonepinephrine Infusion:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Parasite Implanter&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Parasite Implanter:&#039;&#039;&#039; During the fight phase, a model with this Biomorph inflicts an additional mortal wound on the target on a wound roll of 6+.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Pressure Detection Sensors&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pressure Detection Sensors:&#039;&#039;&#039; A model with this Biomorph may decide to shoot an enemy unit that has arrived from the reserves within 12&amp;quot;. If it does so hit must subtract 1 from the hit rolls.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Psychic Deflection Bio-Crystals&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Psychic Deflection Bio-Crystals:&#039;&#039;&#039; A model with this Biomorph can attempt to deny one psychic power as if was a {{W40kKeyword|Psyker}}.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Reflexes Optimizations&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reflexes Optimization:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it was charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Regeneration&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regeneration:&#039;&#039;&#039; At the end of each friendly turn, roll a D6 for each model with this Biomorph that has less than its starting number of Wounds, but has not been removed as a casualty. On a 4+, that model regains a single Wound lost earlier in the battle.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Serrated Blades&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Serrated Blades:&#039;&#039;&#039; A model with this Biomorph can reroll all wound rolls during the fight phase if it targets a non {{W40kKeyword|Vehicle}}, non {{W40kKeyword|Titanic}} model.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Spring Coil Musculature&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring Coil Musculature:&#039;&#039;&#039; A model with this Biomorph can Fall Back and charge in the same turn.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Toxin Sacs&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Toxin Sacs:&#039;&#039;&#039; Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Warp Shield Projector&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warp Shield Projector:&#039;&#039;&#039; A model with this Biomorph has a 5+ Invulnerable save while within Synapse range.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Wide-Spectrum Retinas&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wide-Spectrum Retinas:&#039;&#039;&#039; A model with this Biomorph and doesn&#039;t suffer penalties to its hit rolls as a result of special rules such as &#039;&#039;Night Fighting&#039;&#039; or &#039;&#039;Dawn Raid&#039;&#039;.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This model may take any of the following Upgrades:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Lurker&#039;&#039;&#039; - +30 pts.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Prepared Tunnel Network&#039;&#039;&#039; - +25 pts.&lt;br /&gt;
&lt;br /&gt;
-{{W40kKeyword|Psyker}} keyword - +25 pts.&lt;br /&gt;
&lt;br /&gt;
This model may take one of the following:&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;Heavy Spinefists&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 Spinefists&#039;&#039;&#039; || 12&amp;quot; || Pistol * || 5 || 0 || 1 || When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Spine Banks&#039;&#039;&#039; - +2 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Spine Banks&#039;&#039;&#039; || 6&amp;quot; || Assault 4 || 5 || 0 || 1 || This weapon can be fired within 1&amp;quot; of an enemy unit, and can target enemy units within 1&amp;quot; of friendly units.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This model may take one of the following tail biomorphs:&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;Biostatic Rattle&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Biostatic Rattle&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || 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. If a unit suffers any unsaved wounds from this weapon, add 1 to any Morale tests they take until the end of the turn.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Prehensile Pincer Tail&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Prehensile Pincer Tail&#039;&#039;&#039; || Melee || Melee || User || 0 || 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;
|}&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Toxin Spike&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Toxin Spike&#039;&#039;&#039; || Melee || Melee || 1 || 0 || 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. This weapon always wounds targets (other than {{W40kKeyword|Vehicle}}) on a 2+.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|HQs}}, {{W40kKeyword|Character}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Trygon Prime}}, {{W40kKeyword|Synapse}}&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;
====Tyranid Prime====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Tyranid Prime (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Tyranid Prime || 6&amp;quot; || 2+ || 3+ || 5 || 5 || 6 || 4 || 10 || 3+ || 80&lt;br /&gt;
|-&lt;br /&gt;
| Tyranid Prime Apex Strain || 6&amp;quot; || 2+ || 3+ || 5 || 5 || 7 || 5 || 10 || 3+ || 110&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&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;-Devourer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Devourer&#039;&#039;&#039; || 18&amp;quot; || Assault 3 || 4 || 0 || 1 || A unit that receives an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the turn.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Scything Talons&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Scything Talons&#039;&#039;&#039; || Melee || Melee || User || 0 || 1 || You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of &#039;&#039;&#039;Scything Talons&#039;&#039;&#039;, it can make 1 additional attack with this weapon each time it fights.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Alpha Warrior&amp;quot;&amp;gt;&lt;br /&gt;
You can add 1 to hit rolls for all {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Warrior}} units that are within 6&amp;quot; of any friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} Tyranid Primes.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shadow in the Warp&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Synapse&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&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;Psyker:&#039;&#039;&#039; A Tyranid Prime Apex Strain can attempt to manifest one psychic power 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; power and one psychic power from the &#039;&#039;Hive Mind&#039;s Control&#039;&#039; discipline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Brood Leader&amp;quot;&amp;gt;&lt;br /&gt;
Friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Core}} units within 6&amp;quot; of this model can re-roll hit rolls of 1.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mutations:&#039;&#039;&#039; (M:10/WS:20/BS:25/S:5/T:15/W:15/A:10/Ld:-/Sv:20/Psy:25/Syn:20)&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;
This model may replace its &#039;&#039;&#039;Devourer&#039;&#039;&#039; and/or &#039;&#039;&#039;Scything Talons&#039;&#039;&#039; for one item from the &#039;&#039;Basic Bio-cannons&#039;&#039;, &#039;&#039;Basic Bio-weapons&#039;&#039; and &#039;&#039;Melee Bio-weapons&#039;&#039; lists each.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
&#039;&#039;&#039;Basic Bio-cannons&#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 class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Barbed Strangler&#039;&#039;&#039;* - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Barbed Strangler&#039;&#039;&#039; || 36&amp;quot; || Assault D6 || 5 || -1 || 1 || Blast. You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. A unit that suffers one or more wounds from this weapon must subtract 2 from its movement, advance and charge distances.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Venom Cannon&#039;&#039;&#039;* - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Venom Cannon (Salvo)&#039;&#039;&#039; || 36&amp;quot; || Assault D3 || 8 || -2 || D3 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Venom Cannon (Single Shot)&#039;&#039;&#039; || 36&amp;quot; || Assault 1 || 9 || -3 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;One per model. A model cannot have both a &#039;&#039;&#039;Barbed Strangler&#039;&#039;&#039; and a &#039;&#039;&#039;Venom Cannon&#039;&#039;&#039;.&#039;&#039;&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Basic Bio-weapons&#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 class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Deathspitter&#039;&#039;&#039; - +6 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Deathspitter&#039;&#039;&#039; || 24&amp;quot; || Assault 3 || 5 || -1 || 1 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Spinefists&#039;&#039;&#039; - +2 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Spinefists&#039;&#039;&#039; || 12&amp;quot; || Pistol * || 3 || 0 || 1 || When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Bio-weapons&#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 class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Boneswords&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Boneswords&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || A model armed with boneswords can make 1 additional attack with them in the Fight phase. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Lash Whips&#039;&#039;&#039; - +2 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Lash Whips&#039;&#039;&#039; || Melee || Melee || User || 0 || 1 || Enemy models in base contact with a model equipped with this weapon have to subtract 1 from their hit rolls.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Lash Whip and Bonesword&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Lash Whip and Bonesword&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || If the bearer is slain in the Fight phase before it makes it attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Rending Claws&#039;&#039;&#039; - +2 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Rending Claws&#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. If a model is equipped with two pairs of &#039;&#039;&#039;Rending Claws&#039;&#039;&#039; the effect activates on a wound roll of 5+ instead.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Scything Talons&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Scything Talons&#039;&#039;&#039; || Melee || Melee || User || 0 || 1 || You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of &#039;&#039;&#039;Scything Talons&#039;&#039;&#039;, it can make 1 additional attack with this weapon each time it fights.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
This model may take a &#039;&#039;&#039;Prehensile Pincer Tail&#039;&#039;&#039; - +2 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Prehensile Pincer Tail&#039;&#039;&#039; || Melee || Melee || User || 0 || 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;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This model may take one of the following Biomorphs:&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;Snake Body&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Snake Body:&#039;&#039;&#039; Add 3&amp;quot; to the movement characteristic of a model with this Biomorph. Also, during deployment, you can set up a unit whit this Biomorph underground instead of placing it on the battlefield. At the end of any of your Movement phases, the unit can burrow to the surface - set it up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Wings&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wings:&#039;&#039;&#039; If a model has this Biomorph, it gains the {{W40kKeyword|Fly}} keyword and adds 3&amp;quot; to its movement characteristic.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
This model may take up to two items from the &#039;&#039;Biomorphs&#039;&#039; list.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
-&#039;&#039;&#039;Acid Blood&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Acid Blood:&#039;&#039;&#039; If a model with this Biomorph suffers one or more unsaved wound(s) in close combat roll a die; on a 6+ the attacking unit suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adamantine Tusks&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adamantine Tusks:&#039;&#039;&#039; When a model with this Biomorph finishes a charge move, roll a dice; on a 6+ one enemy unit with 1&amp;quot; suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adrenal Glands&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adrenal Glands:&#039;&#039;&#039; If a model has this Biomorph, add 1&amp;quot; to the distance it can move when it Advances or charges.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Amphibious Adaptation&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Amphibious Adaptations:&#039;&#039;&#039; A model with this Biomorph counts as being in cover if it&#039;s within a water-type terrain and counts them as an open ground for the purpose of moving or charging.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Antidote Glands&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Antidote Glands:&#039;&#039;&#039; If a unit shoots with any Poison Weapon against a unit that has at least half of its models (round up) equipped with this Biomorph, it must subtract 2 from the wound rolls.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Burrowing Limbs&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Burrowing Limbs:&#039;&#039;&#039; During deployment, you can set up a unit whit this Biomorph underground instead of placing it on the battlefield. At the end of any of your Movement phases, the unit can burrow to the surface - set it more than 9&amp;quot; away from any enemy models.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Carbonized Claws&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Carbonized Claws:&#039;&#039;&#039; A model with this Biomorph can reroll wound rolls against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Titanic}} units.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Dopamine Injector&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dopamine Injectors:&#039;&#039;&#039; Roll a die each time a model with this Biomorph suffers a wound; on a 5+ that wound is not lost.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Enhanced Leg Muscles&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enhanced Leg Muscles:&#039;&#039;&#039; When a model with this Biomorph advances roll two dices and pick the higher result.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Feeder Tendrils&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feeder Tendrils:&#039;&#039;&#039; If the last model in an enemy unit is slain in the Fight phase by a model with this Biomorph, it can re-roll hit rolls of 1 against all models that share the same unit type keywords (e.g. if a model with this Biomorph wins a combat against Chaos Bike squad, they can re-roll hit rolls of 1 against any {{W40kKeyword|Biker}}).&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Feeding Frenzy Trigger&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feeding Frenzy Trigger:&#039;&#039;&#039; A model with this Biomorph receives D3 additional attacks if during the fight phase it&#039;s against a unit that has more model than its own.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Flesh Hooks&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Flesh Hooks&#039;&#039;&#039; || 6&amp;quot; || Assault 2 || User || 0 || 1 || This weapon can be fired within 1&amp;quot; of an enemy unit, and can target enemy units within 1&amp;quot; of friendly units. In addition, a model equipped with &#039;&#039;&#039;Flesh Hooks&#039;&#039;&#039; can move through solid walls or climb on ruins or basements without ladders.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Increased Muscle Density&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Increased Muscle Density:&#039;&#039;&#039; When a model with this Biomorph attacks in the fight phase consider its Strength characteristic as 1 higher.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Insula Glands&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insula Glands:&#039;&#039;&#039; A model with this Biomorph can re-roll all failed hit rolls in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Nonepinephrine Infusion&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nonepinephrine Infusion:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Overdeveloped Stabilizing Organs&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Overdeveloped Stabilizing Organs:&#039;&#039;&#039; A model equipped with this Biomorph doesn&#039;t suffer any penalties to its hit rolls for moving and shooting with Heavy weapons, or Advancing and shooting with Assault weapons.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Parasite Implanter&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Parasite Implanter:&#039;&#039;&#039; During the fight phase, a model with this Biomorph inflicts an additional mortal wound on the target on a wound roll of 6+.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Pressure Detection Sensors&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pressure Detection Sensors:&#039;&#039;&#039; A model with this Biomorph may decide to shoot an enemy unit that has arrived from the reserves within 12&amp;quot;. If it does so hit must subtract 1 from the hit rolls.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Psychic Deflection Bio-Crystals&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Psychic Deflection Bio-Crystals:&#039;&#039;&#039; A model with this Biomorph can attempt to deny one psychic power as if was a {{W40kKeyword|Psyker}}.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Reflexes Optimizations&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reflexes Optimization:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it was charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Regeneration&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regeneration:&#039;&#039;&#039; At the end of each friendly turn, roll a D6 for each model with this Biomorph that has less than its starting number of Wounds, but has not been removed as a casualty. On a 4+, that model regains a single Wound lost earlier in the battle.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Serrated Blades&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Serrated Blades:&#039;&#039;&#039; A model with this Biomorph can reroll all wound rolls during the fight phase if it targets a non {{W40kKeyword|Vehicle}}, non {{W40kKeyword|Titanic}} model.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Spring Coil Musculature&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring Coil Musculature:&#039;&#039;&#039; A model with this Biomorph can Fall Back and charge in the same turn.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Three-Dimensional Thought Patterns&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Three-Dimensional Thought Patterns:&#039;&#039;&#039; During the Shooting phase, a model with this Biomorph may add 1 to its hit rolls if it targets a {{W40kKeyword|Flyer}}.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Toxin Sacs&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Toxin Sacs:&#039;&#039;&#039; Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Warp Shield Projector&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warp Shield Projector:&#039;&#039;&#039; A model with this Biomorph has a 5+ Invulnerable save while within Synapse range.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Wide-Spectrum Retinas&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wide-Spectrum Retinas:&#039;&#039;&#039; A model with this Biomorph and doesn&#039;t suffer penalties to its hit rolls as a result of special rules such as &#039;&#039;Night Fighting&#039;&#039; or &#039;&#039;Dawn Raid&#039;&#039;.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This model may take the &#039;&#039;&#039;Brood Leader&#039;&#039;&#039; Upgrade - +20 pts.&lt;br /&gt;
&lt;br /&gt;
This model may be upgraded to a Tyranid Prime Apex Strain - +30 pts/2 PP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Tyranid Prime}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Psyker}} (Tyranid Prime Apex Strain Only)&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;
====[[Blind Horror]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Blind Horror (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Blind Horror || 12&amp;quot; || 3+ || - || 5 || 5 || 6 || 6 || 9 || 3+ || 165&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&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;-Giant Scything Talons&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Giant Scything Talons&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 3 || When attacking with this weapon, you must subtract 1 from the hit roll.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Rending Claws&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Rending Claws&#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. If a model is equipped with two pairs of &#039;&#039;&#039;Rending Claws&#039;&#039;&#039; the effect activates on a wound roll of 5+ instead.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Scything Talons&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Scything Talons&#039;&#039;&#039; || Melee || Melee || User || 0 || 1 || You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of &#039;&#039;&#039;Scything Talons&#039;&#039;&#039;, it can make 1 additional attack with this weapon each time it fights.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Spike Tail&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Spike Tail&#039;&#039;&#039; || Melee || Melee || user || -2 || 1 || Each time the bearer fights, it make one (and only one) attack with this weapon. This is in addition to the bearer&#039;s attacks. A unit (that doesn&#039;t have the {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} keyword) that suffers an unsaved wound from this weapon has to always attack last in the fight phase and to subtract 1 from all its hit rolls and Leadership value. This effect lasts one game turn.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blind Beast&amp;quot;&amp;gt;&lt;br /&gt;
This model can&#039;t be affected by any rules or stratagems that alter its hit rolls, except for its &#039;&#039;&#039;Giant Scything Talons&#039;&#039;&#039; special rule. In addition, this model can never be your Warlord or have a Warlord trait.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Minor Synapse Link&amp;quot;&amp;gt;&lt;br /&gt;
Friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Swarm}} units consider this model has to have the &#039;&#039;Synapse&#039;&#039; special rule and keyword.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pheromone Detectors&amp;quot;&amp;gt;&lt;br /&gt;
This model can re-roll failed charge and hit rolls against a unit that has previously lost at least one model due to a Morale test.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Psychological Horror&amp;quot;&amp;gt;&lt;br /&gt;
Enemy units between 12&amp;quot; of this model are forced to take a Morale test, regardless of any special rule or stratagem, and said test must be taken on 2D6, discarding the lowest result. In addition, every time an enemy unit (that doesn&#039;t have the {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} keyword) within 12&amp;quot; of this model tries to take an action (moving, shooting, charging, etc...) it must take a Leadership test with a -2 to its Leadership value. If the test is passed it can take the action as usual, if the test is failed the unit is paralyzed by fear and cannot take such action.&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;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|HQs}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Blind Horror}}&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;
====Deathleaper====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Deathleaper (&#039;&#039;&#039;Power Rating 5&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Deathleaper || 9&amp;quot; || 2+ || 4+ || 6 || 4 || 6 || 4 || 10 || 5+ || 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&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;-Feeder Tendrils&#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;Feeder Tendrils:&#039;&#039;&#039; If the last model in an enemy unit is slain in the Fight phase by a model with this Biomorph, it can re-roll hit rolls of 1 against all models that share the same unit type keywords (e.g. if a model with this Biomorph wins a combat against Chaos Bike squad, they can re-roll hit rolls of 1 against any {{W40kKeyword|Biker}}).&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Flesh Hooks&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Flesh Hooks&#039;&#039;&#039; || 6&amp;quot; || Assault 2 || User || 0 || 1 || This weapon can be fired within 1&amp;quot; of an enemy unit, and can target enemy units within 1&amp;quot; of friendly units. In addition, a model equipped with &#039;&#039;&#039;Flesh Hooks&#039;&#039;&#039; can move through solid walls or climb on ruins or basements without ladders.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Parasite Implanter&#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;Parasite Implanter:&#039;&#039;&#039; During the fight phase, a model with this Biomorph inflicts an additional mortal wound on the target on a wound roll of 6+.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Scything Talons&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Scything Talons&#039;&#039;&#039; || Melee || Melee || User || 0 || 1 || You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of &#039;&#039;&#039;Scything Talons&#039;&#039;&#039;, it can make 1 additional attack with this weapon each time it fights.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Sinister Talons&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Sinister Talons&#039;&#039;&#039; || Melee || Melee || User || -3 || D3 || You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and a Damage of 3.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Deathleap&amp;quot;&amp;gt;&lt;br /&gt;
The Deathleaper does not roll for Charge distances - instead its Charge distance is always 12&amp;quot; unless improved.  The Deathleaper similarly does not roll for advancing, it always advances 6&amp;quot; and may charge after Advancing.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hidden Hunter&amp;quot;&amp;gt;&lt;br /&gt;
During deployment, you can set up this model in hiding instead of placing it on the battlefield. At the end of any of your Movement phases, this model can spring from its hiding place - set it up anywhere on the battlefield that is more than D3+3&amp;quot; away from enemy models.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;&#039;&#039;It&#039;s too fast!&#039;&#039;&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 3+ Invulnerable save. Subtract 1 to this model’s Invulnerable saves against wounds caused by Melee weapons.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;There&#039;s No Escape&amp;quot;&amp;gt;&lt;br /&gt;
Enemy {{W40kKeyword|Characters}} cannot disengage from a Deathleaper.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;&#039;&#039;Where are my guards?!&#039;&#039;&amp;quot;&amp;gt;&lt;br /&gt;
Enemy units can&#039;t intercept wounds made by this model.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;&#039;&#039;Where is it?&amp;quot;&amp;gt;&lt;br /&gt;
Your opponent must subtract 2 from their hit rolls for attacks that target this model (this can bypass the normal limit on maluses to the hit rolls). In addition, add 2 instead of 1 to saving throws for Deathleaper when it is in cover. Models may not fire overwatch against a Deathleaper&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;Warlord Trait:&#039;&#039;&#039;  If this model is your Warlord, it has the following Warlord Trait:&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;&#039;&#039;It&#039;s After Me!&#039;&#039;&amp;quot;&amp;gt;&lt;br /&gt;
At the start of the first battle round but before the first turn begins, pick a {{W40kKeyword|Character}} from the opposing army. You can re-roll hit and wound rolls in the Fight phase for any of this model&#039;s attacks that target that {{W40kKeyword|Character}}. Also, whilst this model is alive, that model’s Leadership is reduced by D3.&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;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|HQs}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Deathleaper}}&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;
====Old One Eye====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Old One Eye (&#039;&#039;&#039;Power Rating: 11&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Old One Eye || 7&amp;quot; || 3+ || 4+ || 7 || 7 || 9 || 5 || 7 || 3+ || 220&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&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;-Monstrous Crushing Claws&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Monstrous Crushing Claws&#039;&#039;&#039; || Melee || Melee || x2 || -3 || 3 || When attacking with this weapon, you must subtract 1 from the hit roll.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Monstrous Scything Talons&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Monstrous Scything Talons&#039;&#039;&#039; || Melee || Melee || User || -3 || 3 || You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of &#039;&#039;&#039;Monstrous Scything Talons&#039;&#039;&#039;, it can make 1 additional attack with this weapon each time it fights.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Threscher Scythe&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Thresher Scythe&#039;&#039;&#039; || Melee || Melee || 4 || -1 || 1 || Each time the bearer fights, it can make one (and only one) attack with this weapon. Make D3 hit rolls for this attack instead of one. This is in addition to the bearer&#039;s attacks.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Alpha Leader&amp;quot;&amp;gt;&lt;br /&gt;
You can add 1 to hit rolls for friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Carnifex}} units that are within 6&amp;quot; of this model.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Berserk Rampage&amp;quot;&amp;gt;&lt;br /&gt;
Each time you make a hit roll of 6+ for Old One Eye (except for thresher scythe attacks), you may immediately make 1 additional attack with the same weapon against the same unit. These additional attacks do not confer extra attacks.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Immortal Battering Ram&amp;quot;&amp;gt;&lt;br /&gt;
When Old One Eye finishes a charge move, roll a dice; on a 4+ one enemy unit within 1&amp;quot; suffers D3 mortal wounds. In addition, add 1 to all hit rolls for Old One Eye in the Fight phase if it charged in the same turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Instinctive Behaviour&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;&#039;&#039;Is it dead?&#039;&#039;&amp;quot;&amp;gt;&lt;br /&gt;
When Old One Eye is removed as a casualty, leave the model on the table (it counts as battlefield debris, and provides cover to model that are at least half obscured by it). At the beginning of each of your turns roll a die; on a 4+ the Old One Eye returns to play with a single wound remaining.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Regeneration&amp;quot;&amp;gt;&lt;br /&gt;
At the beginning of your Command phase, roll a die for each wound inflicted on this model; on a 4+ that wound is restored (up to a maximum of 4).&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;&#039;&#039;That only angered it!&#039;&#039;&amp;quot;&amp;gt;&lt;br /&gt;
Each time the Old One Eye loses a wound, it gains +1 to its Attack value (to the maximum of 10), these attacks are not lost if it recovers wounds through Regeneration or other rules and stratagems.&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;Warlord Trait:&#039;&#039;&#039;  If this model is your Warlord, it has the following Warlord Trait:&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Enhanced Biology&amp;quot;&amp;gt;&lt;br /&gt;
Enemy weapons attacking this model suffer a penalty of 1 to their wound rolls and Damage characteristic.&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|HQs}}, {{W40kKeyword|Character}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Old One Eye}}, {{W40kKeyword|Carnifex}}&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;
====The Doom of Malan&#039;tai====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Doom of Malan&#039;tai (&#039;&#039;&#039;Power Rating: 15&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| The Doom of Malan&#039;tai || 6&amp;quot; || 4+ || 2+ || 4 || 4 || 6 || 1 || 10 || 5+ || 300&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&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;-Claws and Teeth&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Claws and Teeth&#039;&#039;&#039; || Melee || Melee || User || 0 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Deastroyer of Malan&#039;tai&amp;quot;&amp;gt;&lt;br /&gt;
{{W40kKeyword|AELDARI}} units suffer a -2 leadership penalty while within the Doom of Malan&#039;tai&#039;s synapse range or if targeted by the Doom of Malan&#039;tai with a power that wounds based on Leadership. It may also add 3 to its rolls when trying to deny a psychic power manifested by an {{W40kKeyword|AELDARI}} unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Psychic Apocalypse&amp;quot;&amp;gt;&lt;br /&gt;
When trying to manifest or block a psychic power, this model has a bonus to its rolls equal to half its wound characteristic (rounding up). In addition, once in each Psychic phase, you can re-roll any number of dice used for this model’s attempt to manifest or deny a psychic power. Finally, in every Psychic phase, this model may manifest a single psychic power for a number of times equal to half its wound characteristic (rounding up).&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shadow in the Warp&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Soul Eater&amp;quot;&amp;gt;&lt;br /&gt;
Each time an enemy model is removed as a causality due to the Doom of Malan&#039;tai attacks or psychic powers, the Doom of Malan&#039;tai gains one wound, to the maximum of 9.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Synapse&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Warp Field&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 3+ Invulnerable save.&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;Psyker:&#039;&#039;&#039; The Doom of Malan&#039;tai can attempt to manifest five psychic powers in each friendly Psychic phase, and attempt to deny three psychic power in each enemy Psychic phase. It knows every power from the &#039;&#039;Hive Mind&#039;s Malice&#039;&#039; and &#039;&#039;Hive Mind&#039;s Wrath&#039;&#039;disciplines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;  If this model is your Warlord, it has the following Warlord Trait:&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Synapse Overlord&amp;quot;&amp;gt;&lt;br /&gt;
{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} units automatically pass Morale tests if they are within 18&amp;quot; of this model. The Doom of Malan&#039;Tai adds double its number of wounds to its Synapse range.&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;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|HQs}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|The Doom of Malan&#039;tai}}, {{W40kKeyword|Fly}} {{W40kKeyword|Synapse}}, {{W40kKeyword|Psyker}}&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;
====The Swarmlord====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Swarmlord (&#039;&#039;&#039;Power Rating: 20&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| The Swarmlord || &#039;&#039;&#039;9&amp;quot;&#039;&#039;&#039; || 2+ || 2+ || &#039;&#039;&#039;8&#039;&#039;&#039; || 8 || 9-16 || &#039;&#039;&#039;6&#039;&#039;&#039; || 10 || 3+ || 400&lt;br /&gt;
|-&lt;br /&gt;
| The Swarmlord || &#039;&#039;&#039;7&amp;quot;&#039;&#039;&#039; || 2+ || 2+ || &#039;&#039;&#039;7&#039;&#039;&#039; || 8 || 5-8 || &#039;&#039;&#039;5&#039;&#039;&#039; || 10 || 3+ || 400&lt;br /&gt;
|-&lt;br /&gt;
| The Swarmlord || &#039;&#039;&#039;5&amp;quot;&#039;&#039;&#039; || 2+ || 2+ || &#039;&#039;&#039;6&#039;&#039;&#039; || 8 || 1-4 || &#039;&#039;&#039;4&#039;&#039;&#039; || 10 || 3+ || 400&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&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;-Dopamine Injectors&#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;Dopamine Injectors:&#039;&#039;&#039; Roll a die each time a model with this Biomorph suffers a wound; on a 5+ that wound is not lost.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Prehensile Pincer Tail&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Prehensile Pincer&#039;&#039;&#039; || Melee || Melee || User || 0 || 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;
|}&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Two pairs of Bone Sabres&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Bone Sabres&#039;&#039;&#039; || Melee || Melee || User || -3 || 6 || Each time you make a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. Successful Invulnerable save against wounds caused by this weapon must be re-rolled.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blade Parry&amp;quot;&amp;gt;&lt;br /&gt;
Add 1 to this model’s Invulnerable saves against wounds caused by Melee weapons. In addition, enemy units may not re-roll wound rolls when attacking this model.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Death Throes&amp;quot;&amp;gt;&lt;br /&gt;
If this model is reduced to 0 wounds, roll a dice before removing the model from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hive Commander&amp;quot;&amp;gt;&lt;br /&gt;
In each of your Shooting phases, you can pick one friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} unit within 6&amp;quot; of the Swarmlord. That unit can move (and Advance, if you wish) as if it were the Movement phase instead of shooting.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Psychic Barrier&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 4+ Invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shadow in the Warp&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Suppress Instincts&amp;quot;&amp;gt;&lt;br /&gt;
At the beginning of your turn pick a friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Tyranids}} unit that would suffer from the &#039;&#039;Instinctive Behaviour&#039;&#039; special rule; that unit ignores the effect of the rule until the beginning of your next turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Synapse&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Destroyer of Galaxies&amp;quot;&amp;gt;&lt;br /&gt;
Each time this model inflicts damage on an enemy unit with its &#039;&#039;&#039;Bone Sabres&#039;&#039;&#039; during the Fight phase, you can make one additional attack with those weapons targeted at the same unit or, if the unit has been destroyed by one of this model&#039;s attacks, to another enemy unit within 1&amp;quot;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Hive Mind Incarnate&amp;quot;&amp;gt;&lt;br /&gt;
The range of this model’s Synapse ability is 24&amp;quot; rather than 12&amp;quot;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Swarmlord&#039;s Will&amp;quot;&amp;gt;&lt;br /&gt;
At the beginning of your turn, pick one friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} unit within 6&amp;quot; of the Swarmlord. The unit can either choose to re-roll every wound roll against {{W40kKeyword|Monster}}s or {{W40kKeyword|Vehicle}}s, to re-roll every hit roll of 1, or to not suffer any penalties to the hit rolls for moving and shooting with Heavy weapons and Advancing and shooting with Assault weapons.&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;Psyker:&#039;&#039;&#039; The Swarmlord can attempt to manifest four 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; power and three psychic powers from any of the Hive Mind&#039;s disciplines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;  If this model is your Warlord, it has the following Warlord Trait:&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Aeons of Experience&amp;quot;&amp;gt;&lt;br /&gt;
While this model is on the battlefield, each time you spend a Command Point to use a Strategem you can roll one D6; on a 5+, that Command Point is refunded. In addition, as long as this model is on the field, the first Stratagem used in each phase costs 1 Command Point less, to a minimum of 0.&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;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|HQs}}, {{W40kKeyword|Character}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Hive Tyrant}}, {{W40kKeyword|The Swarmlord}}, {{W40kKeyword|Psyker}}, {{W40kKeyword|Supreme Commander}}&lt;br /&gt;
&lt;br /&gt;
===Troops===&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;
====Genestealer Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;In the dark corners of the galaxy, the genestealers are the things which go bump in the night. Multi limbed nightmares who take up home anywhere there is a dark corner to lie and wait. Although horrendously brutal on both the open battlefields in hordes or one on one in a space hulk. What makes the genestealer truly terrifying is how they can turn a planets population against itself, warping them into genestealer hybrids, awaiting the day that they can be consumed by the coming hive fleet.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Broodlord and 4 Genestealers (&#039;&#039;&#039;Power Rating: 4&#039;&#039;&#039;). It can include up to 5 more Genestealers (&#039;&#039;&#039;Power Rating: +4&#039;&#039;&#039;), up to 10 more Genestealers (&#039;&#039;&#039;Power Rating: +8&#039;&#039;&#039;) or up to 15 more Genestealers (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Genestealer || 8&amp;quot; || 3+ || 4+ || 4 || 4 || 1 || 3 || 9 || 5+ || 13&lt;br /&gt;
|-&lt;br /&gt;
| Broodlord || 8&amp;quot; || 2+ || 4+ || 5 || 4 || 2 || 4 || 9 || 5+ || 20&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&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;-Rending Claws&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Rending Claws&#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. If a model is equipped with two pairs of &#039;&#039;&#039;Rending Claws&#039;&#039;&#039; the effect activates on a wound roll of 5+ instead.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Flurry of Claws&amp;quot;&amp;gt;&lt;br /&gt;
Models in this unit gain 1 additional attack whilst their unit has 10 or more models.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Infestation&amp;quot;&amp;gt;&lt;br /&gt;
If your army includes any units of Genestealers, you can place up to four infestation nodes anywhere in your deployment zone when your army deploys. You can then set up any units of Genestealers lurking, instead of setting them up on the battlefield. If an enemy model is ever within 9&amp;quot; of an infestation node, the node is destroyed and removed from the battlefield. Whilst there are any friendly infestation nodes on the battlefield, this unit can stop lurking: at the end of your Movement phase, set it up wholly within 6&amp;quot; of a friendly infestation node. That infestation node is then removed from the battlefield. If this unit is still lurking when the last friendly infestation node is removed, this unit is destroyed.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lightning Reflexes&amp;quot;&amp;gt;&lt;br /&gt;
Models in this unit have a 5+ Invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Swift and Deadly&amp;quot;&amp;gt;&lt;br /&gt;
Models in this unit can charge even if they Advanced during their turn.&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;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Death from the Shadows&amp;quot;&amp;gt;&lt;br /&gt;
During deployment, you can set up this unit in the shadows instead of placing it on the battlefield. At the end of any of your Movement phases, you can set it up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models and inside a piece of terrain. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Extended Carapace&amp;quot;&amp;gt;&lt;br /&gt;
Models with this rule have a Save characteristic of 4+ but lose the &#039;&#039;Swift and Deadly&#039;&#039; special rule.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mutations:&#039;&#039;&#039; (M:4/WS:1/BS:-/S:3/T:4/W:-/A:2/Ld:-/Sv:5/Psy:-/Syn:-)&lt;br /&gt;
&lt;br /&gt;
Any model in the unit may take one of the following:&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;Rending Claws&#039;&#039;&#039; - +2 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Rending Claws&#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. If a model is equipped with two pairs of &#039;&#039;&#039;Rending Claws&#039;&#039;&#039; the effect activates on a wound roll of 5+ instead.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Scything Talons&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Scything Talons&#039;&#039;&#039; || Melee || Melee || User || 0 || 1 || You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of &#039;&#039;&#039;Scything Talons&#039;&#039;&#039;, it can make 1 additional attack with this weapon each time it fights.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
One Genestealer every four can take one of the following:&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;Acid Maw&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Acid Maw&#039;&#039;&#039; || Melee || Melee || User || -3 || 1 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Flesh Hooks&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Flesh Hooks&#039;&#039;&#039; || 6&amp;quot; || Assault 2 || User || 0 || 1 || This weapon can be fired within 1&amp;quot; of an enemy unit, and can target enemy units within 1&amp;quot; of friendly units. In addition, a model equipped with &#039;&#039;&#039;Flesh Hooks&#039;&#039;&#039; can move through solid walls or climb on ruins or basements without ladders.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The entire unit may take any of the following&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Death from the Shadows&#039;&#039;&#039; Upgrade - +5 pts./model&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Extended Carapace&#039;&#039;&#039; Upgrade - +2 pts./model&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;
Model in this unit may take up to two items from the &#039;&#039;Biomorphs&#039;&#039; list (the same for every model).&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
-&#039;&#039;&#039;Acid Blood&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Acid Blood:&#039;&#039;&#039; If a model with this Biomorph suffers one or more unsaved wound(s) in close combat roll a die; on a 6+ the attacking unit suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adamantine Tusks&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adamantine Tusks:&#039;&#039;&#039; When a model with this Biomorph finishes a charge move, roll a dice; on a 6+ one enemy unit with 1&amp;quot; suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adrenal Glands&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adrenal Glands:&#039;&#039;&#039; If a model has this Biomorph, add 1&amp;quot; to the distance it can move when it Advances or charges.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Antidote Glands&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Antidote Glands:&#039;&#039;&#039; If a unit shoots with any Poison Weapon against a unit that has at least half of its models (round up) equipped with this Biomorph, it must subtract 2 from the wound rolls.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Carbonized Claws&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Carbonized Claws:&#039;&#039;&#039; A model with this Biomorph can reroll wound rolls against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Titanic}} units.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Dopamine Injector&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dopamine Injectors:&#039;&#039;&#039; Roll a die each time a model with this Biomorph suffers a wound; on a 5+ that wound is not lost.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Enhanced Leg Muscles&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enhanced Leg Muscles:&#039;&#039;&#039; When a model with this Biomorph advances roll two dices and pick the higher result.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Feeding Frenzy Trigger&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feeding Frenzy Trigger:&#039;&#039;&#039; A model with this Biomorph receives D3 additional attacks if during the fight phase it&#039;s against a unit that has more model than its own.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Increased Muscle Density&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Increased Muscle Density:&#039;&#039;&#039; When a model with this Biomorph attacks in the fight phase consider its Strength characteristic as 1 higher.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Insula Glands&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insula Glands:&#039;&#039;&#039; A model with this Biomorph can re-roll all failed hit rolls in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Nonepinephrine Infusion&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nonepinephrine Infusion:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Parasite Implanter&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Parasite Implanter:&#039;&#039;&#039; During the fight phase, a model with this Biomorph inflicts an additional mortal wound on the target on a wound roll of 6+.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Reflexes Optimizations&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reflexes Optimization:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it was charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Serrated Blades&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Serrated Blades:&#039;&#039;&#039; A model with this Biomorph can reroll all wound rolls during the fight phase if it targets a non {{W40kKeyword|Vehicle}}, non {{W40kKeyword|Titanic}} model.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Spring Coil Musculature&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring Coil Musculature:&#039;&#039;&#039; A model with this Biomorph can Fall Back and charge in the same turn.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Toxin Sacs&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Toxin Sacs:&#039;&#039;&#039; Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Wide-Spectrum Retinas&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wide-Spectrum Retinas:&#039;&#039;&#039; A model with this Biomorph and doesn&#039;t suffer penalties to its hit rolls as a result of special rules such as &#039;&#039;Night Fighting&#039;&#039; or &#039;&#039;Dawn Raid&#039;&#039;.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Genestealers}}&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;
&lt;br /&gt;
====Hormagaunt Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Hormagaunt Alpha and 9 Hormagaunts (&#039;&#039;&#039;Power Rating: 3&#039;&#039;&#039;). It can include up to 10 more Hormagaunts (&#039;&#039;&#039;Power Rating: +3&#039;&#039;&#039;), up to 20 more Hormagaunts (&#039;&#039;&#039;Power Rating: +6&#039;&#039;&#039;), up to 30 more Hormagaunts (&#039;&#039;&#039;Power Rating: +9&#039;&#039;&#039;) or up to 40 more Hormagaunts (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Hormagaunt || 8&amp;quot; || 4+ || 4+ || 3 || 3 || 1 || 2 || 5 || 6+ || 6&lt;br /&gt;
|-&lt;br /&gt;
| Hormagaunt Alpha || 8&amp;quot; || 3+ || 3+ || 3 || 3 || 1 || 3 || 7 || 6+ || 9&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&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;-Scything Talons&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Scything Talons&#039;&#039;&#039; || Melee || Melee || User || 0 || 1 || You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of &#039;&#039;&#039;Scything Talons&#039;&#039;&#039;, it can make 1 additional attack with this weapon each time it fights.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bounding Leap&amp;quot;&amp;gt;&lt;br /&gt;
This unit moves an additional D3&amp;quot; when advancing and charging. Also, whenever this unit piles in and consolidates, it can move up to 6&amp;quot;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hungering Swarm&amp;quot;&amp;gt;&lt;br /&gt;
If this unit contains 20 or more models, you can re-roll wound rolls of 1 when it fights.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Instinctive Behaviour&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&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;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mutations:&#039;&#039;&#039; (M:2/WS:1/BS:-/S:1/T:2/W:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-)&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;
Model in this unit may take up to two items from the &#039;&#039;Biomorphs&#039;&#039; list (the same for every model).&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
-&#039;&#039;&#039;Acid Blood&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Acid Blood:&#039;&#039;&#039; If a model with this Biomorph suffers one or more unsaved wound(s) in close combat roll a die; on a 6+ the attacking unit suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adamantine Tusks&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adamantine Tusks:&#039;&#039;&#039; When a model with this Biomorph finishes a charge move, roll a dice; on a 6+ one enemy unit with 1&amp;quot; suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adrenal Glands&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adrenal Glands:&#039;&#039;&#039; If a model has this Biomorph, add 1&amp;quot; to the distance it can move when it Advances or charges.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Amphibious Adaptation&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Amphibious Adaptations:&#039;&#039;&#039; A model with this Biomorph counts as being in cover if it&#039;s within a water-type terrain and counts them as an open ground for the purpose of moving or charging.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Antidote Glands&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Antidote Glands:&#039;&#039;&#039; If a unit shoots with any Poison Weapon against a unit that has at least half of its models (round up) equipped with this Biomorph, it must subtract 2 from the wound rolls.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Burrowing Limbs&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Burrowing Limbs:&#039;&#039;&#039; During deployment, you can set up a unit whit this Biomorph underground instead of placing it on the battlefield. At the end of any of your Movement phases, the unit can burrow to the surface - set it more than 9&amp;quot; away from any enemy models.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Carbonized Claws&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Carbonized Claws:&#039;&#039;&#039; A model with this Biomorph can reroll wound rolls against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Titanic}} units.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Dopamine Injector&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dopamine Injectors:&#039;&#039;&#039; Roll a die each time a model with this Biomorph suffers a wound; on a 5+ that wound is not lost.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Enhanced Leg Muscles&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enhanced Leg Muscles:&#039;&#039;&#039; When a model with this Biomorph advances roll two dices and pick the higher result.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Feeding Frenzy Trigger&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feeding Frenzy Trigger:&#039;&#039;&#039; A model with this Biomorph receives D3 additional attacks if during the fight phase it&#039;s against a unit that has more model than its own.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Hive Mind Direct Link&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hive Mind Direct Link:&#039;&#039;&#039; A model with this Biomorph counts as always being within 12&amp;quot; of a {{W40kKeyword|Synapse}} creature.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Increased Muscle Density&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Increased Muscle Density:&#039;&#039;&#039; When a model with this Biomorph attacks in the fight phase consider its Strength characteristic as 1 higher.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Insula Glands&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insula Glands:&#039;&#039;&#039; A model with this Biomorph can re-roll all failed hit rolls in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Nonepinephrine Infusion&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nonepinephrine Infusion:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Parasite Implanter&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Parasite Implanter:&#039;&#039;&#039; During the fight phase, a model with this Biomorph inflicts an additional mortal wound on the target on a wound roll of 6+.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Reflexes Optimizations&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reflexes Optimization:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it was charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Serrated Blades&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Serrated Blades:&#039;&#039;&#039; A model with this Biomorph can reroll all wound rolls during the fight phase if it targets a non {{W40kKeyword|Vehicle}}, non {{W40kKeyword|Titanic}} model.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Spring Coil Musculature&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring Coil Musculature:&#039;&#039;&#039; A model with this Biomorph can Fall Back and charge in the same turn.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Toxin Sacs&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Toxin Sacs:&#039;&#039;&#039; Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Warp Shield Projector&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warp Shield Projector:&#039;&#039;&#039; A model with this Biomorph has a 5+ Invulnerable save while within Synapse range.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Wide-Spectrum Retinas&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wide-Spectrum Retinas:&#039;&#039;&#039; A model with this Biomorph and doesn&#039;t suffer penalties to its hit rolls as a result of special rules such as &#039;&#039;Night Fighting&#039;&#039; or &#039;&#039;Dawn Raid&#039;&#039;.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Hormagaunt}}&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;
====Ripper Swarm====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 3 Ripper Swarms (&#039;&#039;&#039;Power Rating: 2&#039;&#039;&#039;). It can include up to 3 more Ripper Swarms (&#039;&#039;&#039;Power Rating: +2&#039;&#039;&#039;), up to 6 more Ripper Swarms (&#039;&#039;&#039;Power Rating: +4&#039;&#039;&#039;), up to 9 more Ripper Swarms (&#039;&#039;&#039;Power Rating: +6&#039;&#039;&#039;), or up to 12 more Ripper Swarms (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Ripper Swarm || 6&amp;quot; || 5+ || 5+ || 3 || 3 || 3 || 4 || 4 || 6+ || 12&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&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;-Claws and Teeth&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Claws and Teeth&#039;&#039;&#039; || Melee || Melee || User || 0 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Biomass Shuttlers&amp;quot;&amp;gt;&lt;br /&gt;
During the battle, whenever a non-{{W40kKeyword|Vehicle}} model is slain within 6” of this unit it gains 1 Biomass point (3 is the model had more than 9 wounds). Once this unit has 10 Biomass points, you gain 1 Command point; the Biomass points of this unit are then discarded.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Burrowers&amp;quot;&amp;gt;&lt;br /&gt;
During deployment, you can set up a unit of Ripper Swarms underground instead of on the battlefield. At the end of any of your Movement phases, they can tunnel up to the battlefield – set them up anywhere that is more than 9&amp;quot; from any enemy models.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Instinctive Behaviour&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&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;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mutations:&#039;&#039;&#039; (M:2/WS:2/BS:4/S:4/T:4/W:-/A:3/Ld:2/Sv:-/Psy:-/Syn:-)&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 models in the unit may take a &#039;&#039;&#039;Spinemaws&#039;&#039;&#039; - +2 pts./model&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Spinemaws&#039;&#039;&#039; || 6&amp;quot; || Pistol 4 || 2 || 0 || 1 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Model in this unit may take up to two items from the &#039;&#039;Biomorphs&#039;&#039; list (the same for every model).&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
-&#039;&#039;&#039;Adrenal Glands&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adrenal Glands:&#039;&#039;&#039; If a model has this Biomorph, add 1&amp;quot; to the distance it can move when it Advances or charges.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Amphibious Adaptation&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Amphibious Adaptations:&#039;&#039;&#039; A model with this Biomorph counts as being in cover if it&#039;s within a water-type terrain and counts them as an open ground for the purpose of moving or charging.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Carbonized Claws&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Carbonized Claws:&#039;&#039;&#039; A model with this Biomorph can reroll wound rolls against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Titanic}} units.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Feeding Frenzy Trigger&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feeding Frenzy Trigger:&#039;&#039;&#039; A model with this Biomorph receives D3 additional attacks if during the fight phase it&#039;s against a unit that has more model than its own.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Insula Glands&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insula Glands:&#039;&#039;&#039; A model with this Biomorph can re-roll all failed hit rolls in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Nonepinephrine Infusion&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nonepinephrine Infusion:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Reflexes Optimizations&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reflexes Optimization:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it was charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Serrated Blades&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Serrated Blades:&#039;&#039;&#039; A model with this Biomorph can re-roll all wound rolls during the fight phase if it targets a non {{W40kKeyword|Vehicle}}, non {{W40kKeyword|Titanic}} model.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Spring Coil Musculature&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring Coil Musculature:&#039;&#039;&#039; A model with this Biomorph can Fall Back and charge in the same turn.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Toxin Sacs&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Toxin Sacs:&#039;&#039;&#039; Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Wide-Spectrum Retinas&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wide-Spectrum Retinas:&#039;&#039;&#039; A model with this Biomorph and doesn&#039;t suffer penalties to its hit rolls as a result of special rules such as &#039;&#039;Night Fighting&#039;&#039; or &#039;&#039;Dawn Raid&#039;&#039;.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Troops}}, {{W40kKeyword|Swarm}}, {{W40kKeyword|Ripper Swarms}}&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;
&lt;br /&gt;
====Termagaunt Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Termagaunt Alpha and 9 Termagaunts (&#039;&#039;&#039;Power Rating: 3&#039;&#039;&#039;). It can include up to 10 more Termagaunts (&#039;&#039;&#039;Power Rating: +3&#039;&#039;&#039;), up to 20 more Termagaunts (&#039;&#039;&#039;Power Rating: +6&#039;&#039;&#039;), up to 30 more Termagaunts (&#039;&#039;&#039;Power Rating: +9&#039;&#039;&#039;) or up to 40 more Termagaunts (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Termagaunt || 6&amp;quot; || 4+ || 4+ || 3 || 3 || 1 || 1 || 5 || 6+ || 5&lt;br /&gt;
|-&lt;br /&gt;
| Termagaunt Alpha || 6&amp;quot; || 3+ || 3+ || 3 || 3 || 1 || 2 || 7 || 6+ || 8&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&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;-Fleshborer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Fleshborer&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 4 || 0 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hail of Living Ammunition&amp;quot;&amp;gt;&lt;br /&gt;
If this unit contains 20 or more models, you can re-roll wound rolls of 1 when it shoots.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Instinctive Behaviour&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&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;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mutations:&#039;&#039;&#039; (M:2/WS:-/BS:1/S:1/T:1/W:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-)&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;
For every ten Termagaunts, one may replace its &#039;&#039;&#039;Fleshborer&#039;&#039;&#039; with a &#039;&#039;&#039;Strangleweb&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Strangle Web&#039;&#039;&#039; || 8&amp;quot; || Assault D3 || 3 || 0 || 1 || Blast. A unit that suffers one or more wounds from this weapon must subtract 1&amp;quot; from its movement, advance and charge distances.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Any model may replace its &#039;&#039;&#039;FLeshborer&#039;&#039;&#039; with one of the following:&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;Devourer&#039;&#039;&#039; - +2 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Devourer&#039;&#039;&#039; || 18&amp;quot; || Assault 3 || 4 || 0 || 1 || A unit that receives an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the turn.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Spike Rifle&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Spike Rifle&#039;&#039;&#039; || 18&amp;quot; || Assault 1 || 3 || -1 || 1 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Spinefists&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Spinefists&#039;&#039;&#039; || 12&amp;quot; || Pistol * || 3 || 0 || 1 || When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Model in this unit may take up to two items from the &#039;&#039;Biomorphs&#039;&#039; list (the same for every model).&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
-&#039;&#039;&#039;Acid Blood&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Acid Blood:&#039;&#039;&#039; If a model with this Biomorph suffers one or more unsaved wound(s) in close combat roll a die; on a 6+ the attacking unit suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adamantine Tusks&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adamantine Tusks:&#039;&#039;&#039; When a model with this Biomorph finishes a charge move, roll a dice; on a 6+ one enemy unit with 1&amp;quot; suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adrenal Glands&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adrenal Glands:&#039;&#039;&#039; If a model has this Biomorph, add 1&amp;quot; to the distance it can move when it Advances or charges.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Amphibious Adaptation&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Amphibious Adaptations:&#039;&#039;&#039; A model with this Biomorph counts as being in cover if it&#039;s within a water-type terrain and counts them as an open ground for the purpose of moving or charging.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Antidote Glands&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Antidote Glands:&#039;&#039;&#039; If a unit shoots with any Poison Weapon against a unit that has at least half of its models (round up) equipped with this Biomorph, it must subtract 2 from the wound rolls.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Burrowing Limbs&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Burrowing Limbs:&#039;&#039;&#039; During deployment, you can set up a unit whit this Biomorph underground instead of placing it on the battlefield. At the end of any of your Movement phases, the unit can burrow to the surface - set it more than 9&amp;quot; away from any enemy models.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Carbonized Claws&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Carbonized Claws:&#039;&#039;&#039; A model with this Biomorph can reroll wound rolls against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Titanic}} units.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Dopamine Injector&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dopamine Injectors:&#039;&#039;&#039; Roll a die each time a model with this Biomorph suffers a wound; on a 5+ that wound is not lost.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Enhanced Leg Muscles&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enhanced Leg Muscles:&#039;&#039;&#039; When a model with this Biomorph advances roll two dices and pick the higher result.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Feeding Frenzy Trigger&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feeding Frenzy Trigger:&#039;&#039;&#039; A model with this Biomorph receives D3 additional attacks if during the fight phase it&#039;s against a unit that has more model than its own.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Hive Mind Direct Link&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hive Mind Direct Link:&#039;&#039;&#039; A model with this Biomorph counts as always being within 12&amp;quot; of a {{W40kKeyword|Synapse}} creature.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Increased Muscle Density&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Increased Muscle Density:&#039;&#039;&#039; When a model with this Biomorph attacks in the fight phase consider its Strength characteristic as 1 higher.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Insula Glands&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insula Glands:&#039;&#039;&#039; A model with this Biomorph can re-roll all failed hit rolls in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Nonepinephrine Infusion&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nonepinephrine Infusion:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Parasite Implanter&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Parasite Implanter:&#039;&#039;&#039; During the fight phase, a model with this Biomorph inflicts an additional mortal wound on the target on a wound roll of 6+.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Reflexes Optimizations&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reflexes Optimization:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it was charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Serrated Blades&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Serrated Blades:&#039;&#039;&#039; A model with this Biomorph can reroll all wound rolls during the fight phase if it targets a non {{W40kKeyword|Vehicle}}, non {{W40kKeyword|Titanic}} model.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Spring Coil Musculature&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring Coil Musculature:&#039;&#039;&#039; A model with this Biomorph can Fall Back and charge in the same turn.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Toxin Sacs&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Toxin Sacs:&#039;&#039;&#039; Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Warp Shield Projector&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warp Shield Projector:&#039;&#039;&#039; A model with this Biomorph has a 5+ Invulnerable save while within Synapse range.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Wide-Spectrum Retinas&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wide-Spectrum Retinas:&#039;&#039;&#039; A model with this Biomorph and doesn&#039;t suffer penalties to its hit rolls as a result of special rules such as &#039;&#039;Night Fighting&#039;&#039; or &#039;&#039;Dawn Raid&#039;&#039;.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Termagants}}&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;
====Tyranid Warrior Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;The hulking sergeants of the hive fleet. Beasts armed and armored above even a space marine to extend the will of the hive fleet beyond the reach of the hives commanders. On the battlefield no two warriors are truly alike, all being engineered to perform a specific task, carrying anything from sentient blades which warp their way around an opponent&#039;s guard, exploding thoraxes which donate when the warrior makes contact with the enemy, to long-range bio rifles.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Tyranid Warrior Alpha and 2 Tyranid Warriors (&#039;&#039;&#039;Power Rating: 5&#039;&#039;&#039;). It can include up to 3 more Tyranid Warriors (&#039;&#039;&#039;Power Rating: +4&#039;&#039;&#039;) or up to 6 more Tyranid Warriors (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Tyranid Warrior || 6&amp;quot; || 3+ || 4+ || 4 || 4 || 3 || 3 || 9 || 4+ || 21&lt;br /&gt;
|-&lt;br /&gt;
| Tyranid Warrior Alpha || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 3 || 4 || 9 || 4+ || 26&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&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;-Devourer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Devourer&#039;&#039;&#039; || 18&amp;quot; || Assault 3 || 4 || 0 || 1 || A unit that receives an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the turn.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Scything Talons&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Scything Talons&#039;&#039;&#039; || Melee || Melee || User || 0 || 1 || You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of &#039;&#039;&#039;Scything Talons&#039;&#039;&#039;, it can make 1 additional attack with this weapon each time it fights.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Synapse Creature&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&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;Psyker:&#039;&#039;&#039; A Tyranid Warrior brood that has purchased the {{W40kKeyword|Psyker}} keyword can attempt to manifest one psychic power 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 one power from the Hive Mind&#039;s Control discipline. A Tyranid Warrior unit of 4 or more models can instead attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic power in each enemy Psychic phase. When manifesting or denying a psychic power with a Tyranid Warrior unit, first select a model in the unit - measure range, visibility, etc. from this model. If this unit suffers Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units within 6&amp;quot; will only suffer damage if the Perils of the Warp causes the last model in the Tyranid Warrior unit to be slain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mutations:&#039;&#039;&#039; (M:4/WS:3/BS:5/S:4/T:7/W:8/A:4/Ld:-/Sv:6/Psy:-/Syn:-)&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 model may replace its &#039;&#039;&#039;Devourer&#039;&#039;&#039; and/or &#039;&#039;&#039;Scything Talons&#039;&#039;&#039; for one item from the &#039;&#039;Basic Bio-weapons&#039;&#039; and &#039;&#039;Melee Bio-weapons&#039;&#039; lists each.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
&#039;&#039;&#039;Basic Bio-weapons&#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 class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Deathspitter&#039;&#039;&#039; - +6 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Deathspitter&#039;&#039;&#039; || 24&amp;quot; || Assault 3 || 5 || -1 || 1 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Spinefists&#039;&#039;&#039; - +2 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Spinefists&#039;&#039;&#039; || 12&amp;quot; || Pistol * || 3 || 0 || 1 || When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Bio-weapons&#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 class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Boneswords&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Boneswords&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || A model armed with boneswords can make 1 additional attack with them in the Fight phase. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Lash Whips&#039;&#039;&#039; - +2 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Lash Whips&#039;&#039;&#039; || Melee || Melee || User || 0 || 1 || Enemy models in base contact with a model equipped with this weapon have to subtract 1 from their hit rolls.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Lash Whip and Bonesword&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Lash Whip and Bonesword&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || If the bearer is slain in the Fight phase before it makes it attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Rending Claws&#039;&#039;&#039; - +2 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Rending Claws&#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. If a model is equipped with two pairs of &#039;&#039;&#039;Rending Claws&#039;&#039;&#039; the effect activates on a wound roll of 5+ instead.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Scything Talons&#039;&#039;&#039; - free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Scything Talons&#039;&#039;&#039; || Melee || Melee || User || 0 || 1 || You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of &#039;&#039;&#039;Scything Talons&#039;&#039;&#039;, it can make 1 additional attack with this weapon each time it fights.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
For every three models in the unit, one Tyranid Warrior may replace its &#039;&#039;&#039;Devourer&#039;&#039;&#039; or &#039;&#039;&#039;Scything Talons&#039;&#039;&#039; for one item from the &#039;&#039;Basic Bio-cannons&#039;&#039; list.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
&#039;&#039;&#039;Basic Bio-cannons&#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 class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Barbed Strangler&#039;&#039;&#039;* - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Barbed Strangler&#039;&#039;&#039; || 36&amp;quot; || Assault D6 || 5 || -1 || 1 || Blast. You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. A unit that suffers one or more wounds from this weapon must subtract 2 from its movement, advance and charge distances.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Venom Cannon&#039;&#039;&#039;* - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Venom Cannon (Salvo)&#039;&#039;&#039; || 36&amp;quot; || Assault D3 || 8 || -2 || D3 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Venom Cannon (Single Shot)&#039;&#039;&#039; || 36&amp;quot; || Assault 1 || 9 || -3 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;One per model. A model cannot have both a &#039;&#039;&#039;Barbed Strangler&#039;&#039;&#039; and a &#039;&#039;&#039;Venom Cannon&#039;&#039;&#039;.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Model in this unit may take up to three items from the &#039;&#039;Biomorphs&#039;&#039; list (the same for every model).&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
-&#039;&#039;&#039;Acid Blood&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Acid Blood:&#039;&#039;&#039; If a model with this Biomorph suffers one or more unsaved wound(s) in close combat roll a die; on a 6+ the attacking unit suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adamantine Tusks&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adamantine Tusks:&#039;&#039;&#039; When a model with this Biomorph finishes a charge move, roll a dice; on a 6+ one enemy unit with 1&amp;quot; suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adrenal Glands&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adrenal Glands:&#039;&#039;&#039; If a model has this Biomorph, add 1&amp;quot; to the distance it can move when it Advances or charges.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Amphibious Adaptation&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Amphibious Adaptations:&#039;&#039;&#039; A model with this Biomorph counts as being in cover if it&#039;s within a water-type terrain and counts them as an open ground for the purpose of moving or charging.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Antidote Glands&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Antidote Glands:&#039;&#039;&#039; If a unit shoots with any Poison Weapon against a unit that has at least half of its models (round up) equipped with this Biomorph, it must subtract 2 from the wound rolls.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Carbonized Claws&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Carbonized Claws:&#039;&#039;&#039; A model with this Biomorph can reroll wound rolls against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Titanic}} units.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Dopamine Injector&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dopamine Injectors:&#039;&#039;&#039; Roll a die each time a model with this Biomorph suffers a wound; on a 5+ that wound is not lost.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Enhanced Leg Muscles&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Enhanced Leg Muscles:&#039;&#039;&#039; When a model with this Biomorph advances roll two dices and pick the higher result.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Feeder Tendrils&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feeder Tendrils:&#039;&#039;&#039; If the last model in an enemy unit is slain in the Fight phase by a model with this Biomorph, it can re-roll hit rolls of 1 against all models that share the same unit type keywords (e.g. if a model with this Biomorph wins a combat against Chaos Bike squad, they can re-roll hit rolls of 1 against any {{W40kKeyword|Biker}}).&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Feeding Frenzy Trigger&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feeding Frenzy Trigger:&#039;&#039;&#039; A model with this Biomorph receives D3 additional attacks if during the fight phase it&#039;s against a unit that has more model than its own.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Flesh Hooks&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Flesh Hooks&#039;&#039;&#039; || 6&amp;quot; || Assault 2 || User || 0 || 1 || This weapon can be fired within 1&amp;quot; of an enemy unit, and can target enemy units within 1&amp;quot; of friendly units. In addition, a model equipped with &#039;&#039;&#039;Flesh Hooks&#039;&#039;&#039; can move through solid walls or climb on ruins or basements without ladders.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Increased Muscle Density&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Increased Muscle Density:&#039;&#039;&#039; When a model with this Biomorph attacks in the fight phase consider its Strength characteristic as 1 higher.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Insula Glands&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insula Glands:&#039;&#039;&#039; A model with this Biomorph can re-roll all failed hit rolls in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Nonepinephrine Infusion&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nonepinephrine Infusion:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Overdeveloped Stabilizing Organs&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Overdeveloped Stabilizing Organs:&#039;&#039;&#039; A model equipped with this Biomorph doesn&#039;t suffer any penalties to its hit rolls for moving and shooting with Heavy weapons, or Advancing and shooting with Assault weapons.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Parasite Implanter&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Parasite Implanter:&#039;&#039;&#039; During the fight phase, a model with this Biomorph inflicts an additional mortal wound on the target on a wound roll of 6+.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Pressure Detection Sensors&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pressure Detection Sensors:&#039;&#039;&#039; A model with this Biomorph may decide to shoot an enemy unit that has arrived from the reserves within 12&amp;quot;. If it does so hit must subtract 1 from the hit rolls.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Reflexes Optimizations&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reflexes Optimization:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it was charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Regeneration&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regeneration:&#039;&#039;&#039; At the end of each friendly turn, roll a D6 for each model with this Biomorph that has less than its starting number of Wounds, but has not been removed as a casualty. On a 4+, that model regains a single Wound lost earlier in the battle.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Serrated Blades&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Serrated Blades:&#039;&#039;&#039; A model with this Biomorph can reroll all wound rolls during the fight phase if it targets a non {{W40kKeyword|Vehicle}}, non {{W40kKeyword|Titanic}} model.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Spring Coil Musculature&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring Coil Musculature:&#039;&#039;&#039; A model with this Biomorph can Fall Back and charge in the same turn.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Three-Dimensional Thought Patterns&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Three-Dimensional Thought Patterns:&#039;&#039;&#039; During the Shooting phase, a model with this Biomorph may add 1 to its hit rolls if it targets a {{W40kKeyword|Flyer}}.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Toxin Sacs&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Toxin Sacs:&#039;&#039;&#039; Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Warp Shield Projector&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warp Shield Projector:&#039;&#039;&#039; A model with this Biomorph has a 5+ Invulnerable save while within Synapse range.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Wide-Spectrum Retinas&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wide-Spectrum Retinas:&#039;&#039;&#039; A model with this Biomorph and doesn&#039;t suffer penalties to its hit rolls as a result of special rules such as &#039;&#039;Night Fighting&#039;&#039; or &#039;&#039;Dawn Raid&#039;&#039;.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The unit may take the {{W40kKeyword|Psyker}} keyword - 10 pts./model&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Tyranid Warriors}}&lt;br /&gt;
&lt;br /&gt;
===Elites===&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;
====Cortex Leech Swarm====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 3 Cortex Leech Swarms (&#039;&#039;&#039;Power Rating: 2&#039;&#039;&#039;). It can include up to 3 more Cortex Leech Swarms (&#039;&#039;&#039;Power Rating: +2&#039;&#039;&#039;), up to 6 more Cortex Leech Swarms (&#039;&#039;&#039;Power Rating: +4&#039;&#039;&#039;), up to 9 more Cortex Leech Swarms (&#039;&#039;&#039;Power Rating: +6&#039;&#039;&#039;), or up to 12 more Cortex Leech Swarms (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Cortex Leech Swarm || 6&amp;quot; || 3+ || 4+ || 3 || 3 || 3 || 4 || 10 || 6+ || 13&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Claws and Teeth&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burrowers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cortex Command:&#039;&#039;&#039; When attacking, a cortex leech swarm base may choose to forego its normal attacks to instead make a Cortex Command check. This is a single attack that if it hits, both players must roll an opposed leadership check with both players rolling a d6 and adding it to their respective models&#039; leadership values.  If the Cortex Leech&#039;s player succeeds, that model must make either a shooting or a melee attack against a target chosen by the Cortex Leech&#039;s player at its full value (I.E a model so controlled that assaults another unit must do so as if it had charged them). If an enemy unit in assault is wiped out by the cortex leech&#039;s unit, roll a d6; on a 3 or less nothing happens, but on a four or more the entire unit must charge or shoot a target of the Cortex Leech player&#039;s choosing, though after the turn the models are removed from play.&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:5/WS:2/BS:4/S:4/T:4/W:-/A:3/Ld:-/Sv:-/Psy:-/Syn:5)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Swarm}}, {{W40kKeyword|Cortex Leech Swarms}}&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;
====Haruspex Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Haruspex (&#039;&#039;&#039;Power Rating: 7&#039;&#039;&#039;). It can contain 1 additional Haruspex (&#039;&#039;&#039;Power Rating: +7&#039;&#039;&#039;) or 2 additional Haruspexes (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Haruspex || 7&amp;quot; || * || * || * || 8 || 13 || 4 || 6 || 3+ || 170&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! WS !! BS !! S&lt;br /&gt;
|-&lt;br /&gt;
| 7-12+ || 4+ || 4+ || 7&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 4+ || 5+ || 6&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 5+ || 5+ || 5&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Acid Blood&lt;br /&gt;
*Grasping Tongue&lt;br /&gt;
*Ravenous Maw&lt;br /&gt;
*Shovelling Claws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frenzied Death Throes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fuel for Rampage:&#039;&#039;&#039; For each model removed as a casualty due to a Haruspex attack (both ranged and melee), this model gains one &#039;&#039;Food Token&#039;&#039; at the end of the phase, to a maximum of six. At the start of the Movement phase, a Haruspex may spend up to three Food tokens to gain +2&amp;quot; bonus to its maximum movement distance for each token spent. At the start of the Fight phase, a Haruspex may spend any number of Food tokens to gain +1 bonus Attack for each token spent.  At the start of the movement phase, a Haruspex may spend any number of Food tokens to recover one wound per food token spent.&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Brood&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapacious Hunger&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:15/WS:10/BS:15/S:10/T:20/W:20/A:15/Ld:10/Sv:30/Psy:-/Syn:-)&lt;br /&gt;
*Any model may take up to three items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 5 pts.&lt;br /&gt;
::-Toxin Sacs - 6 pts.&lt;br /&gt;
*Any model may take a Thresher Scythe - 10 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Haruspex}}&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;
====Hive Guard Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 3 Hive Guards (&#039;&#039;&#039;Power Rating: 7&#039;&#039;&#039;). It can include up to 3 more Hive Guards (&#039;&#039;&#039;Power Rating: +7&#039;&#039;&#039;), or up to 6 more Hive Guards (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Hive Guard || 5&amp;quot; || 4+ || 3+ || 4 || 5 || 3 || 2 || 7 || 4+ || 40&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Impaler Cannon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Targeting Network:&#039;&#039;&#039; An Hive Guard Brood can re-roll every hit roll against units in line of sight with any friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Synapse}} model that is within synapse range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:5/WS:-/BS:15/S:5/T:15/W:15/A:5/Ld:5/Sv:20/Psy:-/Syn:-)&lt;br /&gt;
*Any model may take one item from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Every model may replace its Impaler Cannon with a Shockcannon - free&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 1 pts.&lt;br /&gt;
::-Toxin Sacs - 1 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Hive Guard}}&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;
====Lictor Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Lictor (&#039;&#039;&#039;Power Rating: 3&#039;&#039;&#039;). It can include 1 additional Lictor (&#039;&#039;&#039;Power Rating: +3&#039;&#039;&#039;), 2 additional Lictors (&#039;&#039;&#039;Power Rating: +6&#039;&#039;&#039;), 3 additional Lictor (&#039;&#039;&#039;Power Rating: +9&#039;&#039;&#039;), or 4 additional Lictors (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Lictor || 9&amp;quot; || 2+ || 4+ || 6 || 4 || 4 || 3 || 9 || 5+ || 35&lt;br /&gt;
|-&lt;br /&gt;
| Lictor Alpha || 9&amp;quot; || 2+ || 3+ || 6 || 4 || 5 || 4 || 9 || 5+ || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Flesh Hooks&lt;br /&gt;
*A pair of Grasping Talons&lt;br /&gt;
*A pair of Rending Claws&lt;br /&gt;
*Feeder Tendrils&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Assassins Pack:&#039;&#039;&#039; The first time this unit is set up on the battlefield, all of its models must be placed within 6&amp;quot; of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.&lt;br /&gt;
*&#039;&#039;&#039;Chameleonic Skin&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hidden Hunter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hyper-Reflexes:&#039;&#039;&#039; Lictors have a 5++ invulnerable save.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;It&#039;s got my weapon!&amp;quot;:&#039;&#039;&#039; (Lictor Alpha Only) When attacking an enemy, a Lictor may force an opposed weapon skill test on each model wounded by it in either shooting or assault. Upon announcing a disarm check and designating the weapon to be disarmed, both players roll 1d6 and add it to the opposite of their weapon skill (a 2+ WS means 6, 3+ means 5, etc...), if the Lictor loses, nothing happens. If the Lictor wins then the designated item is disarmed and cannot be used for the remainder of the turn.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;There is no Escape&amp;quot;:&#039;&#039;&#039; (Lictor Alpha Only) Enemy {{W40kKeyword|CHARACTERS}} cannot disengage from a Lictor Alpha.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Where are my Guards&amp;quot;:&#039;&#039;&#039; Enemy units can&#039;t intercept wounds made by Lictors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ambush!&#039;&#039;&#039; - A Lictor Brood with this upgrade has to be placed at least D3+3&amp;quot; from any enemy unit the turn in which it arrives through the &#039;&#039;Hidden Hunter&#039;&#039; rule&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:10/WS:-/BS:10/S:5/T:15/W:15/A:10/Ld:-/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*Mutations (Lictor Alpha): (M:10/WS:-/BS:10/S:5/T:15/W:20/A:10/Ld:-/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*Any model may take one item from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 2 pts.&lt;br /&gt;
::-Toxin Sacs - 3 pts.&lt;br /&gt;
*The entire unit may take Ambush! upgrade - 20 pts./model&lt;br /&gt;
*One model in the Brood may be upgraded into a Lictor Alpha for 25 points./1 PP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Lictor}}, {{W40kKeyword|Character}}&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;
====Maleceptor Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Maleceptor (&#039;&#039;&#039;Power Rating: 8&#039;&#039;&#039;). It can contain 1 additional Maleceptor (&#039;&#039;&#039;Power Rating: +8&#039;&#039;&#039;) or 2 additional Maleceptors (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Maleceptor || 7&amp;quot; || * || 4+ || * || 7 || 12 || 3 || 9 || 3+ || 170&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! WS !! S&lt;br /&gt;
|-&lt;br /&gt;
| 7-12+ || 4+ || 7&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 5+ || 6&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 6+ || 5&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*One pair of Massive Scything Talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Brood&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psychic Barrier&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039; A Maleceptor can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic powers in each enemy Psychic phase. It knows the &#039;&#039;Smite&#039;&#039;, &#039;&#039;Psychic Overload&#039;&#039; and &#039;&#039;Psychic Void&#039;&#039; psychic powers. If it is upgraded to know one more power, it must generate one additional power from any of the Hivemind&#039;s disciplines. Whenever a Maleceptor attempts to manifest a psychic power, add 1 to its Psychic test.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Overload&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge&#039;&#039;&#039;: 8&lt;br /&gt;
:: Select a unit within 24&amp;quot; that is visible to the psyker; that unit suffers D3 automatic hits with the profile below (&#039;&#039;Psychic Overload&#039;&#039; may be manifested a number of times equal to the number of Malefactors currently on the board.):&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| - || - || - || Do not roll to wound against units hit by &#039;&#039;Psychic Overload&#039;&#039; - instead, this unit must roll a Leadership test on 3D6, adding +1 for each model within 12&amp;quot; of this model, and an additional +2 for each model within 6&amp;quot; of this model. If the test is failed, the unit suffers D3+3 mortal wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Void&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge&#039;&#039;&#039;: 7&lt;br /&gt;
:: The Malefactor that manifested this power and any other friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Psyker}} within 12&amp;quot; can add 3 to the result of the dices when attempting to deny an enemy psychic power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:20/WS:10/BS:30/S:10/T:20/W:20/A:10/Ld:10/Sv:30/Psy:25/Syn:20)&lt;br /&gt;
*Any model may take up to three items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 5 pts.&lt;br /&gt;
::-Toxin Sacs - 6 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Maleceptor}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Psyker}}&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;
====Megakarytes Swarm====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 3 Megakarytes Swarms (&#039;&#039;&#039;Power Rating: 2&#039;&#039;&#039;). It can include up to 3 more Megakarytes Swarms (&#039;&#039;&#039;Power Rating: +2&#039;&#039;&#039;), up to 6 more Megakarytes Swarms (&#039;&#039;&#039;Power Rating: +4&#039;&#039;&#039;), up to 9 more Megakarytes Swarms (&#039;&#039;&#039;Power Rating: +7&#039;&#039;&#039;), or up to 12 more Megakarytes Swarms (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Megakarytes Swarm || 7&amp;quot; || 6+ || - || 1 || 1 || 6 || 6 || 4 || 7+ || 15&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Cutting Teeth&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;Cutting Teeth&#039;&#039;&#039; || Melee || Melee || user || -1 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Minuscule Creatures:&#039;&#039;&#039; This unit treats cover as if it had the {{W40kKeyword|Infantry}} keyword. In addition, it takes twice the number of hits from weapons which automatically hit their target but gains +3 to its armour save when in cover and enemy units shooting this unit suffer a -1 to hit that becomes a -2 when this unit is in cover. Finally, this unit may never hold objectives.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surgical Biomorphs:&#039;&#039;&#039; At the beginning of your movement phase you may choose a friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} unit (that doesn&#039;t have the {{W40kKeyword|&amp;lt;Swarm&amp;gt;}} keyword) within 3&amp;quot; of this unit. The unit heals D3 previously lost wounds (no model may be revived by this rule) while this unit suffers an equal amount of mortal wounds. If the unit has the {{W40kKeyword|Monster}} keyword it can heal D6 wounds instead of D3 but this unit automatically suffers 6 mortal wounds. Finally, if the model is {{W40kKeyword|Titanic}} it can also heal D6 wounds but this unit suffers 12 mortal wounds instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:4/WS:3/BS:-/S:-/T:4/W:-/A:-/Ld:-/Sv:5/Psy:-/Syn:-)&lt;br /&gt;
*Any model in the brood may take any of the following biomorphs:&lt;br /&gt;
::-Adrenal Glands - 2 pts./model&lt;br /&gt;
::-Toxin Sacs - 1 pts./model&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Swarm}}, {{W40kKeyword|Megakarytes Swarm}}&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;
====Pyrovore Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Pyrovore (&#039;&#039;&#039;Power Rating: 2&#039;&#039;&#039;). It can 1 additional Pyrovore (&#039;&#039;&#039;Power Rating: +2&#039;&#039;&#039;), 2 additional Pyrovores (&#039;&#039;&#039;Power Rating: +4&#039;&#039;&#039;), 3 additional Pyrovores (&#039;&#039;&#039;Power Rating: +6&#039;&#039;&#039;), or 4 additional Pyrovores (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Pyrovore || 5&amp;quot; || 4+ || 4+ || 5 || 4 || 4 || 2 || 5 || 4+ || 28&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Acid maw&lt;br /&gt;
*Flamespurt cannon&lt;br /&gt;
*Acid blood&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Volatile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:5/WS:10/BS:-/S:-/T:15/W:15/A:5/Ld:5/Sv:15/Psy:-/Syn:-)&lt;br /&gt;
*Any model may take one item from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 1 pts.&lt;br /&gt;
::-Toxin Sacs - 3 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Pyrovores}}&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;
====Tyrant Guard Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 3 Tyrant Guards (&#039;&#039;&#039;Power Rating: 6&#039;&#039;&#039;). It can include up to 3 more Tyrant Guards (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Tyrant Guard || 7&amp;quot; || 3+ || 4+ || 5 || 5 || 3 || 3 || 6 || 3+ || 40&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*A pair of Rending Claws&lt;br /&gt;
*A pair of Scything Talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blind Fighting:&#039;&#039;&#039; As long as there is a friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Hive Tyrant}} within 6&amp;quot; of this unit, it can use the {{W40kKeyword|Hive Tyrant}}&#039;s Weapon Skill and Ballistic Skill rather than its own.&lt;br /&gt;
*&#039;&#039;&#039;Blind Rampage&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shieldwall&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:10*WS:5/BS:-/S:5/T:10/W:20/A:10/Ld:5/Sv:25*/Psy:-/Syn:-)&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;can not be taken on a model with wings biomorph.&lt;br /&gt;
*Any model may take one item from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 2 pts.&lt;br /&gt;
::-Toxin Sacs - 3 pts.&lt;br /&gt;
*Any model may swap its pair of Scything Talons with one of the following:&lt;br /&gt;
:: -A pair of Crushing Claws - 12 pts.&lt;br /&gt;
:: -A pair of Lash Whip and Bonesword - 2 pts.&lt;br /&gt;
* Entire brood may take one of the following:&lt;br /&gt;
::-Snake Body - 20 pts./model&lt;br /&gt;
::-Wings - 15 pts./model&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Tyrant Guard}}&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;
====Venomthrope Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 3 Venomthropes (&#039;&#039;&#039;Power Rating: 5&#039;&#039;&#039;). It can include up to 3 more Venomthropes (&#039;&#039;&#039;Power Rating: +5&#039;&#039;&#039;) or up to 6 more Venomthropes (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Venomthrope || 6&amp;quot; || 4+ || 4+ || 4 || 4 || 3 || 2 || 5 || 5+ || 33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two pairs of Toxic Lashes&lt;br /&gt;
*Toxic Miasma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shrouding Spores:&#039;&#039;&#039; Your opponent must subtract 1 from hit rolls for ranged weapons that target {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} units (excluding {{W40kKeyword|Monsters}}) within 6&amp;quot; of any friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} Venomthropes. In addition, your opponent must subtract 1 from hit rolls that target {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Monsters}} whilst they are within 6&amp;quot; of any {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} Venomthrope units that contain 3 or more models. Increase the range of both these effects to 9&amp;quot; whilst this unit contains 6 or more models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:5:WS:5/BS:10/S:5/T:15/W:15/A:10/Ld:5/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*Any model may take one item from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 2 pts.&lt;br /&gt;
::-Toxin Sacs - 3 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Venomthrope}}&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;
====Ymgarl Genestealer Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 5 Ymgarl Genestealers (&#039;&#039;&#039;Power Rating: 5&#039;&#039;&#039;). It can include up to 5 more Ymgarl Genestealers (&#039;&#039;&#039;Power Rating: +5&#039;&#039;&#039;) or up to 10 more Ymgarl Genestealers (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Ymgarl Genestealer || 8&amp;quot; || 3+ || 4+ || 4 || 4 || 1 || 3 || 9 || 4+ || 20&lt;br /&gt;
|-&lt;br /&gt;
| Ymgarl Broodlord || 8&amp;quot; || 2+ || 4+ || 5 || 5 || 3 || 4 || 9 || 4+ || 55&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*One pair of Rending Claws&lt;br /&gt;
*One pair of Monstrous Rending Claws (Ymgarl Broodlord Only)&lt;br /&gt;
*Feeder Tendrils&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Alter Form:&#039;&#039;&#039; At the start of its movement phase, a Ymgarl Genestealer Brood must alter their form into one of the three listed below. The bonus gained lasts until the start of its next movement phase. The same form cannot be chosen in two consecutive turns. &lt;br /&gt;
::*&#039;&#039;&#039;Slashing Claws:&#039;&#039;&#039; every model in the brood has +1 Strength.&lt;br /&gt;
::*&#039;&#039;&#039;Tentacled Limbs:&#039;&#039;&#039; every model in the brood has +1 Attack.&lt;br /&gt;
::*&#039;&#039;&#039;Muscle Carapace:&#039;&#039;&#039; every model in the brood has +1 Toughness.&lt;br /&gt;
*&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swift and Deadly&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;A Ymgarl Broodlord can attempt to manifest one psychic power 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 &#039;&#039;The Horror&#039;&#039; power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death From the Shadows:&#039;&#039;&#039; During deployment, you can set up this unit in the shadows instead of placing it on the battlefield. At the end of any of your Movement phases, you can set it up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models and inside a piece of terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:4/WS:1/BS:-/S:3/T:4/W:-/A:2/Ld:-/Sv:5/Psy:-/Syn:-)&lt;br /&gt;
::- Mutations (Ymgarl Broodlord): (M:4/WS:5/BS:-/S:10/T:20/W:10/A:5/Ld:-/Sv:20/Psy:-/Syn:-) &lt;br /&gt;
* The entire unit may take Death from the Shadows upgrade - 15 pts./model&lt;br /&gt;
* Any model in a brood may take one of the following:&lt;br /&gt;
::-Scything talons - free&lt;br /&gt;
::-Rending claws  - 2 pts.&lt;br /&gt;
*Any model in the brood may take any of the following:&lt;br /&gt;
::-Adrenal Glands - 3 pts.&lt;br /&gt;
::-Toxin Sacs - 4 pts.&lt;br /&gt;
*All models in the brood may take one of the following biomorphs:&lt;br /&gt;
::-Serrated blades - 3 pts./model&lt;br /&gt;
::-Carbonized claws - 3 pts./model&lt;br /&gt;
*May add a Broodlord - 55 pts./3 PP&lt;br /&gt;
*The Broodlord may take one item from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*The Broodlord may take one of the following:&lt;br /&gt;
::- Monstrous Scything Talons - 7 pts.&lt;br /&gt;
::- Monstrous Rending Claws  - 10 pts.&lt;br /&gt;
*The Broodlord may take any of the following:&lt;br /&gt;
::-Adrenal Glands - 3 pts.&lt;br /&gt;
::-Flesh Hooks - 5 pts&lt;br /&gt;
::-Implant Attack - 10 pts&lt;br /&gt;
::-Toxin Sacs - 4 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Ymgarl Genestealers}}, {{W40kKeyword|Psyker}} (Ymgarl Broodlord Only)&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;
====Zoanthrope Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 3 Zoanthropes (&#039;&#039;&#039;Power Rating: 6&#039;&#039;&#039;). It can include 1 additional Zoanthrope (&#039;&#039;&#039;Power Rating: +2&#039;&#039;&#039;), 2 additional Zoanthropes (&#039;&#039;&#039;Power Rating: +4&#039;&#039;&#039;), 3 additional Zoanthropes (&#039;&#039;&#039;Power Rating: +6&#039;&#039;&#039;), 4 additional Zoanthropes (&#039;&#039;&#039;Power Rating: +8&#039;&#039;&#039;), 5 additional Zoanthropes (&#039;&#039;&#039;Power Rating: +10&#039;&#039;&#039;), or 6 additional Zoanthropes (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Zoanthrope || 6&amp;quot; || 4+ || 3+ || 4 || 4 || 3 || 1 || 9 || 5+ || 50&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Claws and Teeth&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Warp Blast:&#039;&#039;&#039; When this unit manifests the Smite psychic power, it affects the closest visible enemy unit within 24&amp;quot;, instead of within 18&amp;quot;. In addition, it inflicts additional D3 mortal wounds on that enemy unit if this unit contains 4 or 5 Zoanthropes, an additional 3 mortal wounds if it contains 6-8 Zoanthropes or an additional D6 if it contains 9 Zoanthropes.&lt;br /&gt;
*&#039;&#039;&#039;Warp Field&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039; A Zoanthrope Brood can attempt to manifest one psychic power 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;, &#039;&#039;Warp Blast&#039;&#039; and one power from the Hive Mind&#039;s Wrath discipline. If it is upgraded to know one more power, it must generate one additional power from any of the Hivemind&#039;s disciplines. A Zoanthrope unit of 4 or more models can instead attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic power in each enemy Psychic phase. A Zoanthrope unit of 7 or more models can instead attempt to manifest three psychic powers in each friendly Psychic phase, and attempt to deny three psychic power in each enemy Psychic phase. When manifesting or denying a psychic power with a Zoanthrope unit, first select a model in the unit - measure range, visibility, etc. from this model. If this unit suffers Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units within 6&amp;quot; will only suffer damage if the Perils of the Warp causes the last model in the Zoanthrope unit to be slain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:10/WS:5/BS:10/S:5/T:15/W:15/A:10/Ld:-/Sv:-/Psy:20/Syn:-)&lt;br /&gt;
*Any model may take one item from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 2 pts.&lt;br /&gt;
::-Toxin Sacs - 1 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Zoanthropes}}, {{W40kKeyword|Psyker}}&lt;br /&gt;
&lt;br /&gt;
===Fast Attack===&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;
====Dimachaeron Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Dimachaeron (&#039;&#039;&#039;Power Rating: 10&#039;&#039;&#039;). It can contain 1 additional Dimachaeron (&#039;&#039;&#039;Power Rating: +10&#039;&#039;&#039;) or 2 additional Dimachaerons (&#039;&#039;&#039;Power Rating: +20&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Dimachaeron || * || * || 3+ || 6 || 6 || 14 || * || 10 || 3+ || 255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 8-14+ || 12&amp;quot; || 2+ || 6&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 9&amp;quot; || 3+ || 5&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 6&amp;quot; || 4+ || 3&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Grasping Talons and Thorax Spine-maw&lt;br /&gt;
*Sickle Claws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Digestion Spine&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Leaper:&#039;&#039;&#039; This model may choose to use this ability in either the Shooting phase or the Assault phase (they may not use both in the same turn)&lt;br /&gt;
**&#039;&#039;&#039;Shooting Phase&#039;&#039;&#039; - This model moves for 6 additional inches and counts as having the {{W40kKeyword|Fly}} keyword until the end of the turn. This model can then assault as normal.&lt;br /&gt;
**&#039;&#039;&#039;Assault Phase&#039;&#039;&#039; - This model rolls 3D6 when assaulting. At the end of the Assault phase roll a die for every model within 1&amp;quot; of this one; on a 6+ the model suffers a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Leaper-killer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Brood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:25/WS:10/BS:-/S:10/T:20/W:15/A:15/Ld:-/Sv:35/Psy:-/Syn:-)&lt;br /&gt;
*Any model may take up to three items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 5 pts.&lt;br /&gt;
::-Toxin Sacs - 6 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Fast Attacks}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Dimachaeron}}&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;
====Gargoyle Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 10 Gargoyles (&#039;&#039;&#039;Power Rating: 3&#039;&#039;&#039;). It can include up to 10 more Gargoyles (&#039;&#039;&#039;Power Rating: +3&#039;&#039;&#039;), up to 20 more Gargoyles (&#039;&#039;&#039;Power Rating: +6&#039;&#039;&#039;), up to 30 more Gargoyles (&#039;&#039;&#039;Power Rating: +9&#039;&#039;&#039;) or up to 40 more Gargoyles (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Gargoyle || 12&amp;quot; || 4+ || 4+ || 3 || 3 || 1 || 1 || 5 || 6+ || 7&lt;br /&gt;
|-&lt;br /&gt;
| Gargoyle Alpha || 12&amp;quot; || 3+ || 3+ || 3 || 3 || 1 || 2 || 7 || 6+ || 10&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Fleshborer&lt;br /&gt;
*Blinding venom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hail of Living Ammunition&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swooping Assault&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:4/WS:-/BS:1/S:1/T:1/W:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*For every ten Gargoyles, one may replace its Fleshborer with a Strangleweb - 5 pts.&lt;br /&gt;
*Any model may replace its fleshborer with one of the following:&lt;br /&gt;
::-Spinefists  - 4 pts.&lt;br /&gt;
::-Spike rifle  - 4 pts.&lt;br /&gt;
::-Devourer  - 8 pts.&lt;br /&gt;
*Any model in the brood may take one of the following biomorphs:&lt;br /&gt;
::-Overdeveloped Stabilizing Organs - 2 pts.&lt;br /&gt;
::-Pressure Detection sensors - 2 pts.&lt;br /&gt;
::-Wide-spectrum retinas - 1 pts.&lt;br /&gt;
*Any model may take any of the following biomorphs:&lt;br /&gt;
::-Adrenal glands - 2 pts.&lt;br /&gt;
::-Toxin sacs - 2 pts.&lt;br /&gt;
* One every ten Gargoyles in the Brood may be upgraded to a Gargoyle Alpha for 3 points. The brood uses the Gargoyle Alpha&#039;s leadership in place of its own as long as it is alive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Fast Attacks}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Gargoyles}}, {{W40kKeyword|Fly}}&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;
====Meiotic Spore Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 3 Meiotic Spores (&#039;&#039;&#039;Power Rating: 3&#039;&#039;&#039;). It can include up to 3 more Meiotic Spores (&#039;&#039;&#039;Power Rating: +3&#039;&#039;&#039;), or up to 6 more Meiotic Spores (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Meiotic Spore || 3&amp;quot; || - || - || 1 || 2 || 2 || 1 || 10 || 7+ || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Floating Death (Meiotic Spore)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Living Bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outriders of the Swarm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:2/WS:-/BS:-/S:-/T:5/W:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Fast Attacks}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Meiotic Spores}}&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;
====Mucolid Spore Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Mucolid Spore (&#039;&#039;&#039;Power Rating: 1&#039;&#039;&#039;). It can include 1 additional Mucolid Spore (&#039;&#039;&#039;Power Rating: +1&#039;&#039;&#039;), or 2 additional Mucolid Spores (&#039;&#039;&#039;Power Rating: +2&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Mucolid Spore || 3&amp;quot; || - || - || 1 || 3 || 3 || 1 || 10 || 6+ || 22&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Float Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Floating Death (Mucolid Spore)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Living Bombs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:3/WS:-/BS:-/S:-/T:5/W:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Fast Attacks}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Mucolid Spores}}&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;
====Ravener Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 3 Raveners (&#039;&#039;&#039;Power Rating: 4&#039;&#039;&#039;). It can include up to 3 more Raveners (&#039;&#039;&#039;Power Rating: +4&#039;&#039;&#039;) or up to 6 more Raveners (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Ravener || 12&amp;quot; || 3+ || 4+ || 4 || 4 || 3 || 3 || 5 || 5+ || 20&lt;br /&gt;
|-&lt;br /&gt;
| Ravener Alpha || 12&amp;quot; || 2+ || 3+ || 4 || 4 || 3 || 4 || 7 || 5+ || 30&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two pairs of Scything Talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death from Below&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burrow&#039;&#039;&#039;: At the beginning of any of your Movement phases, any Ravener Brood that is not within 1&amp;quot; of an enemy unit can burrow. Remove it from the battlefield - it can return as described in the &#039;&#039;Death from Below&#039;&#039; ability. A Ravener Brood may not burrow and return to the battlefield in the same turn. If the battle ends while the Ravener Brood is underground, it is considered to be slain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:7/WS:3/BS:5/S:4/T:7/W:8/A:4/Ld:-/Sv:6/Psy:-/Syn:-)&lt;br /&gt;
*Mutations (Ravener Alpha): (M:8/WS:5/BS:5/S:5/T:10/W:10/A:10/Ld:-/Sv:6/Psy:-/Syn:15)&lt;br /&gt;
*Any model may take one item from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 2 pts.&lt;br /&gt;
::-Toxin Sacs - 3 pts.&lt;br /&gt;
*Any Ravener may exchange one or both pair of Scything Talons for a pair of Rending Claws each - 2 pts.&lt;br /&gt;
*Any Ravener may take one of the following:&lt;br /&gt;
::- Spinefist - 1 pts.&lt;br /&gt;
::- Devourer  - 4 pts.&lt;br /&gt;
::- Deathspitter  - 5 pts.&lt;br /&gt;
*One Ravener in the Brood may be upgraded to a Ravener Alpha for 10 points. The brood uses the Ravener Alpha&#039;s leadership in place of its own as long as it is alive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Fast Attacks}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Raveners}}&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;
====Simurgh Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;A melee-focused counterpart to the Tyranid Gargoyle, the Simurgh is quite simply a Hormagaunt given wings. Even faster than the already incredibly swift Hormagaunts, Simurghs rush into battle with the intent of tearing apart their enemies to feed their incredibly high metabolisms; their omnivorous digestive tracts able to consume plant and animal matter alike to predate on just about any species of xenos. Foul tempered and ferociously hungry, Simurghs are expended by the Hive Fleets in great numbers to achieve their objectives.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 10 Simurghs (&#039;&#039;&#039;Power Rating: 3&#039;&#039;&#039;). It can include up to 10 more Simurghs (&#039;&#039;&#039;Power Rating: +3&#039;&#039;&#039;), up to 20 more Simurghs (&#039;&#039;&#039;Power Rating: +6&#039;&#039;&#039;), up to 30 more Simurghs (&#039;&#039;&#039;Power Rating: +9&#039;&#039;&#039;) or up to 40 more Simurghs (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Simurgh || 12&amp;quot; || 4+ || 4+ || 3 || 3 || 1 || 2 || 5 || 6+ || 7&lt;br /&gt;
|-&lt;br /&gt;
| Simurgh Alpha || 12&amp;quot; || 3+ || 3+ || 3 || 3 || 1 || 3 || 7 || 6+ || 10&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*A pair of Scything Talons&lt;br /&gt;
*Blinding venom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bounding Leap:&#039;&#039;&#039; This unit moves an additional 3&amp;quot; when advancing and charging. Also, whenever this unit piles in and consolidates, it can move up to 6&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Hungering Swarm&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swooping Assault&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:4/WS:-/BS:1/S:1/T:1/W:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*Any model in the brood may take one of the following biomorphs:&lt;br /&gt;
::-Carbonized Claws - 2 pts.&lt;br /&gt;
::-Serrated Blades - 2 pts.&lt;br /&gt;
*Any model in the brood may take any of the following biomorphs:&lt;br /&gt;
::-Adrenal Glands - 1 pts.&lt;br /&gt;
::-Toxin Sacs - 2 pts.&lt;br /&gt;
*One every ten Simurghs in the Brood may be upgraded to a Simurgh Alpha for 3 points. The brood uses the Simurgh Alpha&#039;s leadership in place of its own as long as it is alive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Fast Attacks}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Simurghs}}, {{W40kKeyword|Fly}}&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;
====Sky-slasher Swarm====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 3 Sky-Slasher Swarms (&#039;&#039;&#039;Power Rating: 2&#039;&#039;&#039;). It can include up to 3 more Sky-Slasher Swarms (&#039;&#039;&#039;Power Rating: +2&#039;&#039;&#039;), up to 6 more Sky-Slasher Swarms (&#039;&#039;&#039;Power Rating: +4&#039;&#039;&#039;), up to 9 more Sky-Slasher Swarms (&#039;&#039;&#039;Power Rating: +6&#039;&#039;&#039;), or up to 12 more Sky-Slasher Swarms (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Sky-Slasher Swarm || 12&amp;quot; || 5+ || 5+ || 3 || 3 || 3 || 4 || 4 || 6+ || 15&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Claws and Teeth&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swooping Assault&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:4/WS:2/BS:4/S:4/T:4/W:-/A:3/Ld:2/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*The unit may take Spinemaws - 2 pts/base&lt;br /&gt;
*Any model in the brood may take any of the following biomorphs:&lt;br /&gt;
::-Adrenal Glands - 4 pts.&lt;br /&gt;
::-Toxin Sacs - 3 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Fast Attacks}}, {{W40kKeyword|Swarm}}, {{W40kKeyword|Sky-Slasher Swarms}}&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;
====Spore Mine Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 3 Frag Mines (&#039;&#039;&#039;Power Rating: 2&#039;&#039;&#039;). It can include up to 3 more Frag Mines (&#039;&#039;&#039;Power Rating: +2&#039;&#039;&#039;), up to 6 more Frag Mines (&#039;&#039;&#039;Power Rating: +4&#039;&#039;&#039;), or up to 9 more Frag Mines (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Acid Mine || D3+3&amp;quot; || - || - || 1 || 1 || 1 || 1 || 10 || 7+ || 8&lt;br /&gt;
|-&lt;br /&gt;
| Char Mine || D3+3&amp;quot; || - || - || 1 || 1 || 1 || 1 || 10 || 7+ || 8&lt;br /&gt;
|-&lt;br /&gt;
| Frag Mine || D3+3&amp;quot; || - || - || 1 || 1 || 1 || 1 || 10 || 7+ || 8&lt;br /&gt;
|-&lt;br /&gt;
| Toxic Mine || D3+3&amp;quot; || - || - || 1 || 1 || 1 || 1 || 10 || 7+ || 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Float Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Floating Death (Acid Mine):&#039;&#039;&#039; An Acid Mine explodes if it is within 3&amp;quot; of any enemy units at the end of any Charge phase. Each time an Acid Mine explodes, roll a D6; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound on the nearest enemy unit, and on a 6 it inflicts D3 mortal wounds on that unit. The Acid Mine is then destroyed.&lt;br /&gt;
*&#039;&#039;&#039;Floating Death (Char Mine):&#039;&#039;&#039; A Char Mine explodes if it is within 3&amp;quot; of any enemy units at the end of any Charge phase. Each time a Char Mine explodes, roll a D6; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound on the nearest enemy unit, and on a 6 it inflicts D3 mortal wounds on that unit. If the enemy unit has the {{W40kKeyword|Flyer}} keyword, double the amount of mortal wounds it suffers. The Char Mine is then destroyed.&lt;br /&gt;
*&#039;&#039;&#039;Floating Death (Frag Mine):&#039;&#039;&#039; A Frag Mine explodes if it is within 3&amp;quot; of any enemy units at the end of any Charge phase. Each time a Frag Mine explodes, roll a D6; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the nearest enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. The Frag Mine is then destroyed. Use the profile below to resolve the hits inflicted by a Frag Mine:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frag Mine&#039;&#039;&#039; || 4 || -1 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Floating Death (Toxic Mine):&#039;&#039;&#039; A Toxic Mine explodes if it is within 3&amp;quot; of any enemy units at the end of any Charge phase. Each time a Toxic Mine explodes, roll a D6; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the nearest enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. The Toxic Mine is then destroyed. Use the profile below to resolve the hits inflicted by a Toxic Mine:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toxin Mine&#039;&#039;&#039; || 1 || - || D3 || This weapon always wounds on a 2+ unless the target is a {{W40kKeyword|Vehicle}}.&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Living Bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hard to Hit&#039;&#039;&#039; (Char Mines Only)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:2/WS:-/BS:-/S:-/T:1/W:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*May replace all Frag Mines in the cluster with:&lt;br /&gt;
::-Acid Mines - 2 pts./model&lt;br /&gt;
::-Char Mines - 3 pts./model&lt;br /&gt;
::-Toxic Mines - free&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Fast Attacks}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Spore Mines}}&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;
====The Red Terror====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Red Terror (&#039;&#039;&#039;Power Rating: 3&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| The Red Terror || 12&amp;quot; || 2+ || 3+ || 5 || 5 || 6 || 4 || 7 || 3+ || 55&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two pairs of Scything Talons&lt;br /&gt;
*Prehensile Pincer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burrow:&#039;&#039;&#039; At the beginning of any of your Movement phases, if The Red Terror is not within 1&amp;quot; of an enemy unit can burrow. Remove it from the battlefield - it can return as described in the Death from Below ability. The Red Terror may not burrow and return to the battlefield in the same turn. If the battle ends while The Red Terror is underground, it is considered to be slain.&lt;br /&gt;
*&#039;&#039;&#039;Death from Below&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Feeding Frenzy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swallow Whole&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse&#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;Instinctive Killer&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Fast Attacks}}, {{W40kKeyword|Raveners}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|The Red Terror}}, {{W40kKeyword|Synapse}}&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;
====The Thing From Below====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Thing from Below (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| The Thing from Below || 9&amp;quot; || 2+ || 3+ || 6 || 5 || 6 || 5 || 7 || 3+ || 160&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*A pair of Scything Talons&lt;br /&gt;
*Diamond-tipped Teeth&lt;br /&gt;
*Toxin Spike&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bio-electric Parasites Transmitter:&#039;&#039;&#039; At the start of the Fight Phase, if this model is within 1&amp;quot; of an enemy unit, it can make a shooting attack against that unit with the following profile:&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Pistol 3 || User || 0 || 1 || If the target is a {{W40kKeyword|VEHICLE}} and you make a wound roll of 4+, the target suffers 1 mortal wound instead of the normal damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. If the target isn&#039;t a {{W40kKeyword|VEHICLE}}, it suffers 1 mortal wound on a 6+. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Desperate Phagocytosis:&#039;&#039;&#039; At the start of any of your phases, The Thing from Below may decide to devourer its symbiotic parasite. If it does so, it regains one wound lost early in the game but loses the &#039;&#039;Symbiotic Parasite&#039;&#039; and &#039;&#039;Bio-electric Parasites Transmitter&#039;&#039; special rules.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mindless Monstrosity:&#039;&#039;&#039; If this model ever finds itself outside of a {{W40kKeyword|Synapse}} creature&#039;s {{W40kKeyword|Synapse}} radius, it has to move towards and charge the nearest unit (even if friendly). This model also suffers a -2 to its hit rolls and can only attack with its Scything Talons but doubles the number of attacks he makes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Predator from Below:&#039;&#039;&#039; If this model charges a unit incapable of firing overwatch, roll a die if the charge is successful; on a 2+ the enemy unit suffers D3 mortal wounds, 3 on a 6+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ripper Alpha:&#039;&#039;&#039; Friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Swarm}} units within 6&amp;quot; of this model can add 1 to their hit rolls in the Fight phase&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Symbiotic Parasite:&#039;&#039;&#039; When this model fights in the Fight phase, it can make an additional S:3 AP:0 D:1 attack that hits on a 4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039; Heightened Senses&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Fast Attacks}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|The Thing From Below}}&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;
====Tyranid Shrike Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 3 Tyranid Shrikes (&#039;&#039;&#039;Power Rating: 6&#039;&#039;&#039;). It can include up to 3 more Tyranid Shrikes (&#039;&#039;&#039;Power Rating: +6&#039;&#039;&#039;) or up to 6 more Tyranid Shrikes (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Tyranid Shrike || 6&amp;quot; || 3+ || 4+ || 4 || 4 || 3 || 3 || 9 || 4+ || 26&lt;br /&gt;
|-&lt;br /&gt;
| Tyranid Shrike Alpha || 6&amp;quot; || 2+ || 3+ || 4 || 4 || 3 || 4 || 9 || 4+ || 36&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Devourer&lt;br /&gt;
*A pair of Scything Talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;&lt;br /&gt;
*A Shrike Warrior brood that has purchased the {{W40kKeyword|Psyker}} keyword can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and one psychic power from the Hivemind&#039;s Dominion discipline&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:6/WS:3/BS:5/S:4/T:7/W:8/A:4/Ld:-/Sv:6/Psy:-/Syn:-)&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Basic Bio-weapons&#039;&#039;&#039; and &#039;&#039;&#039;Melee Bio-weapons&#039;&#039;&#039;lists.&lt;br /&gt;
*Any model may take one item from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*For every three Tyranid Shrikes in the brood, one may take items from the &#039;&#039;&#039;Basic Bio-cannons&#039;&#039;&#039; list.&lt;br /&gt;
*Any model in the brood may take any of the following biomorphs:&lt;br /&gt;
::-Adrenaline Glands - 2 pt.&lt;br /&gt;
::-Flesh Hooks - 2 pts.&lt;br /&gt;
::-Toxin Sacs - 3 pts.&lt;br /&gt;
*The unit may take the {{W40kKeyword|Psyker}} keyword - 10 pts./model&lt;br /&gt;
*One Tyranid Shrike in the Brood may be upgraded to a Tyranid Shrike Alpha for 10 points. The brood uses the Tyranid Shrike Alpha&#039;s leadership in place of its own as long as it is alive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Fast Attacks}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Tyranid Shrikes}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
===Heavy Support===&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;
====Barbed Hierodule====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Barbed Hierodule (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Barbed Hierodule || * || 3+ || * || 10 || 8 || 22 || * || 10 || 3+ || 275&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;
| 11-22+ || 12” || 4+ || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6-10 || 8” || 5+ || 4&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 || 4” || 6+ || 3&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*A pair of Massive Scything Talons&lt;br /&gt;
*Bio-cannon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Agile&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death Throes (Hierodule)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Titanic Monster&#039;&#039;&#039;&lt;br /&gt;
 		&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take up to three biomorphs from the following list:&lt;br /&gt;
::- Transport Chamber - 15 pts.&lt;br /&gt;
::- Cellular Bolster - 15 pts.&lt;br /&gt;
::- Greater Flesh Hooks - 30 pts. &lt;br /&gt;
::- Frag Spine Batteries - 30 pts.&lt;br /&gt;
::- Gargantuan Warp Shield - 40 pts.&lt;br /&gt;
::- Spore Cloud - 40 pts.&lt;br /&gt;
::- Synaptic Regeneration - 45 pts.&lt;br /&gt;
::- Psy-Catalyst - 50 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}}&lt;br /&gt;
*{{W40kKeyword|Lords of War}}, {{W40kKeyword|Barbed Hierodule}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}&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;
====Biovore Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Biovore (&#039;&#039;&#039;Power Rating: 2&#039;&#039;&#039;). It can 1 additional Biovore (&#039;&#039;&#039;Power Rating: +2&#039;&#039;&#039;), 2 additional Biovores (&#039;&#039;&#039;Power Rating: +4&#039;&#039;&#039;), 3 additional Biovores (&#039;&#039;&#039;Power Rating: +6&#039;&#039;&#039;) or 4 additional Biovores (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Biovore || 5&amp;quot; || 4+ || 4+ || 4 || 4 || 4 || 2 || 5 || 4+ || 50&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Spore Mine Launcher with Frag Mines&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spore Mine Launcher (Acid Mines):&#039;&#039;&#039; Each time a Spore Mine Launcher equipped with Acid Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it inflicts D3 mortal wounds. Each time a Spore Mine Launcher misses its target, set up a single {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} Acid Mine model anywhere within 6&amp;quot; of the target unit and more than 3&amp;quot; from any enemy model (if the Acid Mine cannot be placed it is destroyed). This then follows the rules for an Acid Mine that is part of your army, but it cannot move or charge during the turn it was set up. This weapon can target units that are not visible to the firer, but it cannot be used to fire Overwatch.&lt;br /&gt;
*&#039;&#039;&#039;Spore Mine Launcher (Char Mines):&#039;&#039;&#039; Each time a Spore Mine Launcher equipped with Char Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it inflicts D3 mortal wounds. Each time a Spore Mine Launcher misses its target, set up a single {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} Char Mine model anywhere within 6&amp;quot; of the target unit and more than 3&amp;quot; from any enemy model (if the Char Mine cannot be placed it is destroyed). This then follows the rules for a Char Mine that is part of your army, but it cannot move or charge during the turn it was set up. This weapon can target units that are not visible to the firer, but it cannot be used to fire Overwatch. Add 1 to the hit rolls when targeting units that can {{W40kKeyword|Fly}}.&lt;br /&gt;
*&#039;&#039;&#039;Spore Mine Launcher (Frag Mines):&#039;&#039;&#039; Each time a Spore Mine Launcher equipped with Frag Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the nearest enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. Each time a Spore Mine Launcher misses its target, set up a single {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} Frag Mine model anywhere within 6&amp;quot; of the target unit and more than 3&amp;quot; from any enemy model (if the Frag Mine cannot be placed it is destroyed). This then follows the rules for a Frag Mine that is part of your army, but it cannot move or charge during the turn it was set up. This weapon can target units that are not visible to the firer, but it cannot be used to fire Overwatch. Use the profile below to resolve the hits inflicted by a Frag Mine:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frag Mine&#039;&#039;&#039; || 4 || -1 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Spore Mine Launcher (Toxic Mines):&#039;&#039;&#039; Each time a Spore Mine Launcher equipped with Toxic Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the nearest enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. Each time a Spore Mine Launcher misses its target, set up a single {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} Toxic Mine model anywhere within 6&amp;quot; of the target unit and more than 3&amp;quot; from any enemy model (if the Toxic Mine cannot be placed it is destroyed). This then follows the rules for a Toxic Mine that is part of your army, but it cannot move or charge during the turn it was set up. This weapon can target units that are not visible to the firer, but it cannot be used to fire Overwatch. Use the profile below to resolve the hits inflicted by a Toxic Mine:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toxic Mine&#039;&#039;&#039; || 1 || 0 || D3 || This weapon always wounds on a 2+ unless the target is a {{W40kKeyword|Vehicle}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:-/WS:-/BS:10/S:-/T:15/W:15/A:-/Ld:5/Sv:15/Psy:-/Syn:-)&lt;br /&gt;
*Any model may exchange its Frag Mines for one of the following spores:&lt;br /&gt;
::-Acid Mines - free&lt;br /&gt;
::-Char Mines - free&lt;br /&gt;
::-Toxic Mines - free&lt;br /&gt;
*Any model may take one item from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 1 pts.&lt;br /&gt;
::-Toxin Sacs - 1 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Heavy Supports}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Biovores}}&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;
====Carnifex Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Carnifex (&#039;&#039;&#039;Power Rating: 6&#039;&#039;&#039;). It can contain 1 additional Carnifex (&#039;&#039;&#039;Power Rating: +6&#039;&#039;&#039;), 2 additional Carnifexes (&#039;&#039;&#039;Power Rating: +12&#039;&#039;&#039;), 3 additional Carnifexes (&#039;&#039;&#039;Power Rating: +18&#039;&#039;&#039;), or 4 additional Carnifexes (&#039;&#039;&#039;Power Rating: +24&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Carnifex || 7&amp;quot; || 4+ || 4+ || 8 || 6 || 8 || 4 || 6 || 3+ || 100&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two pairs of Monstrous Scything Talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Living Battering Ram&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Brood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:10/WS:10/BS:15/S:25/T:20/W:15/A:20/Ld:-/Sv:25/Psy:-/Syn:-)&lt;br /&gt;
*Any model may replace any pair of Monstrous Scything Talons with a pair of Monstrous Crushing Claws - 12 pts.&lt;br /&gt;
*Any model may replace a pair of Monstrous Scything Talons with a Stonecrusher Ramshield - 15 pts.&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Monstrous Bio-cannons&#039;&#039;&#039; list.&lt;br /&gt;
*Any model may take up to three items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model may take one of the following:&lt;br /&gt;
::-Bio-plasma - 10 pts.&lt;br /&gt;
::-Enhanced Senses - 10 pts.&lt;br /&gt;
::-Monstrous Acid Maw - 10 pts.&lt;br /&gt;
::-Tusks - 10 pts.&lt;br /&gt;
*Any model may take one of the following:&lt;br /&gt;
::-Spine Banks - 2 pts.&lt;br /&gt;
::-Spore Cysts - 10 pts.&lt;br /&gt;
*Any model may take any of the following:&lt;br /&gt;
::-Adrenal Glands - 5 pts.&lt;br /&gt;
::-Chitin Thorns - 4 pts.&lt;br /&gt;
::-Toxin Sacs - 4 pts.&lt;br /&gt;
*Any model may take one of the following tail biomorphs:&lt;br /&gt;
::-Thresher Scythe - 7 pts.&lt;br /&gt;
::-Bone Mace - 2 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Heavy Supports}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Carnifexes}}&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;
====Exocrine Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Exocrine (&#039;&#039;&#039;Power Rating: 11&#039;&#039;&#039;). It can contain 1 additional Exocrine (&#039;&#039;&#039;Power Rating: +11&#039;&#039;&#039;) or 2 additional Exocrines (&#039;&#039;&#039;Power Rating: +22&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Exocrine || 6&amp;quot; || * || * || 7 || 8 || 12 || * || 6 || 3+ || 170&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! WS !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 7-12+ || 4+ || 4+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 4+ || 5+ || D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 5+ || 5+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Bio-plasmic cannon&lt;br /&gt;
*Powerful Limbs&lt;br /&gt;
*A pair of Scything Talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death Throes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Brood&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Symbiotic Targeting&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weapon Beast&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
*Mutations: (M:-/WS:10/BS:20/S:10/T:20/W:20/A:10/Ld:10/Sv:35/Psy:-/Syn:-)&lt;br /&gt;
*Any model may take up to three items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 2 pts.&lt;br /&gt;
::-Toxin Sacs - 2 pts.&lt;br /&gt;
*Any model may take a Thresher Scythe tail biomorph - 7 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Heavy Supports}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Exocrine}}&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;
====Mawloc Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; 	&lt;br /&gt;
This unit contains 1 Mawloc (&#039;&#039;&#039;Power Rating: 6&#039;&#039;&#039;). It can contain 1 additional Mawloc (&#039;&#039;&#039;Power Rating: +6&#039;&#039;&#039;) or 2 additional Mawlocs (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Mawloc || * || * || - || * || 6 || 12 || 7 || 7 || 3+ || 125&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! S&lt;br /&gt;
|-&lt;br /&gt;
| 7-12+ || 9&amp;quot; || 4+ || 6&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 7&amp;quot; || 5+ || 5&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 5&amp;quot; || 6+ || 4&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Distensible Jaws&lt;br /&gt;
*Prehensile Pincer&lt;br /&gt;
*Three pairs of Scything Talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;	&lt;br /&gt;
*&#039;&#039;&#039;Burrow:&#039;&#039;&#039; At the beginning of any of your Movement phases, any Mawloc can burrow. Remove it from the battlefield – it can return as described in the Terror from the Deep ability. A Mawloc may not burrow and return to the battlefield in the same turn. If the battle ends while the Mawloc is underground, it is considered to be slain.&lt;br /&gt;
*&#039;&#039;&#039;Death Throes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Brood&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Terror from the Deep:&#039;&#039;&#039; During deployment, you can set up a Mawloc underground instead of placing it on the battlefield. At the end of any of your Movement phases, set up the Mawloc anywhere on the battlefield that is more than 1&amp;quot; away from any enemy models and more than 3&amp;quot; from any other Mawlocs set up this way this turn, then roll a D6 for each enemy unit within 2&amp;quot; of it; on a 1 the unit escapes unharmed, on a 2-3 it suffers 1 mortal wound, on a 4-5 it suffers D3 mortal wounds and on a 6 it suffers 3 mortal wounds. The Mawloc cannot charge in the same turn.&lt;br /&gt;
*&#039;&#039;&#039;Swallow Whole:&#039;&#039;&#039; If 4 or more of the Mawloc&#039;s Scything Talon attacks hit, instead of causing damage normally the Mawloc can attempt to swallow a victim whole. Roll a D6, and if the result is equal to or higher than the highest Wounds characteristic of the unit, one model from that unit is slain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;	&lt;br /&gt;
*Mutations: (M:10/WS:10/BS:-/S:10/T:20/W:15/A:15/Ld:10/Sv:35/Psy:-/Syn:-)&lt;br /&gt;
*Any model may take up to three items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 3 pts.&lt;br /&gt;
::-Toxin Sacs - 4 pts.&lt;br /&gt;
*Any model may replace its Prehensile Pincer with one of the following:&lt;br /&gt;
::-Biostatic Rattle - 10 pts.	&lt;br /&gt;
::-Toxinspike - 1 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Heavy Supports}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Mawloc}}&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;
====Screamer Killer Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Screamer-Killer (&#039;&#039;&#039;Power Rating: 6&#039;&#039;&#039;). It can contain 1 additional Screamer-Killer (&#039;&#039;&#039;Power Rating: +6&#039;&#039;&#039;), 2 additional Screamer-Killers (&#039;&#039;&#039;Power Rating: +12&#039;&#039;&#039;), 3 additional Screamer-Killers (&#039;&#039;&#039;Power Rating: +18&#039;&#039;&#039;), or 4 additional Screamer-Killers (&#039;&#039;&#039;Power Rating: +24&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Screamer-Killer || 7&amp;quot; || 4+ || 4+ || 8 || 6 || 8 || 4 || 6 || 3+ || 120&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Bio-plasmic Scream&lt;br /&gt;
*Two pairs of Monstrous Scything Talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Living Battering Ram&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Brood&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Terrifying&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:10/WS:10/BS:15/S:25/T:20/W:15/A:20/Ld:-/Sv:25/Psy:-/Syn:-)&lt;br /&gt;
*Any model may take up to three items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model may take any of the following:&lt;br /&gt;
::-Adrenal Glands - 5 pts.&lt;br /&gt;
::-Toxin Sacs - 4 pts.&lt;br /&gt;
*Any model may take one of the following:&lt;br /&gt;
::-Spine Banks - 2 pts.&lt;br /&gt;
::-Spore Cysts - 10 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Heavy Supports}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Screamer-Killers}}, {{W40kKeyword|Carnifexes}}&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;
====Scythed Hierodule====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Scythed Hierodule (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Scythed Hierodule || * || * || 4+ || 10 || 8 || 22 || * || 10 || 3+ || 235&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;
| 11-22+ || 12” || 3+ || 7&lt;br /&gt;
|-&lt;br /&gt;
| 6-10 || 8” || 4+ || 5&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 || 4” || 5+ || 3&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*A pair of Massive Scything Talons&lt;br /&gt;
*Bio-acid Spray&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Agile&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death Throes (Hierodule)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Titanic Monster&#039;&#039;&#039;&lt;br /&gt;
 		&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take up to three biomorphs from the following list:&lt;br /&gt;
::- Transport Chamber - 15 pts.&lt;br /&gt;
::- Cellular Bolster - 15 pts.&lt;br /&gt;
::- Greater Flesh Hooks - 30 pts. &lt;br /&gt;
::- Frag Spine Batteries - 30 pts.&lt;br /&gt;
::- Gargantuan Warp Shield - 40 pts.&lt;br /&gt;
::- Spore Cloud - 40 pts.&lt;br /&gt;
::- Synaptic Regeneration - 45 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}}&lt;br /&gt;
*{{W40kKeyword|Lords of War}}, {{W40kKeyword|Scythed Hierodule}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}&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;
====Stone-crusher Carnifex Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Stone Crusher Carnifex (&#039;&#039;&#039;Power Rating: 6&#039;&#039;&#039;). It can contain 1 additional Stone Crusher Carnifex (&#039;&#039;&#039;Power Rating: +6&#039;&#039;&#039;), 2 additional Stone Crusher Carnifexes (&#039;&#039;&#039;Power Rating: +12&#039;&#039;&#039;), 3 additional Stone Crusher Carnifexes (&#039;&#039;&#039;Power Rating: +18&#039;&#039;&#039;), or 4 additional Stone Crusher Carnifexes (&#039;&#039;&#039;Power Rating: +24&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Stone Crusher Carnifex || 7&amp;quot; || 4+ || 4+ || 8 || 6 || 8 || 4 || 6 || 3+ || 115&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two Wrecker Claws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Carapace Chitin Ram&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Brood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:10/WS:10/BS:15/S:25/T:20/W:15/A:20/Ld:-/Sv:25/Psy:-/Syn:-)&lt;br /&gt;
*Any model may replace its pair of Wrecker Claws with a Wrecker Claw and a Bio-flail - 25 pts.&lt;br /&gt;
*Any model may take up to three items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model may take any of the following:&lt;br /&gt;
::-Adrenal Glands - 5 pts.&lt;br /&gt;
::-Bio-plasma - 9 pts.&lt;br /&gt;
::-Toxin Sacs - 4 pts.&lt;br /&gt;
*Any model may take one of the following tail biomorphs:&lt;br /&gt;
::-Thresher Scythe - 7 pts.&lt;br /&gt;
::-Bone Mace - 2 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Heavy Supports}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Stone Crusher Carnifexes}}, {{W40kKeyword|Carnifexes}}&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;
====Thornback Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Thornback (&#039;&#039;&#039;Power Rating: 6&#039;&#039;&#039;). It can contain 1 additional Thornback (&#039;&#039;&#039;Power Rating: +6&#039;&#039;&#039;), 2 additional Thornbacks (&#039;&#039;&#039;Power Rating: +12&#039;&#039;&#039;), 3 additional Thornbacks (&#039;&#039;&#039;Power Rating: +18&#039;&#039;&#039;), or 4 additional Thornbacks (&#039;&#039;&#039;Power Rating: +24&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Thornback || 7&amp;quot; || 4+ || 4+ || 8 || 6 || 8 || 4 || 6 || 3+ || 105&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*A pairs of Monstrous Scything Talons&lt;br /&gt;
*Two Devourers with Brainleech Worms&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chitin Thorns&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Brood&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Thorned Battering Ram&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vicious Hunter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:10/WS:10/BS:15/S:25/T:20/W:15/A:20/Ld:-/Sv:25/Psy:-/Syn:-)&lt;br /&gt;
*Any model may replace its pair of Monstrous Scything Talons with a Stranglethorn Cannon - 15 pts.&lt;br /&gt;
*Any model may replace its two Devourers with Brainleech Worms with two Deathspitter with Slimer Maggots - 14 pts.&lt;br /&gt;
*Any model may take up to three items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model may take any of the following:&lt;br /&gt;
::-Adrenal Glands - 5 pts./model&lt;br /&gt;
::-Enhanced Senses - 10 pts./model&lt;br /&gt;
::-Spine Banks - 2 pts./model&lt;br /&gt;
::-Thresher Scythe - 7 pts/model&lt;br /&gt;
::-Toxin Sacs - 4 pts./model&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Heavy Supports}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Thornbacks}}, {{W40kKeyword|Carnifexes}}&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;
====Toxicrene Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Toxicrene (&#039;&#039;&#039;Power Rating: 8&#039;&#039;&#039;). It can contain 1 additional Toxicrene (&#039;&#039;&#039;Power Rating: +8&#039;&#039;&#039;) or 2 additional Toxicrenes (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Toxicrene || 8&amp;quot; || * || 4+ || * || 7 || 12 || * || 7 || 3+ || 150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! WS !! S !! A&lt;br /&gt;
|-&lt;br /&gt;
| 7-12+ || 3+ || 7 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 4+ || 6 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 5+ || 5 || 4&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Acid blood&lt;br /&gt;
*Choking Cloud&lt;br /&gt;
*Two sets of Massive Toxic Lashes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Acid Blood&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Entangle:&#039;&#039;&#039; During Shooting phase, Toxicrene may choose to Entangle one enemy model within 12&amp;quot; (the model must be the closest to the Toxicrene). Both players roll 1d6 and add it to the corresponding models&#039; Strenght characteristics. If the model wins, nothing happens. If it fails, it cannot move in any way and has to subtract 1 from all its hit rolls until your next Shooting phase.&lt;br /&gt;
*&#039;&#039;&#039;Frenzied Death Throes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hypertoxic:&#039;&#039;&#039; Any attack made by a Toxicrene cause an additional mortal wound on a 6+.&lt;br /&gt;
*&#039;&#039;&#039;Hypertoxic Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Overwork&#039;&#039;&#039;: During the Movement phase, a Toxicrene may choose to suffer D3 mortal wounds to add D6&amp;quot; to its Move, Advance and Charge characteristics.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
*Mutations: (M:10/WS:30/BS:10/S:5/T:20/W:20/A:20/Ld:10/Sv:30/Psy:-/Syn:-)&lt;br /&gt;
*Any model may take up to three items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 5 pts.&lt;br /&gt;
::-Toxin Sacs - 6 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Heavy Supports}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Toxicrene}}&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;
====Trygon Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Trygon (&#039;&#039;&#039;Power Rating: 9&#039;&#039;&#039;). It can contain 1 additional Trygon (&#039;&#039;&#039;Power Rating: +9&#039;&#039;&#039;) or 2 additional Trygons (&#039;&#039;&#039;Power Rating: +18&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Trygon || * || * || * || 7 || 6 || 12 || 6 || 7 || 3+ || 150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS&lt;br /&gt;
|-&lt;br /&gt;
| 7-12+ || 9&amp;quot; || 3+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 7&amp;quot; || 4+ || 5+&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 5&amp;quot; || 5+ || 6+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Bio-electric Pulse&lt;br /&gt;
*Three pairs of Monstrous Scything Talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ambusher Brood:&#039;&#039;&#039; The first time this unit is set up on the battlefield, all of its models must be placed within 9&amp;quot; of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.&lt;br /&gt;
*&#039;&#039;&#039;Burrow&#039;&#039;&#039;: At the beginning of any of your Movement phases, any Trygon that is not within 1&amp;quot; of an enemy unit can burrow. Remove it from the battlefield - it can return as described in the &#039;&#039;Subterranean Assault&#039;&#039; ability. A Trygon may not burrow and return to the battlefield in the same turn. If the battle ends while the Trygon is underground, it is considered to be slain.&lt;br /&gt;
*&#039;&#039;&#039;Death Throes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Subterranean Assault&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lurker:&#039;&#039;&#039; A Trygon Prime with this upgrade can enter from Reserve on the first turn.&lt;br /&gt;
*&#039;&#039;&#039;Prepared Tunnel Network:&#039;&#039;&#039; Two units can emerge by the &#039;&#039;Subterranean Assault&#039;&#039; special rule with a Trygon with this upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:15/WS:10/BS:15/S:10/T:20/W:15/A:15/Ld:-/Sv:35/Psy:25/Syn:-)&lt;br /&gt;
*Any model may take one item from the &#039;&#039;&#039;Thorax Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model may take up to three items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 5 pts.&lt;br /&gt;
::-Toxin Sacs - 6 pts.&lt;br /&gt;
*The entire brood may take any of the following Upgrades:&lt;br /&gt;
::- Prepared Tunnel Network - 50 pts./model&lt;br /&gt;
::- Lurker - 50 pts./model&lt;br /&gt;
*Any model may take one of the following:&lt;br /&gt;
::- Heavy Spinefist - 10 pts.&lt;br /&gt;
::- Spine banks - 2 pts.&lt;br /&gt;
*Any model may take one of the following tail biomorphs:&lt;br /&gt;
::- Biostatic Rattle - free&lt;br /&gt;
::- Prehensile Pincer - free&lt;br /&gt;
::- Toxinspike - 1 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Heavy Supports}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Trygon}}&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;
====Tyrannofex Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Tyrannofex (&#039;&#039;&#039;Power Rating: 11&#039;&#039;&#039;). It can contain 1 additional Tyrannofex (&#039;&#039;&#039;Power Rating: +11&#039;&#039;&#039;) or 2 additional Tyrannofexes (&#039;&#039;&#039;Power Rating: +22&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Tyrannofex || * || * || * || 7 || 6 || 12 || 6 || 7 || 3+ || 170&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS&lt;br /&gt;
|-&lt;br /&gt;
| 7-12+ || 9&amp;quot; || 3+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 7&amp;quot; || 4+ || 5+&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 5&amp;quot; || 5+ || 6+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Acid spray&lt;br /&gt;
*Powerful Limbs&lt;br /&gt;
*Stinger salvo&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bio-tank&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death Throes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Brood&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weapon Beast&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:10/WS:10/BS:20/S:10/T:20/W:20/A:10/Ld:10/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*Any model may take one item from the &#039;&#039;&#039;Thorax Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model may take up to three items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model may replace its Acid Spray with one of the following: &lt;br /&gt;
::-Fleshborer hive - 15 pts.&lt;br /&gt;
::-Rupture cannon - 35 pts.&lt;br /&gt;
*Any model may take any of the following:&lt;br /&gt;
::-Adrenal Glands - 2 pts.&lt;br /&gt;
::-Toxin Sacs - 2 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Heavy Supports}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Tyrannofex}}&lt;br /&gt;
&lt;br /&gt;
===Flyer===&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;
====Erinyes Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;These terrifying beasts are tailor-made to deliver fast and lethal attacks against the enemies of the hive fleet as well as to confound the machinery of the enemies with constant generation of electromagnetic energy. They are especially feared by the Mechanicus, the Iron Warriors, the Tau, and hated by Ork mekboyz for their ability to render the creations that they rely so much on nearly inoperable. Even non-mechanical foes, however, must beware as the Erinyes is a highly specialized and capable killer in close combat and can dive from the skies to immediately engage an opponent in a vicious melee that few enemies are likely to survive.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Erinyes (&#039;&#039;&#039;Power Rating: 10&#039;&#039;&#039;). It can contain 1 additional Erinyes (&#039;&#039;&#039;Power Rating: +10&#039;&#039;&#039;) or 2 additional Erinyes (&#039;&#039;&#039;Power Rating: +20&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Erinyes || &#039;&#039;&#039;30&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;3+&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || 8 || 6 || 9-18 || &#039;&#039;&#039;6&#039;&#039;&#039; || 9 || 3+ || 200&lt;br /&gt;
|-&lt;br /&gt;
| Erinyes || &#039;&#039;&#039;20&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || 8 || 6 || 5-8 || &#039;&#039;&#039;6&#039;&#039;&#039; || 9 || 3+ || 200&lt;br /&gt;
|-&lt;br /&gt;
| Erinyes || &#039;&#039;&#039;10&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || &#039;&#039;&#039;6+&#039;&#039;&#039; || 8 || 6 || 1-4 || &#039;&#039;&#039;6&#039;&#039;&#039; || 9 || 3+ || 200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&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;-Bio-plasma&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Bio-plasma (Glob)&#039;&#039;&#039; || 18&amp;quot; || Assault 1 || 8 || -3 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bio-plasma (Spit)&#039;&#039;&#039; || 12&amp;quot; || Assault D3 || 7 || -3 || 1 || Blast.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Flesh Hooks&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Flesh Hooks&#039;&#039;&#039; || 6&amp;quot; || Assault 2 || User || 0 || 1 || This weapon can be fired within 1&amp;quot; of an enemy unit, and can target enemy units within 1&amp;quot; of friendly units. In addition, a model equipped with &#039;&#039;&#039;Flesh Hooks&#039;&#039;&#039; can move through solid walls or climb on ruins or basements without ladders.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Heavy Spinefists&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 Spinefists&#039;&#039;&#039; || 12&amp;quot; || Pistol * || 5 || 0 || 1 || When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Scything Wings&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Scything Wings&#039;&#039;&#039; || Melee || Melee || User || -2 || D3 || You can re-roll hit rolls of 1 when attacking with this weapon.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Death Throes&amp;quot;&amp;gt;&lt;br /&gt;
If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Electromagnetic Pulse&amp;quot;&amp;gt;&lt;br /&gt;
At the start of your Shooting phase, the Erinyes may release a special pulse of electromagnetic energy. Every enemy model within 9&amp;quot; takes one automatic hit with the following profile ({{W40kKeyword|VEHICLE}} models suffer 3 hits instead):&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| 4 || -1 || 1 || If the target is a {{W40kKeyword|VEHICLE}} and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Instinctive Behaviour&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Monstrous Brood&amp;quot;&amp;gt;&lt;br /&gt;
The first time this unit is set up on the battlefield, all of its models must be placed within 6&amp;quot; of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Swooping Assault&amp;quot;&amp;gt;&lt;br /&gt;
This model can only be charged by units that can {{W40kKeyword|Fly}}, and can only be attacked in the Fight phase by units that can {{W40kKeyword|Fly}}.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wing Tearer&amp;quot;&amp;gt;&lt;br /&gt;
During the Fight phase, if this model attacks a {{W40kKeyword|Aircraft}} unit, roll two D6 if this model manages to successfully wound that unit; on a 10+ that unit immediately suffers the effects of the &#039;&#039;Crash and Burn&#039;&#039; special rule (or any equivalent), though this model doesn&#039;t suffer any mortal wounds from it.&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;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lone Hunter&amp;quot;&amp;gt;&lt;br /&gt;
This model is not affected by the &#039;&#039;Instinctive Behaviour&#039;&#039; rule.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mutations:&#039;&#039;&#039; (M:20/WS:10/BS:5/S:20/T:20/W:15/A:15/Ld:-/Sv:30/Psy:-/Syn:-)&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 model may take up to three items from the &#039;&#039;Biomorphs&#039;&#039; list.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
-&#039;&#039;&#039;Acid Blood&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Acid Blood:&#039;&#039;&#039; If a model with this Biomorph suffers one or more unsaved wound(s) in close combat roll a die; on a 6+ the attacking unit suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adamantine Tusks&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adamantine Tusks:&#039;&#039;&#039; When a model with this Biomorph finishes a charge move, roll a dice; on a 6+ one enemy unit with 1&amp;quot; suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adrenal Glands&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adrenal Glands:&#039;&#039;&#039; If a model has this Biomorph, add 1&amp;quot; to the distance it can move when it Advances or charges.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Antidote Glands&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Antidote Glands:&#039;&#039;&#039; If a unit shoots with any Poison Weapon against a unit that has at least half of its models (round up) equipped with this Biomorph, it must subtract 2 from the wound rolls.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Carbonized Claws&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Carbonized Claws:&#039;&#039;&#039; A model with this Biomorph can reroll wound rolls against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Titanic}} units.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Dopamine Injector&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dopamine Injectors:&#039;&#039;&#039; Roll a die each time a model with this Biomorph suffers a wound; on a 5+ that wound is not lost.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Feeding Frenzy Trigger&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feeding Frenzy Trigger:&#039;&#039;&#039; A model with this Biomorph receives D3 additional attacks if during the fight phase it&#039;s against a unit that has more model than its own.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Increased Muscle Density&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Increased Muscle Density:&#039;&#039;&#039; When a model with this Biomorph attacks in the fight phase consider its Strength characteristic as 1 higher.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Insula Glands&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insula Glands:&#039;&#039;&#039; A model with this Biomorph can re-roll all failed hit rolls in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Nonepinephrine Infusion&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nonepinephrine Infusion:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Psychic Deflection Bio-Crystals&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Psychic Deflection Bio-Crystals:&#039;&#039;&#039; A model with this Biomorph can attempt to deny one psychic power as if was a {{W40kKeyword|Psyker}}.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Reflexes Optimizations&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reflexes Optimization:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it was charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Regeneration&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regeneration:&#039;&#039;&#039; At the end of each friendly turn, roll a D6 for each model with this Biomorph that has less than its starting number of Wounds, but has not been removed as a casualty. On a 4+, that model regains a single Wound lost earlier in the battle.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Serrated Blades&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Serrated Blades:&#039;&#039;&#039; A model with this Biomorph can reroll all wound rolls during the fight phase if it targets a non {{W40kKeyword|Vehicle}}, non {{W40kKeyword|Titanic}} model.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Three-Dimensional Thought Patterns&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Three-Dimensional Thought Patterns:&#039;&#039;&#039; During the Shooting phase, a model with this Biomorph may add 1 to its hit rolls if it targets a {{W40kKeyword|Flyer}}.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Toxin Sacs&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Toxin Sacs:&#039;&#039;&#039; Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Warp Shield Projector&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warp Shield Projector:&#039;&#039;&#039; A model with this Biomorph has a 5+ Invulnerable save while within Synapse range.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Wide-Spectrum Retinas&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wide-Spectrum Retinas:&#039;&#039;&#039; A model with this Biomorph and doesn&#039;t suffer penalties to its hit rolls as a result of special rules such as &#039;&#039;Night Fighting&#039;&#039; or &#039;&#039;Dawn Raid&#039;&#039;.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Any model may take the &#039;&#039;&#039;Lone Hunter&#039;&#039;&#039; Upgrade - +25 pts./model&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Flyers}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Erinyes}}, {{W40kKeyword|Fly}}&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;
====Harpy Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Harpy (&#039;&#039;&#039;Power Rating 7&#039;&#039;&#039;). It can contain 1 additional Harpy (&#039;&#039;&#039;Power Rating +7&#039;&#039;&#039;) or 2 additional Harpies (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Harpy || &#039;&#039;&#039;30&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;3+&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || 6 || 6 || 7-12 || 3 || 9 || 4+ || 155&lt;br /&gt;
|-&lt;br /&gt;
| Harpy || &#039;&#039;&#039;20&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || 6 || 6 || 4-6 || 3 || 9 || 4+ || 155&lt;br /&gt;
|-&lt;br /&gt;
| Harpy || &#039;&#039;&#039;10&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || 6 || 6 || 1-3 || 3 || 9 || 4+ || 155&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&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;-Scything Wings&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Scything Wings&#039;&#039;&#039; || Melee || Melee || User || -2 || D3 || You can re-roll hit rolls of 1 when attacking with this weapon.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Stinger Salvo&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Stinger Salvo&#039;&#039;&#039; || 24&amp;quot; || Assaul 4 || 5 || -1 || 1 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Two Stranglethorns Cannon&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Stranglethorn Cannon&#039;&#039;&#039; || 36&amp;quot; || Assault D6 || 7 || -1 || 2 || Blast. You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. A unit that suffers one or more wounds from this weapon must subtract 3 from its movement, advance and charge distances.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Death Throes&amp;quot;&amp;gt;&lt;br /&gt;
If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Instinctive Behaviour&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Monstrous Brood&amp;quot;&amp;gt;&lt;br /&gt;
The first time this unit is set up on the battlefield, all of its models must be placed within 6&amp;quot; of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Sonic Screech&amp;quot;&amp;gt;&lt;br /&gt;
When a Harpy successfully charges, until the end of the turn enemy units within 1&amp;quot; cannot be chosen to Fight until all other eligible units have done so.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spore Mine Cysts (Acid Mine)&amp;quot;&amp;gt;&lt;br /&gt;
A Harpy can drop Spore Mines as it flies over enemy units in the Movement phase. To do so, after the Harpy has moved, pick one enemy unit that it flew over and roll a D6 for each model in the unit, up to a maximum of 3 dice. Each time you roll a 4+ an Acid Mine has hit the target and explodes. Roll a D6 to find out how much damage is inflicted; on a 1 the Acid Mine fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it inflicts D3 mortal wounds. Each time an Acid Mine misses its target, set up a single &amp;lt;HIVE FLEET&amp;gt; Acid Mine anywhere within 6&amp;quot; of the target unit and more than 3&amp;quot; from any enemy model (if the Acid Mine cannot be placed it is destroyed). This then follows the rules for an Acid Mine that is part of your army, but it cannot move or charge during the turn it was set up.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Swooping Assault&amp;quot;&amp;gt;&lt;br /&gt;
This model can only be charged by units that can {{W40kKeyword|Fly}}, and can only be attacked in the Fight phase by units that can {{W40kKeyword|Fly}}.&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;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lone Hunter&amp;quot;&amp;gt;&lt;br /&gt;
This model is not affected by the &#039;&#039;Instinctive Behaviour&#039;&#039; rule.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spore Mine Cysts (Char Mine)&amp;quot;&amp;gt;&lt;br /&gt;
A Harpy can drop Spore Mines as it flies over enemy units in the Movement phase. To do so, after the Harpy has moved, pick one enemy unit that it flew over and roll a D6 for each model in the unit, up to a maximum of 3 dice. Each time you roll a 4+ a Char Mine has hit the target and explodes. Roll a D6 to find out how much damage is inflicted; on a 1 the Char Mine fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it inflicts D3 mortal wounds. Each time a Char Mine misses its target, set up a single {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} Char Mine anywhere within 6&amp;quot; of the target unit and more than 3&amp;quot; from any enemy model (if the Char Mine cannot be placed it is destroyed). This then follows the rules for a Char Mine that is part of your army, but it cannot move or charge during the turn it was set up. If the target is an {{W40kKeyword|Aircraft}}, double the number of mortal wounds this spore inflicts.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spore Mine Cysts (Frag Mine)&amp;quot;&amp;gt;&lt;br /&gt;
A Harpy can drop Spore Mines as it flies over enemy units in the Movement phase. To do so, after the Harpy has moved, pick one enemy unit that it flew over and roll a D6 for each model in the unit, up to a maximum of 3 dice. Each time you roll a 4+ a Frag Mine has hit the target and explodes. Roll a D6 to find out how much damage is inflicted; on a 1 the Frag Mine fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. Each time a Frag Mine misses its target, set up a single {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} Frag Mine anywhere within 6&amp;quot; of the target unit and more than 3&amp;quot; from any enemy model (if the Frag Mine cannot be placed it is destroyed). This then follows the rules for a Frag Mine that is part of your army, but it cannot move or charge during the turn it was set up. Use the profile below to resolve the hits inflicted by a Frag Mine:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frag Mine&#039;&#039;&#039; || 4 || -1 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spore Mine Cysts (Toxic Mine)&amp;quot;&amp;gt;&lt;br /&gt;
A Harpy can drop Spore Mines as it flies over enemy units in the Movement phase. To do so, after the Harpy has moved, pick one enemy unit that it flew over and roll a D6 for each model in the unit, up to a maximum of 3 dice. Each time you roll a 4+ a Toxic Mine has hit the target and explodes. Roll a D6 to find out how much damage is inflicted; on a 1 the Toxic Mine fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. Each time a Toxic Mine misses its target, set up a single {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} Toxic Mine anywhere within 6&amp;quot; of the target unit and more than 3&amp;quot; from any enemy model (if the Toxic Mine cannot be placed it is destroyed). This then follows the rules for a Toxic Mine that is part of your army, but it cannot move or charge during the turn it was set up. Use the profile below to resolve the hits inflicted by a Toxic Mine:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toxic Mine&#039;&#039;&#039; || 1 || 0 || D3 || This weapon always wounds on a 2+ unless the target is a {{W40kKeyword|Vehicle}}.&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;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mutations:&#039;&#039;&#039; (M:10/WS:10/BS:15/S:10/T:20/W:15/A:15/Ld:-/Sv:30/Psy:-/Syn:-)&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;
Any model may replace its two &#039;&#039;&#039;Stranglethorn Cannons&#039;&#039;&#039; with two &#039;&#039;&#039;Heavy Venom Cannons&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 Venom Cannon (Salvo)&#039;&#039;&#039; || 36&amp;quot; || Assault D3 || 9 || -2 || 3 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Venom Cannon (Single Shot)&#039;&#039;&#039; || 36&amp;quot; || Assault 1 || 10 || -3 || 3 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Any model may replace its &#039;&#039;&#039;Stinger Salvo&#039;&#039;&#039; with &#039;&#039;&#039;Cluster Spines&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Cluster Spines&#039;&#039;&#039; || 18&amp;quot; || Assault 2D6 || 4 || 0 || 1 || Blast.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Any model may take the &#039;&#039;&#039;Lone Hunter&#039;&#039;&#039; Upgrade - +25 pts./model&lt;br /&gt;
&lt;br /&gt;
Any model may replace its &#039;&#039;Spore Mine Cysts (Acid Mine)&#039;&#039; special rule for one of the following rules:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;Spore Mine Cysts (Char Mine)&#039;&#039; - free&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;Spore Mine Cysts (Frag Mine)&#039;&#039; - free&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;Spore Mine Cysts (Toxic Mine)&#039;&#039; - free&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 model may take up to three items from the &#039;&#039;Biomorphs&#039;&#039; list.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
-&#039;&#039;&#039;Acid Blood&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Acid Blood:&#039;&#039;&#039; If a model with this Biomorph suffers one or more unsaved wound(s) in close combat roll a die; on a 6+ the attacking unit suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adamantine Tusks&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adamantine Tusks:&#039;&#039;&#039; When a model with this Biomorph finishes a charge move, roll a dice; on a 6+ one enemy unit with 1&amp;quot; suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adrenal Glands&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adrenal Glands:&#039;&#039;&#039; If a model has this Biomorph, add 1&amp;quot; to the distance it can move when it Advances or charges.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Antidote Glands&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Antidote Glands:&#039;&#039;&#039; If a unit shoots with any Poison Weapon against a unit that has at least half of its models (round up) equipped with this Biomorph, it must subtract 2 from the wound rolls.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Carbonized Claws&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Carbonized Claws:&#039;&#039;&#039; A model with this Biomorph can reroll wound rolls against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Titanic}} units.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Dopamine Injector&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dopamine Injectors:&#039;&#039;&#039; Roll a die each time a model with this Biomorph suffers a wound; on a 5+ that wound is not lost.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Feeding Frenzy Trigger&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feeding Frenzy Trigger:&#039;&#039;&#039; A model with this Biomorph receives D3 additional attacks if during the fight phase it&#039;s against a unit that has more model than its own.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Increased Muscle Density&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Increased Muscle Density:&#039;&#039;&#039; When a model with this Biomorph attacks in the fight phase consider its Strength characteristic as 1 higher.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Insula Glands&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insula Glands:&#039;&#039;&#039; A model with this Biomorph can re-roll all failed hit rolls in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Nonepinephrine Infusion&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nonepinephrine Infusion:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Psychic Deflection Bio-Crystals&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Psychic Deflection Bio-Crystals:&#039;&#039;&#039; A model with this Biomorph can attempt to deny one psychic power as if was a {{W40kKeyword|Psyker}}.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Reflexes Optimizations&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reflexes Optimization:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it was charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Regeneration&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regeneration:&#039;&#039;&#039; At the end of each friendly turn, roll a D6 for each model with this Biomorph that has less than its starting number of Wounds, but has not been removed as a casualty. On a 4+, that model regains a single Wound lost earlier in the battle.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Serrated Blades&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Serrated Blades:&#039;&#039;&#039; A model with this Biomorph can reroll all wound rolls during the fight phase if it targets a non {{W40kKeyword|Vehicle}}, non {{W40kKeyword|Titanic}} model.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Three-Dimensional Thought Patterns&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Three-Dimensional Thought Patterns:&#039;&#039;&#039; During the Shooting phase, a model with this Biomorph may add 1 to its hit rolls if it targets a {{W40kKeyword|Flyer}}.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Toxin Sacs&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Toxin Sacs:&#039;&#039;&#039; Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Warp Shield Projector&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warp Shield Projector:&#039;&#039;&#039; A model with this Biomorph has a 5+ Invulnerable save while within Synapse range.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Wide-Spectrum Retinas&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wide-Spectrum Retinas:&#039;&#039;&#039; A model with this Biomorph and doesn&#039;t suffer penalties to its hit rolls as a result of special rules such as &#039;&#039;Night Fighting&#039;&#039; or &#039;&#039;Dawn Raid&#039;&#039;.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Flyers}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Harpy}}, {{W40kKeyword|Fly}}&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;
====Hive Crone Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Hive Crone (&#039;&#039;&#039;Power Rating: 8&#039;&#039;&#039;). It can contain 1 additional Hive Crone (&#039;&#039;&#039;Power Rating: +8&#039;&#039;&#039;) or 2 additional Hive Crones (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Harpy || &#039;&#039;&#039;30&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || 6 || 6 || 7-12 || 3 || 9 || 4+ || 155&lt;br /&gt;
|-&lt;br /&gt;
| Harpy || &#039;&#039;&#039;20&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || 6 || 6 || 4-6 || 3 || 9 || 4+ || 155&lt;br /&gt;
|-&lt;br /&gt;
| Harpy || &#039;&#039;&#039;10&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || 6 || 6 || 1-3 || 3 || 9 || 4+ || 155&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&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;-Drool Cannon&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Drool Cannon (Spit)&#039;&#039;&#039; || 18&amp;quot; || Assaul 2 || 7 || -1 || 1 || Hits made against {{W40kKeyword|Aircraft}} units are resolved with an AP of -4 and can re-roll failed wound rolls.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drool Cannon (Torrent)&#039;&#039;&#039; || 8&amp;quot; || Assaul D6 || 6 || -1 || 1 || Blast. Each time an attack is made with this weapon, that attack automatically hits its target.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Scything Wings&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Scything Wings&#039;&#039;&#039; || Melee || Melee || User || -2 || D3 || You can re-roll hit rolls of 1 when attacking with this weapon.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Stinger Salvo&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Stinger Salvo&#039;&#039;&#039; || 24&amp;quot; || Assaul 4 || 5 || -1 || 1 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Tentaclids&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Tentaclids&#039;&#039;&#039; || 36&amp;quot; || Assaul 4 || 5 || 0 || 1 || You may re-roll failed hit rolls for this weapon against {{W40kKeyword|Aircraft}} units. In addition, if the target is a {{W40kKeyword|VEHICLE}} and you make a wound roll of 4+, it suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Wicked Spur&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Wicked Spur&#039;&#039;&#039; || Melee || Melee || 8 || -3 || 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;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Death Throes&amp;quot;&amp;gt;&lt;br /&gt;
If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Instinctive Behaviour&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Monstrous Brood&amp;quot;&amp;gt;&lt;br /&gt;
The first time this unit is set up on the battlefield, all of its models must be placed within 6&amp;quot; of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Swooping Assault&amp;quot;&amp;gt;&lt;br /&gt;
This model can only be charged by units that can {{W40kKeyword|Fly}}, and can only be attacked in the Fight phase by units that can {{W40kKeyword|Fly}}.&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;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lone Hunter&amp;quot;&amp;gt;&lt;br /&gt;
This model is not affected by the &#039;&#039;Instinctive Behaviour&#039;&#039; rule.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mutations:&#039;&#039;&#039; (M:10/WS:10/BS:15/S:10/T:20/W:15/A:15/Ld:-/Sv:30/Psy:-/Syn:-)&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 model may replace its &#039;&#039;&#039;Stinger Salvo&#039;&#039;&#039; with &#039;&#039;&#039;Cluster Spines&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Cluster Spines&#039;&#039;&#039; || 18&amp;quot; || Assault 2D6 || 4 || 0 || 1 || Blast.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Any model may take the &#039;&#039;&#039;Lone Hunter&#039;&#039;&#039; Upgrade - +25 pts./model&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 model may take up to three items from the &#039;&#039;Biomorphs&#039;&#039; list.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
-&#039;&#039;&#039;Acid Blood&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Acid Blood:&#039;&#039;&#039; If a model with this Biomorph suffers one or more unsaved wound(s) in close combat roll a die; on a 6+ the attacking unit suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adamantine Tusks&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adamantine Tusks:&#039;&#039;&#039; When a model with this Biomorph finishes a charge move, roll a dice; on a 6+ one enemy unit with 1&amp;quot; suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adrenal Glands&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adrenal Glands:&#039;&#039;&#039; If a model has this Biomorph, add 1&amp;quot; to the distance it can move when it Advances or charges.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Antidote Glands&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Antidote Glands:&#039;&#039;&#039; If a unit shoots with any Poison Weapon against a unit that has at least half of its models (round up) equipped with this Biomorph, it must subtract 2 from the wound rolls.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Carbonized Claws&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Carbonized Claws:&#039;&#039;&#039; A model with this Biomorph can reroll wound rolls against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Titanic}} units.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Dopamine Injector&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dopamine Injectors:&#039;&#039;&#039; Roll a die each time a model with this Biomorph suffers a wound; on a 5+ that wound is not lost.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Feeding Frenzy Trigger&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feeding Frenzy Trigger:&#039;&#039;&#039; A model with this Biomorph receives D3 additional attacks if during the fight phase it&#039;s against a unit that has more model than its own.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Increased Muscle Density&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Increased Muscle Density:&#039;&#039;&#039; When a model with this Biomorph attacks in the fight phase consider its Strength characteristic as 1 higher.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Insula Glands&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insula Glands:&#039;&#039;&#039; A model with this Biomorph can re-roll all failed hit rolls in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Nonepinephrine Infusion&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nonepinephrine Infusion:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Psychic Deflection Bio-Crystals&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Psychic Deflection Bio-Crystals:&#039;&#039;&#039; A model with this Biomorph can attempt to deny one psychic power as if was a {{W40kKeyword|Psyker}}.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Reflexes Optimizations&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reflexes Optimization:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it was charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Regeneration&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regeneration:&#039;&#039;&#039; At the end of each friendly turn, roll a D6 for each model with this Biomorph that has less than its starting number of Wounds, but has not been removed as a casualty. On a 4+, that model regains a single Wound lost earlier in the battle.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Serrated Blades&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Serrated Blades:&#039;&#039;&#039; A model with this Biomorph can reroll all wound rolls during the fight phase if it targets a non {{W40kKeyword|Vehicle}}, non {{W40kKeyword|Titanic}} model.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Three-Dimensional Thought Patterns&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Three-Dimensional Thought Patterns:&#039;&#039;&#039; During the Shooting phase, a model with this Biomorph may add 1 to its hit rolls if it targets a {{W40kKeyword|Flyer}}.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Toxin Sacs&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Toxin Sacs:&#039;&#039;&#039; Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Warp Shield Projector&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warp Shield Projector:&#039;&#039;&#039; A model with this Biomorph has a 5+ Invulnerable save while within Synapse range.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Wide-Spectrum Retinas&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wide-Spectrum Retinas:&#039;&#039;&#039; A model with this Biomorph and doesn&#039;t suffer penalties to its hit rolls as a result of special rules such as &#039;&#039;Night Fighting&#039;&#039; or &#039;&#039;Dawn Raid&#039;&#039;.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Flyers}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Hive Crone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transports===&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;
====[[Malefactor]] Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;A distinctive ground-based transport organism for the Tyranid swarm, the Malefactor is incredibly durable and is also well noted for its displeasing aesthetics.  While not particularly dangerous in combat, it is capable of absorbing obscene damage.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Malefactor (&#039;&#039;&#039;Power Rating: 9&#039;&#039;&#039;). It can include 1 additional Malefactor (&#039;&#039;&#039;Power Rating: +9&#039;&#039;&#039;) or 2 additional Malefactors (&#039;&#039;&#039;Power Rating: +18&#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;
| Malefactor || &#039;&#039;&#039;8&amp;quot;&#039;&#039;&#039; || 5+ || 5+ || &#039;&#039;&#039;6&#039;&#039;&#039; || 8 || 9-16 || &#039;&#039;&#039;3&#039;&#039;&#039; || 7 || 2+&lt;br /&gt;
|-&lt;br /&gt;
| Malefactor || &#039;&#039;&#039;4&amp;quot;&#039;&#039;&#039; || 5+ || 5+ || &#039;&#039;&#039;5&#039;&#039;&#039; || 8 || 9-16 || &#039;&#039;&#039;D3&#039;&#039;&#039; || 7 || 2+&lt;br /&gt;
|-&lt;br /&gt;
| Malefactor || &#039;&#039;&#039;2&amp;quot;&#039;&#039;&#039; || 5+ || 5+ || &#039;&#039;&#039;4&#039;&#039;&#039; || 8 || 9-16 || &#039;&#039;&#039;1&#039;&#039;&#039; || 7 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&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;-Adrenal Glands&#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;Adrenal Glands:&#039;&#039;&#039; If a model has this Biomorph, add 1&amp;quot; to the distance it can move when it Advances or charges.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Enhanced Leg Muscles&#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;Enhanced Leg Muscles:&#039;&#039;&#039; When a model with this Biomorph advances roll two dices and pick the higher result.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Massive Scything Talons&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Massive Scything Talons&#039;&#039;&#039; || Melee || Melee || User || -3 || D6 || You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of &#039;&#039;&#039;Massive Scything Talons&#039;&#039;&#039;, it can make 1 additional attack with this weapon each time it fights.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Two Sets of Cluster Spines&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Cluster Spines&#039;&#039;&#039; || 18&amp;quot; || Assault 2D6 || 4 || 0 || 1 || Blast.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Death Throes&amp;quot;&amp;gt;&lt;br /&gt;
If this model is reduced to 0 wounds, roll a dice before removing the model from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Instinctive Behaviour&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Monstrous Brood&amp;quot;&amp;gt;&lt;br /&gt;
The first time this unit is set up on the battlefield, all of its models must be placed within 6&amp;quot; of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.&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;Transport Capacity:&#039;&#039;&#039; A Malefactor can transport up to 20 {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} {{W40kKeyword|INFANTRY}} models or a single {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} {{W40kKeyword|MONSTER}} with a Wounds characteristic of 14 or less inside it (this cannot be a Tyrannocyte or a Sporocyst). A Malefactor may disembark units while it is being assaulted or after it moved but may not disembark on a turn that it has chosen to advance.  If it is transporting a {{W40kKeyword|Synapse}} creature, then the synapse field continues to project from within the Malefactor, measuring the Synapse range from the Malefactor&#039;s base instead of the original model&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mutations:&#039;&#039;&#039; (M:15/WS:5/BS:10/S:5/T:20/W:20/A:5/Ld:5/Sv:-/Psy:-/Syn:-)&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;
This model may take up to three items from the &#039;&#039;Biomorphs&#039;&#039; list.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
-&#039;&#039;&#039;Acid Blood&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Acid Blood:&#039;&#039;&#039; If a model with this Biomorph suffers one or more unsaved wound(s) in close combat roll a die; on a 6+ the attacking unit suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adamantine Tusks&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adamantine Tusks:&#039;&#039;&#039; When a model with this Biomorph finishes a charge move, roll a dice; on a 6+ one enemy unit with 1&amp;quot; suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Antidote Glands&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Antidote Glands:&#039;&#039;&#039; If a unit shoots with any Poison Weapon against a unit that has at least half of its models (round up) equipped with this Biomorph, it must subtract 2 from the wound rolls.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Burrowing Limbs&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Burrowing Limbs:&#039;&#039;&#039; During deployment, you can set up a unit whit this Biomorph underground instead of placing it on the battlefield. At the end of any of your Movement phases, the unit can burrow to the surface - set it more than 9&amp;quot; away from any enemy models.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Carbonized Claws&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Carbonized Claws:&#039;&#039;&#039; A model with this Biomorph can reroll wound rolls against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Titanic}} units.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Dopamine Injector&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dopamine Injectors:&#039;&#039;&#039; Roll a die each time a model with this Biomorph suffers a wound; on a 5+ that wound is not lost.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Feeding Frenzy Trigger&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feeding Frenzy Trigger:&#039;&#039;&#039; A model with this Biomorph receives D3 additional attacks if during the fight phase it&#039;s against a unit that has more model than its own.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Flesh Hooks&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Flesh Hooks&#039;&#039;&#039; || 6&amp;quot; || Assault 2 || User || 0 || 1 || This weapon can be fired within 1&amp;quot; of an enemy unit, and can target enemy units within 1&amp;quot; of friendly units. In addition, a model equipped with &#039;&#039;&#039;Flesh Hooks&#039;&#039;&#039; can move through solid walls or climb on ruins or basements without ladders.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Hive Mind Direct Link&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hive Mind Direct Link:&#039;&#039;&#039; A model with this Biomorph counts as always being within 12&amp;quot; of a {{W40kKeyword|Synapse}} creature.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Increased Muscle Density&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Increased Muscle Density:&#039;&#039;&#039; When a model with this Biomorph attacks in the fight phase consider its Strength characteristic as 1 higher.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Insula Glands&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insula Glands:&#039;&#039;&#039; A model with this Biomorph can re-roll all failed hit rolls in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Nonepinephrine Infusion&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nonepinephrine Infusion:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Parasite Implanter&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Parasite Implanter:&#039;&#039;&#039; During the fight phase, a model with this Biomorph inflicts an additional mortal wound on the target on a wound roll of 6+.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Psychic Deflection Bio-Crystals&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Psychic Deflection Bio-Crystals:&#039;&#039;&#039; A model with this Biomorph can attempt to deny one psychic power as if was a {{W40kKeyword|Psyker}}.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Reflexes Optimizations&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reflexes Optimization:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it was charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Regeneration&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regeneration:&#039;&#039;&#039; At the end of each friendly turn, roll a D6 for each model with this Biomorph that has less than its starting number of Wounds, but has not been removed as a casualty. On a 4+, that model regains a single Wound lost earlier in the battle.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Serrated Blades&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Serrated Blades:&#039;&#039;&#039; A model with this Biomorph can reroll all wound rolls during the fight phase if it targets a non {{W40kKeyword|Vehicle}}, non {{W40kKeyword|Titanic}} model.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Spring Coil Musculature&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring Coil Musculature:&#039;&#039;&#039; A model with this Biomorph can Fall Back and charge in the same turn.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Toxin Sacs&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Toxin Sacs:&#039;&#039;&#039; Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Warp Shield Projector&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warp Shield Projector:&#039;&#039;&#039; A model with this Biomorph has a 5+ Invulnerable save while within Synapse range.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Dedicated Transports}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Malefactor}}, {{W40kKeyword|Transport}}&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;
====Tyrannocyte Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Tyrannocyte (&#039;&#039;&#039;Power Rating: 5&#039;&#039;&#039;). It can include 1 additional Tyrannocyte (&#039;&#039;&#039;Power Rating: +5&#039;&#039;&#039;) or 2 additional Tyrannocytes (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Tyrannocyte || &#039;&#039;&#039;6&amp;quot;&#039;&#039;&#039; || 5+ || 5+ || &#039;&#039;&#039;5&#039;&#039;&#039; || 6 || 7-12 || &#039;&#039;&#039;5&#039;&#039;&#039; || 7 || 4+ || 100&lt;br /&gt;
|-&lt;br /&gt;
| Tyrannocyte || &#039;&#039;&#039;4&amp;quot;&#039;&#039;&#039; || 5+ || 5+ || &#039;&#039;&#039;4&#039;&#039;&#039; || 6 || 4-6 || &#039;&#039;&#039;D3&#039;&#039;&#039; || 7 || 4+ || 100&lt;br /&gt;
|-&lt;br /&gt;
| Tyrannocyte || &#039;&#039;&#039;2&amp;quot;&#039;&#039;&#039; || 5+ || 5+ || &#039;&#039;&#039;3&#039;&#039;&#039; || 6 || 1-3 || &#039;&#039;&#039;1&#039;&#039;&#039; || 7 || 4+ || 100&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&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;-Five Deathspitters&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Deathspitter&#039;&#039;&#039; || 24&amp;quot; || Assault 3 || 5 || -1 || 1 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Monstrous Lash Whips&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Monstrous Lash Whips&#039;&#039;&#039; || Melee || Melee || User || -1 || 2 || Enemy models in base contact with a model equipped with this weapon have to subtract 1 from their hit rolls.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Swallowing Maw&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Swallowing Maw&#039;&#039;&#039; || Melee || Melee || User || 0 || D3 || Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon. On an unmodified hit roll of 6, instead of rolling to wound, select one enemy {{W40kKeyword|Infantry}} model within 1&amp;quot; that has three wounds or less; that model is removed as a casualty.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Death Throes&amp;quot;&amp;gt;&lt;br /&gt;
If this model is reduced to 0 wounds, roll a dice before removing the model from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Instinctive Behaviour&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Invasion Brood&amp;quot;&amp;gt;&lt;br /&gt;
If this unit contains more than one Tyrannocyte, follow the normal rules for selecting a unit to be stored inside each Tyrannocyte. One unit may be split between the different Tyrannocytes, as long as there is enough space for each model. This entire unit must be deployed at the same time; from that point onward, every Tyrannocyte counts as a different unit for all intents and purposes.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Invasion Organism&amp;quot;&amp;gt;&lt;br /&gt;
During deployment, you can set up a Tyrannocyte in its hive ship instead of placing it on the battlefield. If you do so, the hive ship can launch the Tyrannocyte at the end of any of your Movement phases – set it up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models. Any models that are inside the Tyrannocyte must immediately disembark in the same manner as a unit disembarking from a transport, except that they must be set up more than 9&amp;quot; away from any enemy models. Any models that cannot be set up in this way are destroyed. This model and any units embarked aboard it are exempt from the &#039;&#039;Tactical Reserves&#039;&#039; matched play rule.&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;Transport Capacity:&#039;&#039;&#039; A Tyrannocyte can transport up to 20 {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} {{W40kKeyword|INFANTRY}} models or a single {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} {{W40kKeyword|MONSTER}} with a Wounds characteristic of 14 or less inside it (this cannot be a Tyrannocyte or a Sporocyst). Units can only disembark from this model and never embark into it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mutations:&#039;&#039;&#039; (M:5/WS:5/BS:10/S:5/T:20/W:10/A:5/Ld:5/Sv:15/Psy:-/Syn:-)&lt;br /&gt;
&lt;br /&gt;
Any model may replace all five &#039;&#039;&#039;Deathspitters&#039;&#039;&#039; with one of the following:&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;
-Five &#039;&#039;&#039;Barbed Stranglers&#039;&#039;&#039; - +20 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Barbed Strangler&#039;&#039;&#039; || 36&amp;quot; || Assault D6 || 5 || -1 || 1 || Blast. You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. A unit that suffers one or more wounds from this weapon must subtract 2 from its movement, advance and charge distances.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-Five &#039;&#039;&#039;Venom Cannons&#039;&#039;&#039; - +45 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Venom Cannon (Salvo)&#039;&#039;&#039; || 36&amp;quot; || Assault D3 || 8 || -2 || D3 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Venom Cannon (Single Shot)&#039;&#039;&#039; || 36&amp;quot; || Assault 1 || 9 || -3 || D3 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Any model may take up to three items from the &#039;&#039;Biomorphs&#039;&#039; list.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&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;
-&#039;&#039;&#039;Acid Blood&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Acid Blood:&#039;&#039;&#039; If a model with this Biomorph suffers one or more unsaved wound(s) in close combat roll a die; on a 6+ the attacking unit suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adamantine Tusks&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adamantine Tusks:&#039;&#039;&#039; When a model with this Biomorph finishes a charge move, roll a dice; on a 6+ one enemy unit with 1&amp;quot; suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Adrenal Glands&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adrenal Glands:&#039;&#039;&#039; If a model has this Biomorph, add 1&amp;quot; to the distance it can move when it Advances or charges.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Antidote Glands&#039;&#039;&#039; - +3 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Antidote Glands:&#039;&#039;&#039; If a unit shoots with any Poison Weapon against a unit that has at least half of its models (round up) equipped with this Biomorph, it must subtract 2 from the wound rolls.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Carbonized Claws&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Carbonized Claws:&#039;&#039;&#039; A model with this Biomorph can reroll wound rolls against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Titanic}} units.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Dopamine Injector&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dopamine Injectors:&#039;&#039;&#039; Roll a die each time a model with this Biomorph suffers a wound; on a 5+ that wound is not lost.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Hive Mind Direct Link&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hive Mind Direct Link:&#039;&#039;&#039; A model with this Biomorph counts as always being within 12&amp;quot; of a {{W40kKeyword|Synapse}} creature.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Increased Muscle Density&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Increased Muscle Density:&#039;&#039;&#039; When a model with this Biomorph attacks in the fight phase consider its Strength characteristic as 1 higher.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Insula Glands&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Insula Glands:&#039;&#039;&#039; A model with this Biomorph can re-roll all failed hit rolls in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Nonepinephrine Infusion&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nonepinephrine Infusion:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Pressure Detection Sensors&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pressure Detection Sensors:&#039;&#039;&#039; A model with this Biomorph may decide to shoot an enemy unit that has arrived from the reserves within 12&amp;quot;. If it does so hit must subtract 1 from the hit rolls.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Psychic Deflection Bio-Crystals&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Psychic Deflection Bio-Crystals:&#039;&#039;&#039; A model with this Biomorph can attempt to deny one psychic power as if was a {{W40kKeyword|Psyker}}.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Reflexes Optimizations&#039;&#039;&#039; - +7 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reflexes Optimization:&#039;&#039;&#039; A model with this Biomorph gains an attack in a turn in which it was charged.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Regeneration&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regeneration:&#039;&#039;&#039; At the end of each friendly turn, roll a D6 for each model with this Biomorph that has less than its starting number of Wounds, but has not been removed as a casualty. On a 4+, that model regains a single Wound lost earlier in the battle.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Serrated Blades&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Serrated Blades:&#039;&#039;&#039; A model with this Biomorph can reroll all wound rolls during the fight phase if it targets a non {{W40kKeyword|Vehicle}}, non {{W40kKeyword|Titanic}} model.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Spring Coil Musculature&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spring Coil Musculature:&#039;&#039;&#039; A model with this Biomorph can Fall Back and charge in the same turn.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Three-Dimensional Thought Patterns&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Three-Dimensional Thought Patterns:&#039;&#039;&#039; During the Shooting phase, a model with this Biomorph may add 1 to its hit rolls if it targets a {{W40kKeyword|Flyer}}.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Toxic Miasma&#039;&#039;&#039; - +10 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Toxic Miasma:&#039;&#039;&#039; At the end of the Fight phase, roll a D6 for each enemy unit within 1&amp;quot; of any model equipped with this Biomorph. On a 5+, that unit suffers a mortal wound.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Toxin Sacs&#039;&#039;&#039; - +5 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Toxin Sacs:&#039;&#039;&#039; Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-&#039;&#039;&#039;Warp Shield Projector&#039;&#039;&#039; - +15 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warp Shield Projector:&#039;&#039;&#039; A model with this Biomorph has a 5+ Invulnerable save while within Synapse range.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Dedicated Transports}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Tyrannocyte}}&lt;br /&gt;
&lt;br /&gt;
===Lords of War===&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;
====Carnathema Abomination====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Carnathema Abomination (&#039;&#039;&#039;Power Rating: 15&#039;&#039;&#039;). Only one of this unit can 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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Carnathema Abomination || 14&amp;quot; || 2+ || 3+ || 7 || 7 || 14 || 6 || 9 || 3+ || 350&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&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;-Piercing Venom Injectors&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Piercing Venom Injectors&#039;&#039;&#039; || Melee || Melee || x2 || -4 || D3+3 || When attacking with this weapon, on a wound roll of 6+ the damage is converted into mortal wounds.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Ravaging Claws&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Ravaging Claws&#039;&#039;&#039; || Melee || Melee || User || -4 || 3 || You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and a Damage of 5.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dissonance Field&amp;quot;&amp;gt;&lt;br /&gt;
During the Fight phase, before any unit can attack, chose one unit within 6&amp;quot; of this model; that unit can&#039;t utilize its Invulnerable save until the end of the phase.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Frenzy Death Throes&amp;quot;&amp;gt;&lt;br /&gt;
If this model is reduced to 0 wounds, roll a dice before removing the model from the battlefield; on a 4+, it lashes out in its death throes, and each unit within 6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Synaptic Void&amp;quot;&amp;gt;&lt;br /&gt;
{{W40kKeyword|Tyranids}} units within 12&amp;quot; of this model lose their &#039;&#039;Synapse&#039;&#039; special rule and {{W40kKeyword|Synapse}} keyword. In addition, when a {{W40kKeyword|Psyker}} unit within 18&amp;quot; of this model is attempting to cast or block a psychic power, it must use one less dice to do so.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Unchained Fury&amp;quot;&amp;gt;&lt;br /&gt;
This model does not take up a Battlefield Role slot and must be taken in a separate detachment from the rest of your army. This model may not benefit from any Hive Fleet Adaptations and/or Adaptive Physiologies.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Undying Nightmare&amp;quot;&amp;gt;&lt;br /&gt;
This model has a 5+ Invulnerable save. In addition, this model cannot lose more than 4 wounds in the same phase. Any wounds that would be lost after that point are not lost.&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;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}}&lt;br /&gt;
*{{W40kKeyword|Lords of War}}, {{W40kKeyword|Carnathema Abomination}}, {{W40kKeyword|Monster}}&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;
====Cerebore====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Cerebore (&#039;&#039;&#039;Power Rating: 30&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Cerebore || &#039;&#039;&#039;16&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;3+&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || 8 || 8 || 16-30 || &#039;&#039;&#039;6&#039;&#039;&#039; || 9 || 2+ || 600&lt;br /&gt;
|-&lt;br /&gt;
| Cerebore || &#039;&#039;&#039;12&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || 8 || 8 || 8-15 || &#039;&#039;&#039;2D3&#039;&#039;&#039; || 9 || 2+ || 600&lt;br /&gt;
|-&lt;br /&gt;
| Cerebore || &#039;&#039;&#039;8&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || 8 || 8 || 1-7 || &#039;&#039;&#039;D3&#039;&#039;&#039; || 9 || 2+ || 600&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*A pair of Monstrous Lash Whips&lt;br /&gt;
*A pair of Massive Scything Talons&lt;br /&gt;
*Feeder Tendrils &lt;br /&gt;
*Greater Flesh Hooks&lt;br /&gt;
*Bio-acid Spray&lt;br /&gt;
*Frag-spine Batteries&lt;br /&gt;
*Amphibious Adaptations&lt;br /&gt;
*Thresher Tendrils&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;	&lt;br /&gt;
*&#039;&#039;&#039;Instinctive behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Thresher Tendrils:&#039;&#039;&#039; Once per battle at the beginning of your turn, this model may exhaust its Thresher Tendrils to provide an extra boost of speed. If you activate this ability this model advances and charges 3D6&amp;quot; discarding the lowest value, and may charge after advancing. Any models embarked inside it may disembark after it has advanced and may still charge themselves with a +1 to their charge distances. Once your turn finished, however, this model suffers D6 mortal wounds from overexerting itself, it’s flesh torn ragged by its abusive actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This model can transport up to 20 {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|GENESTEALERS}}, {{W40kKeyword|Ymgarl GENESTEALERS}}, {{W40kKeyword|TERMAGANTS}} or {{W40kKeyword|HORMAGAUNTS}}, or a unit of up to 6 {{W40kKeyword|HIVE GUARD}}, {{W40kKeyword|TYRANT GUARD}} or {{W40kKeyword|TYRANID WARRIORS}}.&lt;br /&gt;
 		&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take up to three biomorphs from the following list:&lt;br /&gt;
::-Bio-cannon - 45 pts.&lt;br /&gt;
::-Cellular Bolster - 35 pts.&lt;br /&gt;
::-Gargantuan Warp Shield - 40 pts.&lt;br /&gt;
::-Spore Cloud - 35 pts.&lt;br /&gt;
::-Spine-cloud Spray - 35 pts.&lt;br /&gt;
::-Synaptic Regeneration - 45 pts. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}}&lt;br /&gt;
*{{W40kKeyword|Lords of War}}, {{W40kKeyword|Cerebore}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}, {{W40kKeyword|Transport}}&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;
====Dactylis====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;The hive mind&#039;s standard approach towards siege operations usually include subterranean or aerial distraction strikes, followed by the massed frontal assault, lead by heavily armored Carnifexes, meant to soak enemy firepower and ram through the gates or even walls. Though against the most heavily fortified points of the Imperium and Orks these attacks have proven to be too costly, mainly due to the absurd amount of heavy ordnance they deploy. To counter this, the hive mind breed its own heavy ordnance, in a form of Dactylis.&lt;br /&gt;
&lt;br /&gt;
Based on the simple and easy to produce Biovore genus, mixed with the brutal resistance of the Carnifex, the Dactylis is slow and sluggish and it prefers to keep itself as far from its foes as possible. Armed with a massive spore launcher biomorph on its back, Dactylis uses its oversized chem glands to fill both the spores and the weapon&#039;s barrel with compressed bio-plasma and then detonates it to launch the living projectiles with a force rivaled only by the most powerful artilleries of other races.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Dactylis (&#039;&#039;&#039;Power Rating: 40&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Dactylis || 6&amp;quot; || 5+ || &#039;&#039;&#039;3+&#039;&#039;&#039; || 8 || 9 || 18-35 || &#039;&#039;&#039;3&#039;&#039;&#039; || 10 || 2+ || 800&lt;br /&gt;
|-&lt;br /&gt;
| Dactylis || 6&amp;quot; || 5+ || &#039;&#039;&#039;4+&#039;&#039;&#039; || 8 || 9 || 8-17 || &#039;&#039;&#039;D3&#039;&#039;&#039; || 10 || 2+ || 800&lt;br /&gt;
|-&lt;br /&gt;
| Dactylis || 6&amp;quot; || 5+ || &#039;&#039;&#039;5+&#039;&#039;&#039; || 8 || 9 || 1-7 || &#039;&#039;&#039;1&#039;&#039;&#039; || 10 || 2+ || 800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Dactylis Birthing Cannon with Frag Mines&lt;br /&gt;
*Gigantic Shovel Limbs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Birthing Overload:&#039;&#039;&#039; At the beginning of your shooting phase if this model did not move in the preceding movement phase, then you may have this model suffer D3+1 mortal wounds. If so, you may fire this model&#039;s Dactylis Birthing Cannon twice (and at different targets if you wish) until your next shooting phase but for each hit roll of 1, this model suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Launched Mines (Acid Mine):&#039;&#039;&#039; Each time a Dactylis Birthing Cannon equipped with Acid Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D3 mortal wounds, and on a 6 it inflicts D6 mortal wounds. Each time a Dactylis Birthing Cannon misses its target, set up D3 {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} Acid Mine models anywhere within 6&amp;quot; of the target unit and more than 3&amp;quot; from any enemy model (if the Acid Mine cannot be placed it is destroyed). This then follows the rules for an Acid Mine that is part of your army, but it cannot move or charge during the turn it was set up.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Launched Mines (Char Mine):&#039;&#039;&#039; Each time a Dactylis Birthing Cannon equipped with Char Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D3 mortal wounds, and on a 6 it inflicts D6 mortal wounds. Each time a Dactylis Birthing Cannon misses its target, set up D3 {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} Char Mine models anywhere within 6&amp;quot; of the target unit and more than 3&amp;quot; from any enemy model (if the Char Mine cannot be placed it is destroyed). This then follows the rules for a Char Mine that is part of your army, but it cannot move or charge during the turn it was set up. Add 1 to the hit rolls when targeting units that can {{W40kKeyword|Fly}}. Enemy {{W40kKeyword|Flyers}} suffer double the number of mortal wounds from this weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Launched Mines (Frag Mine):&#039;&#039;&#039; Each time a Dactylis Birthing Cannon equipped with Frag Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 6 automatic hits with the profile below, D3+6 on a 6. Each time a Dactylis Birthing Cannon misses its target, set up D3 {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} Frag Mine models anywhere within 6&amp;quot; of the target unit and more than 3&amp;quot; from any enemy model (if the Frag Mine cannot be placed it is destroyed). This then follows the rules for a Frag Mine that is part of your army, but it cannot move or charge during the turn it was set up. Use the profile below to resolve the hits inflicted by a Frag Mine:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frag Mine&#039;&#039;&#039; || 4 || -1 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Launched Mines (Toxic Mine):&#039;&#039;&#039; Each time a Dactylis Birthing Cannon equipped with Toxic Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 6 automatic hits with the profile below, D3+6 on a 6. Each time a Dactylis Birthing Cannon misses its target, set up D3 {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} Toxic Mine models anywhere within 6&amp;quot; of the target unit and more than 3&amp;quot; from any enemy model (if the Toxic Mine cannot be placed it is destroyed). This then follows the rules for a Toxic Mine that is part of your army, but it cannot move or charge during the turn it was set up. Use the profile below to resolve the hits inflicted by a Toxic Mine:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toxic Mine&#039;&#039;&#039; || 1 || 0 || D3 || This weapon always wounds on a 2+ unless the target is a {{W40kKeyword|Vehicle}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ruptured Birthing Sack&#039;&#039;&#039;: When this model is slain roll a D6. On a 1 nothing happens, remove this model as usual. On a 2+ place 3D6 Spore Mines (the one it had equipped) in base contact with this unit (or with an enemy unit in base contact with this model), then remove it from the battlefield. On a 6, however, the fatal blow has caused the remaining spore mines in the Dactylis’ birthing chamber to explode, causing a massive shower of lethal components. All units with 2D6” of this model suffer 6 automatic hits from the type of Spore Mines it was equipped with.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Titanic Monster&#039;&#039;&#039;: A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. This model may still shoot if there are enemy models within 1” of it as long as they possess the {{W40kKeyword|INFANTRY}} keyword. In this case, it can shoot at enemies within 1” of itself or any other visible enemy unit that is not within 1” of a friendly unit. Finally, this model only gains a bonus to its armour save if at least half of it is obscured from the firing unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unsubtle Attack’s:&#039;&#039;&#039; When this model attacks in the Fight phase, you may add 1 to the hit rolls if the targeted unit has 10 or more models in it or it has the {{W40kKeyword|Titanic}} keyword. However, it subtracts 1 from its hit rolls against units with less than 5 models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May exchange its Frag Mines for one of the following spores:&lt;br /&gt;
::-Acid Mines - free&lt;br /&gt;
::-Char Mines - free&lt;br /&gt;
::-Toxic Mines - free&lt;br /&gt;
*May take any of the followings:&lt;br /&gt;
::-Cellular Bolster - 50 pts.&lt;br /&gt;
::-Gargantuan Warp Shield - 50 pts.&lt;br /&gt;
::-Psy-Catalyst - 60 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}}&lt;br /&gt;
*{{W40kKeyword|Lords of War}}, {{W40kKeyword|Dactylis}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}&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;
====Dominatrix====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Dominatrix (&#039;&#039;&#039;Power Rating: 225&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Dominatrix || &#039;&#039;&#039;18&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;3+&#039;&#039;&#039; || &#039;&#039;&#039;3+&#039;&#039;&#039; || 10 || 10 || 53-70 || &#039;&#039;&#039;6&#039;&#039;&#039; || 10 || 2+ || 4500&lt;br /&gt;
|-&lt;br /&gt;
| Dominatrix || &#039;&#039;&#039;14&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || &#039;&#039;&#039;3+&#039;&#039;&#039; || 10 || 10 || 36-52 || &#039;&#039;&#039;D6&#039;&#039;&#039; || 10 || 2+ || 4500&lt;br /&gt;
|-&lt;br /&gt;
| Dominatrix || &#039;&#039;&#039;10&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || 10 || 10 || 18-35 || &#039;&#039;&#039;D3&#039;&#039;&#039; || 10 || 2+ || 4500&lt;br /&gt;
|-&lt;br /&gt;
| Dominatrix || &#039;&#039;&#039;6&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || 10 || 10 || 1-17 || &#039;&#039;&#039;1&#039;&#039;&#039; || 10 || 2+ || 4500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*A pair of Gargantuan Scything Talons&lt;br /&gt;
*Two Dire Bio-cannons&lt;br /&gt;
*Back-mounted Digestion Cannon&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;
| Back-mounted Digestion Cannon || Heavy 6 || 96” || 12 || -3 || 4+D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bio-titan Warp Field&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frenzied Metabolism:&#039;&#039;&#039; When firing this its Dire Bio-cannons, this model may choose to suffer D6 mortal wounds. If it does so, double the strength of its Dire Bio-cannons.&lt;br /&gt;
*&#039;&#039;&#039;Massive Psychic Backlashing:&#039;&#039;&#039; When this model is slain all {{W40kKeyword|Tyranids}} units (including those in reserve) suffer D3 mortal wounds and all {{W40kKeyword|Psykers}} on the battlefield suffer D6 mortal wounds. If the Dominatrix had also the &#039;&#039;&#039;Norn Queen&#039;&#039;&#039; upgrade then all {{W40kKeyword|Tyranids}} suffer D6 mortal wounds, all {{W40kKeyword|Tyranids}} model in reserve are instantly slain and all {{W40kKeyword|Psykers}} on the battlefield would suffer 2D6 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Monster in the Warp:&#039;&#039;&#039; Enemy {{W40kKeyword|Psykers}} must subtract 1 from any Psychic tests they make if they are within 36&amp;quot; of any units with this ability. {{W40kKeyword|Tyranid}} {{W40kKeyword|Psykers}} are not affected.&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Progenitor:&#039;&#039;&#039; At the start of your Movement phase, a Dominatrix can spawn a single {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} unit of maximum 20 models of {{W40kKeyword|GENESTEALERS}}, {{W40kKeyword|Ymgarl GENESTEALERS}}, {{W40kKeyword|TERMAGANTS}}, {{W40kKeyword|HORMAGAUNTS}}, {{W40kKeyword|HIVE GUARD}}, {{W40kKeyword|TYRANT GUARD}} or {{W40kKeyword|TYRANID WARRIORS}} If it does so add the new unit on the battlefield so that it is wholly within 6&amp;quot; of the Dominatrix and more than 1&amp;quot; from the enemy. These models have their normal Biomorphs. Alternatively, you can replace up to 20 models lost earlier in the battle in an existing unit of {{W40kKeyword|GENESTEALERS}}, {{W40kKeyword|Ymgarl GENESTEALERS}}, {{W40kKeyword|TERMAGANTS}}, {{W40kKeyword|HORMAGAUNTS}}, {{W40kKeyword|HIVE GUARD}}, {{W40kKeyword|TYRANT GUARD}} or {{W40kKeyword|TYRANID WARRIORS}} from your army that is within 6&amp;quot; of the Dominatrix. These models count as having the same upgrades as the unit they take part in. Models placed in this way must be within 6&amp;quot; of the Dominatrix and more than 1&amp;quot; from the enemy.&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Beacon:&#039;&#039;&#039; {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} units automatically pass Morale tests if they are within 36&amp;quot; of this model. In addition, Instinctive Behaviour effects only activate if the unit is more than 72” away from this model.&lt;br /&gt;
*&#039;&#039;&#039;Titanic monster:&#039;&#039;&#039; A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can even move over enemy models as long as they possess the {{W40kKeyword|INFANTRY}} keyword and as long as it ends it&#039;s moving more than 1” from enemy models. This model may still shoot if there are enemy models within 1” of it as long as they possess the {{W40kKeyword|INFANTRY}} keyword. In this case, it can shoot at enemies within 1” of itself or any other visible enemy unit that is not within 1” of a friendly unit. Finally, this model only gains a bonus to its armour save if at least half of it is obscured from the firing unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;&lt;br /&gt;
*A Dominatrix 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 Smite power and three psychic powers from any of the Hivemind&#039;s disciplines.&lt;br /&gt;
*A Dominatrix that has the &#039;&#039;&#039;Norn Queen&#039;&#039;&#039; upgrade can attempt to manifest five psychic powers in each friendly Psychic phase, and attempt to deny four psychic power in each enemy Psychic phase. It knows the Smite power and five psychic powers from any of the Hivemind&#039;s disciplines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Norn Queen:&#039;&#039;&#039; A model with a Norn Queen has a 4+ invulnerable save and adds +1 to its casting rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May replace its Back-mounted Digestion Cannon for the &#039;&#039;&#039;Norn Queen&#039;&#039;&#039; upgrade - 400 pts.&lt;br /&gt;
*May take up to four Biomorphs from the following list:&lt;br /&gt;
::- Incendiary Ichor - 40 pts.&lt;br /&gt;
::- Greater Flesh Hooks* - 30 pts. &lt;br /&gt;
::- Frag Spine Batteries* - 30 pts.&lt;br /&gt;
::- Cellular Bolster - 80 pts. &lt;br /&gt;
::- Spine-cloud Spray* - 40 pts.&lt;br /&gt;
::- Spore Cloud - 50 pts.&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;may be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}}&lt;br /&gt;
*{{W40kKeyword|Lords of War}}, {{W40kKeyword|Dominatrix}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Psyker}}&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;
====Harridan====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Harridan (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Harridan || &#039;&#039;&#039;20&amp;quot;-45&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;3+&#039;&#039;&#039; || &#039;&#039;&#039;3+&#039;&#039;&#039; || 8 || 8 || 18-34 || 5 || 10 || 3+ || 700&lt;br /&gt;
|-&lt;br /&gt;
| Harridan || &#039;&#039;&#039;20&amp;quot;-35&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || 8 || 8 || 10-17 || 5 || 10 || 3+ || 700&lt;br /&gt;
|-&lt;br /&gt;
| Harridan || &#039;&#039;&#039;20&amp;quot;-25&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || 8 || 8 || 1-9 || 5 || 10 || 3+ || 700&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two Bio-cannons&lt;br /&gt;
*A pair of Massive Sything Talons&lt;br /&gt;
*Transport Hooks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;	&lt;br /&gt;
*&#039;&#039;&#039;Death Throes (Harridan)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flying Titanic Monster&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frenzied Metabolism&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sky Attack&#039;&#039;&#039;&lt;br /&gt;
 		&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take any biomorph from the following list:&lt;br /&gt;
::-Cellular Bolster - 15 pts.&lt;br /&gt;
::-Greater Flesh Hooks - 30 pts. &lt;br /&gt;
::-Frag Spine Batteries - 30 pts.&lt;br /&gt;
::-Gargantuan warp shield - 40 pts. &lt;br /&gt;
::-Regeneration - 45 pts.&lt;br /&gt;
::-Psy-Catalyst - 50 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}}&lt;br /&gt;
*{{W40kKeyword|Lords of War}}, {{W40kKeyword|Viragon}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}, {{W40kKeyword|Fly}}&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;
====Hierophant====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Hierophant (&#039;&#039;&#039;Power Rating: 43&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Hierophant || &#039;&#039;&#039;10&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;3+&#039;&#039;&#039; || &#039;&#039;&#039;3+&#039;&#039;&#039; || 8 || 8 || 18-34 || 6 || 10 || 2+ || 850&lt;br /&gt;
|-&lt;br /&gt;
| Hierophant || &#039;&#039;&#039;8&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || 8 || 8 || 10-17 || 6 || 10 || 2+ || 850&lt;br /&gt;
|-&lt;br /&gt;
| Hierophant || &#039;&#039;&#039;6&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || 8 || 8 || 1-9 || 6 || 10 || 2+ || 850&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*A pair of Gargantuan Scything Talons&lt;br /&gt;
*Bio-plasma Torrent&lt;br /&gt;
*Gargantuan Warp Shield&lt;br /&gt;
*Lashwhip Pods&lt;br /&gt;
*Synaptic Regeneration&lt;br /&gt;
*Two Dire Bio-cannons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death Throes (Hierophant)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frenzied Metabolism&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarm Incubation Chamber&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Titanic Monster&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarm Incubation Chamber&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take up to four biomorphs from the following list:&lt;br /&gt;
::- Cellular Bolster - 40 pts.&lt;br /&gt;
::- Frag Spine Batteries - 30 pts.&lt;br /&gt;
::- Greater Flesh Hooks - 30 pts. &lt;br /&gt;
::- Psy-Catalyst - 80 pts.&lt;br /&gt;
::- Spine-cloud Spray - 40 pts.&lt;br /&gt;
::-Spore Cloud - 50 pts.&lt;br /&gt;
*May take one of the following:&lt;br /&gt;
::-Incendiary Ichor - free&lt;br /&gt;
::-&#039;&#039;&#039;Swarm Incubation Chamber&#039;&#039;&#039; Upgrade - free&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}}&lt;br /&gt;
*{{W40kKeyword|Lords of War}}, {{W40kKeyword|Hierophant}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}&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;
====Hydraphant====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This Unit contains 1 Hydraphant (&#039;&#039;&#039;Power Rating: 300&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Hydraphant || &#039;&#039;&#039;18&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;2+&#039;&#039;&#039; || &#039;&#039;&#039;3+&#039;&#039;&#039; || 10 || 9 || 91-120 || &#039;&#039;&#039;6&#039;&#039;&#039; || 10 || 2+ || 6000&lt;br /&gt;
|-&lt;br /&gt;
| Hydraphant || &#039;&#039;&#039;14&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;3+&#039;&#039;&#039; || &#039;&#039;&#039;3+&#039;&#039;&#039; || 10 || 9 || 61-90 || &#039;&#039;&#039;D6&#039;&#039;&#039; || 10 || 2+ || 6000&lt;br /&gt;
|-&lt;br /&gt;
| Hydraphant || &#039;&#039;&#039;10&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || 10 || 9 || 31-60 || &#039;&#039;&#039;D3&#039;&#039;&#039; || 10 || 2+ || 6000&lt;br /&gt;
|-&lt;br /&gt;
| Hydraphant || &#039;&#039;&#039;6&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || 10 || 9 || 1-30 || &#039;&#039;&#039;1&#039;&#039;&#039; || 10 || 2+ || 6000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two Hydraphant Dire Bio-cannons&lt;br /&gt;
*Massive Feeder Tendrils&lt;br /&gt;
*A pair of Spore Cloud Scything Talons&lt;br /&gt;
*Pyro-acid Spit&lt;br /&gt;
*Venom Mortar Launcher&lt;br /&gt;
*Greater Flesh Hooks&lt;br /&gt;
*Feeder Tendrils&lt;br /&gt;
*Synaptic Regeneration&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bio-Titan Psychic Field:&#039;&#039;&#039; This model has an invulnerable save equal to the one in the table on top. Subtract 1 from the invulnerable save rolls against attacks made in the Fight phase.&lt;br /&gt;
*&#039;&#039;&#039;Clouds of Death and Despair:&#039;&#039;&#039; Enemy units targeting friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} units within 24” of this model subtract 1 from their hit rolls. In addition, enemy units, that don&#039;t possess the {{W40kKeyword|Vehicle}} or {{W40kKeyword|Titanic}} keywords, within 24” of this model subtract 3” from their movement characteristic and suffer 1 wound mortal at the end of their movement phase on a 4+ on a D6.&lt;br /&gt;
*&#039;&#039;&#039;Horror in the warp:&#039;&#039;&#039; Enemy {{W40kKeyword|Psykers}} must subtract 1 from any Psychic tests they make if they are within 36&amp;quot; of this model. {{W40kKeyword|Tyranid}} {{W40kKeyword|Psykers}} are not affected. In addition, this model does not suffer perils in the warp for rolling greater than 12 when manifesting or denying psychic powers.&lt;br /&gt;
*&#039;&#039;&#039;Impossible entity:&#039;&#039;&#039; This model ignores all damage on a 6+ except damage dealt by {{W40kKeyword|Macro}} weapons. In addition, all enemy units within 36” subtract 2 from their leadership characteristic.&lt;br /&gt;
*&#039;&#039;&#039;Synapse Titan:&#039;&#039;&#039; Friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} units within 36” automatically pass morale tests and are not affected by Instinctive Behaviour.&lt;br /&gt;
*&#039;&#039;&#039;Titanic monster:&#039;&#039;&#039; A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can even move over enemy models as long as they don&#039;t possess the {{W40kKeyword|Titanic}} keyword and as long as it ends it&#039;s moving more than 1” from enemy models. This model may still shoot if there are enemy models within 1” of it as long as they possess the {{W40kKeyword|Infantry}} keyword. In this case, it can shoot at enemies within 1” of itself or any other visible enemy unit that is not within 1” of a friendly unit. 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;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;&lt;br /&gt;
*A Hydraphant 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 Smite power and three psychic powers from any of the Hivemind&#039;s disciplines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Attention of the Norn Queens:&#039;&#039;&#039; This model adds an additional +1 to its psychic tests and +1 to its invulnerability saves.&lt;br /&gt;
*&#039;&#039;&#039;Gigantic Swarm Incubation Chamber:&#039;&#039;&#039; This model gains the {{W40kKeyword|Transport}} keyword and may transport up to 40 {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Genestealers}}, {{W40kKeyword|Termagaunt}} or {{W40kKeyword|Hormagaunt}}, or two units of up to 6 {{W40kKeyword|Hive Guard}}, {{W40kKeyword|Tyrant Guard}} or {{W40kKeyword|Warriors}}. It may also transport a single {{W40kKeyword|Hive Tyrant}} or two {{W40kKeyword|Broodlords}}. At the start of your Movement phase, a Dominatrix can spawn a single {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} unit of maximum 20 models of any {{W40kKeyword|Tyranid}} unit that possess the {{W40kKeyword|Infantry}} keyword. If it does so add the new unit on the battlefield so that it is wholly within 6&amp;quot; of the Dominatrix and more than 1&amp;quot; from the enemy. These models have their normal Biomorphs. Alternatively, you can replace up to 20 models lost earlier in the battle in an existing {{W40kKeyword|Infantry}} unit from your army that is within 6&amp;quot; of the Dominatrix. These models count as having the same upgrades as the unit they take part in. Models placed in this way must be within 6&amp;quot; of the Dominatrix and more than 1&amp;quot; from the enemy.&lt;br /&gt;
*&#039;&#039;&#039;Incendiary Ichor and Acidic Flesh:&#039;&#039;&#039; When an enemy unit within 18” of this model inflicts one or more wounds on this model on a 5+ that model suffers a mortal wound. If this damage was dealt by a melee attack then attacking unit suffers 2D3 mortal wounds on a 2+ instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*An Hydraphant may choose one of the following three upgrades:&lt;br /&gt;
::-&#039;&#039;&#039;Incendiary Ichor and Burning Flesh&#039;&#039;&#039; - free&lt;br /&gt;
::-&#039;&#039;&#039;Gigantic Swarm Incubation Chamber&#039;&#039;&#039; - 500 pts./25 PP&lt;br /&gt;
::-&#039;&#039;&#039;Attention of the Norn Queens&#039;&#039;&#039; - 300 pts./15 PP&lt;br /&gt;
May take up to six Biomorphs from the following list:&lt;br /&gt;
::-Frag Spine Batteries* - free&lt;br /&gt;
::-Cellular Bolster - free&lt;br /&gt;
::-Psy-Catalyst - free&lt;br /&gt;
::-Spine-cloud Spray* - free&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;may be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}}&lt;br /&gt;
*{{W40kKeyword|Lords of War}}, {{W40kKeyword|Hydraphant}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Psyker}}&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;
====Nautiloid====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Nautiloid (&#039;&#039;&#039;Power Rating: 30&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Nautiloid || 9&amp;quot; || &#039;&#039;&#039;3+&#039;&#039;&#039; || 4+ || &#039;&#039;&#039;6&#039;&#039;&#039; || 8 || 16-30 || &#039;&#039;&#039;6&#039;&#039;&#039; || 10 || 2+ || 600&lt;br /&gt;
|-&lt;br /&gt;
| Nautiloid || 9&amp;quot; || &#039;&#039;&#039;4+&#039;&#039;&#039; || 4+ || &#039;&#039;&#039;5&#039;&#039;&#039; || 8 || 8-15 || &#039;&#039;&#039;5&#039;&#039;&#039; || 10 || 2+ || 600&lt;br /&gt;
|-&lt;br /&gt;
| Nautiloid || 9&amp;quot; || &#039;&#039;&#039;5+&#039;&#039;&#039; || 4+ || &#039;&#039;&#039;4&#039;&#039;&#039; || 8 || 1-7 || &#039;&#039;&#039;4&#039;&#039;&#039; || 10 || 2+ || 600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Amphibious Adaptations&lt;br /&gt;
*A pair of Massive Scything Talons&lt;br /&gt;
*Feeder Tendrils&lt;br /&gt;
*Greater Flesh hooks&lt;br /&gt;
*Impaling Tendril&lt;br /&gt;
*Lashwhip Pods&lt;br /&gt;
*Synaptic Regeneration&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Armoured Shell:&#039;&#039;&#039; This model treats weapons of ap -1 or -2 as being ap 0.&lt;br /&gt;
*&#039;&#039;&#039;Anaphylactic Shock:&#039;&#039;&#039; Ever time a unit suffers an unsaved wound from this model roll a D6. On a 4+ the unit suffers a -1 to all its hit rolls and -1 to its movement characteristic until the next turn. Vehicles are effected on a 5+ and &#039;&#039;&#039;TITANIC&#039;&#039;&#039; units are unaffected by this ability unless they suffer 7 or more damage from this model in a single phase, in which case they are affected on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Fuel for Rampage:&#039;&#039;&#039; For each model removed as a casualty due to a Nautiloid attack (both ranged and melee), this model gains one &#039;&#039;Food Token&#039;&#039; at the end of the phase, to a maximum of six. At the start of the Movement phase, a Nautiloid may spend up to three Food tokens to gain +2&amp;quot; bonus to its maximum movement distance for each token spent. At the start of the Fight phase, a Nautiloid may spend any number of Food tokens to gain +1 bonus Attack for each token spent.  At the start of the movement phase, a Nautiloid may spend any number of Food tokens to recover one wound per food token spent.&lt;br /&gt;
*&#039;&#039;&#039;Unstoppable and stable:&#039;&#039;&#039; This model may not advance, but it does not suffer hit penalties for moving and firing heavy weapons and may not suffer any negative modifiers to its movement characteristic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take up to three Biomorphs from the following list:&lt;br /&gt;
::-Transport Chamber - 25 pts.&lt;br /&gt;
::-Cellular Bolster - 25 pts.&lt;br /&gt;
::-Gargantuan Warp Shield - 40 pts.&lt;br /&gt;
::-Spore Cloud - 40 pts.&lt;br /&gt;
::-Spine-cloud Spray - 25 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}}&lt;br /&gt;
*{{W40kKeyword|Lord of Wars}}, {{W40kKeyword|Nautiloid}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}&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;
====Viciator====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Viciator (&#039;&#039;&#039;Power Rating: 30&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Viciator || &#039;&#039;&#039;18&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;3+&#039;&#039;&#039; || &#039;&#039;&#039;3+&#039;&#039;&#039; || 8 || 8 || 15-28 || 8 || 10 || 3+ || 600&lt;br /&gt;
|-&lt;br /&gt;
| Viciator || &#039;&#039;&#039;12&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || 8 || 8 || 8-14 || 8 || 10 || 3+ || 600&lt;br /&gt;
|-&lt;br /&gt;
| Viciator || &#039;&#039;&#039;6&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || 8 || 8 || 1-7 || 8 || 10 || 3+ || 600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Monstrous Acid Maw&lt;br /&gt;
*A pair of Gargantuan Scything Talons&lt;br /&gt;
*Brainleech Hive&lt;br /&gt;
*Thresher Tendrils and Spikes&lt;br /&gt;
*Greater Flesh Hooks&lt;br /&gt;
*Spore cloud&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death incarnate:&#039;&#039;&#039; All units (other than this model) within 18&amp;quot; suffer a -1 to their leadership characteristic.&lt;br /&gt;
*&#039;&#039;&#039;Unholy speed:&#039;&#039;&#039; This model rolls 3D6 dices when advancing and charging and discards the lowest result value. This model may charge after advancing.&lt;br /&gt;
*&#039;&#039;&#039;Bonded exoskeleton:&#039;&#039;&#039; This model treats all weapons with an ap value of -2 or less as being ap 0.&lt;br /&gt;
*&#039;&#039;&#039;Titanic monster:&#039;&#039;&#039; A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can even move over enemy models as long as they possess the {{W40kKeyword|Infantry}} keyword and as long as it ends it&#039;s moving more than 1” from enemy models. This model may still shoot if there are enemy models within 1” of it as long as they possess the {{W40kKeyword|Infantry}} keyword. In this case, it can shoot at enemies within 1” of itself or any other visible enemy unit that is not within 1” of a friendly unit. Finally, this model only gains a bonus to its armour save if at least half of it is obscured from the firing unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May replace its Brainleech Hive with a Deathscreamer Hive - 25 pts&lt;br /&gt;
*May take up to three biomorphs from the following list:&lt;br /&gt;
::- Transport chamber - 25 pts.&lt;br /&gt;
::- Cellular bolster - 35 pts.&lt;br /&gt;
::- Frag Spine Batteries - 30 pts.&lt;br /&gt;
::- Gargantuan Warp Shield - 40 pts.&lt;br /&gt;
::- Spine-Cloud Spray - 40 pts.&lt;br /&gt;
::- Synaptic Regeneration - 45 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}}&lt;br /&gt;
*{{W40kKeyword|Lord of Wars}}, {{W40kKeyword|Viciator}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}&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;
====Viragon====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Viragon (&#039;&#039;&#039;Power Rating: 100&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Viragon || &#039;&#039;&#039;18&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;3+&#039;&#039;&#039; || &#039;&#039;&#039;3+&#039;&#039;&#039; || &#039;&#039;&#039;9&#039;&#039;&#039; || 8 || 38-50 || 6 || 10 || 3+ || 2000&lt;br /&gt;
|-&lt;br /&gt;
| Viragon || &#039;&#039;&#039;15&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;3+&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || &#039;&#039;&#039;8&#039;&#039;&#039; || 8 || 26-37 || 6 || 10 || 3+ || 2000&lt;br /&gt;
|-&lt;br /&gt;
| Viragon || &#039;&#039;&#039;12&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || &#039;&#039;&#039;4+&#039;&#039;&#039; || &#039;&#039;&#039;8&#039;&#039;&#039; || 8 || 13-25 || 6 || 10 || 3+ || 2000&lt;br /&gt;
|-&lt;br /&gt;
| Viragon || &#039;&#039;&#039;9&amp;quot;&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || &#039;&#039;&#039;5+&#039;&#039;&#039; || &#039;&#039;&#039;7&#039;&#039;&#039; || 8 || 1-12 || 6 || 10 || 3+ || 2000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Acid Spit&lt;br /&gt;
*Melting Maw&lt;br /&gt;
*A pair of Viragon Scything Talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burrowing:&#039;&#039;&#039; At the beginning of any of your Movement phases, any Viragon can burrow. Remove it from the battlefield - it can return as described in the Underground Reaper ability. A Viragon may not burrow and return to the battlefield in the same turn. If the battle ends while the Viragon is underground, it is considered to be slain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Caustic Vomit:&#039;&#039;&#039; When this model slays a model that doesn&#039;t have the {{W40kKeyword|Titanic}} keyword with its Melting Maw (the Swallow Whole rule counts), instead of healing D3 lost wounds, it can make a shooting attack against an enemy unit between 18&amp;quot; (even between 1&amp;quot; of this model but not of other friendly units) with the following profile:&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| 18&amp;quot; || Assault X || * || -5 || D3 || X is the number of wounds the slain model had (if the model had the {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} keyword then it&#039;s half the wounds that he had). In addition, this weapon wounds on a roll equal to the slain model&#039;s armour save (If its armour save was 2+ then this weapon wounds on a 2+ and so on). This weapon automatically hits its target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dense Muscular Tissue:&#039;&#039;&#039; This model has a 6+ saves against any damage, mortal wounds included. If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 4+, it lashes out in its death throes, and each unit within 6&amp;quot; suffers D6 mortal wounds, D6+3 on a 6.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Subterranel Tunnels:&#039;&#039;&#039; During deployment, you can set up a Viragon underground instead of placing it on the battlefield. At the same time, you can set up a maximum of two {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} unit in the Viragon&#039;s tunnel. At the end of any of your Movement phases, set up the Viragon anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models. If there are other units in the Viragon&#039;s tunnel, set them up at the same time wholly within 6&amp;quot; of the Viragon and more than 9&amp;quot; away from any enemy models. Any models that you cannot place in this way are destroyed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Swallow Whole:&#039;&#039;&#039; If an enemy model suffers any damage from this model Acid Maw it has to take a Strenght test (unless it has the {{W40kKeyword|Titanic}} keyword). If the result is equal or higher than this model&#039;s strength characteristic then nothing happens, if the result is lower then that model is slain, remove it from the game without making saves of any kind. This model then regains D3 lost wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Underground Reaper:&#039;&#039;&#039; Instead of following the Subterranean Tunnels rule you can set up a Viragon alone underground instead of placing it on the battlefield. At the end of any of your Movement phases, set up the Viragon anywhere on the battlefield that is more than 1&amp;quot; away from any enemy models and more than 6&amp;quot; away from any other Viragons set up this way this turn, then roll a D6 for each enemy unit within 2&amp;quot; of it; on a 1 the unit escapes unharmed, on a 2-3 it suffers D3 mortal wound, on a 4-5 it suffers D6 mortal wounds, and on a 6 it suffers D6+3 mortal wounds. The Viragon cannot charge in the same turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;&lt;br /&gt;
*A Viragon that has purchased the &#039;&#039;&#039;Synaptic Spinal Node&#039;&#039;&#039; Upgrade can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic power in each enemy Psychic phase. It knows the Smite power and two psychic powers from any of the Hivemind&#039;s disciplines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hardened Carapace:&#039;&#039;&#039; Subtract 2&amp;quot; from this model&#039;s movement and charge distance. Also, consider the AP of the weapons that wound this model has two points worse (-4 become -2, -2 becomes 0 and so on). &lt;br /&gt;
*&#039;&#039;&#039;Iper-Acid Sacs:&#039;&#039;&#039; You can re-roll all wound rolls for this model and on a wound roll of 6 the enemy unit suffers 3D3 mortal wounds. Also, consider the AP of every weapon of this model (included the Caustic Vomit) as one point better. In addition, each time this model loses a wound, roll a D6; on a 4+ every unit between 6&amp;quot; suffers 2D3 mortal wounds, 2D6 on a 6.&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Spinal Node:&#039;&#039;&#039; This model receives the {{W40kKeyword|Synapse}} and {{W40kKeyword|Psyker}} keywords, the Shadow in the Warp special rule and a 5+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take one of the following upgrades:&lt;br /&gt;
::-&#039;&#039;&#039;Hardened Carapace&#039;&#039;&#039; Upgrade - 50 pts.&lt;br /&gt;
::-&#039;&#039;&#039;Iper-Acid Sacs&#039;&#039;&#039; Upgrade - 150 pts.&lt;br /&gt;
::-&#039;&#039;&#039;Synaptic Spinal Node&#039;&#039;&#039; Upgrade - 100 pts.&lt;br /&gt;
*May take up to two of the followings:&lt;br /&gt;
::-Cellular Bolster - 25 pts.&lt;br /&gt;
::-Gargantuan Warp Shield - 40 pts.&lt;br /&gt;
::-Psy-Catalyst - 40 pts.&lt;br /&gt;
::-Spine-cloud Spray - 25 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}}&lt;br /&gt;
*{{W40kKeyword|Lords of War}}, {{W40kKeyword|Viragon}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}&lt;br /&gt;
&lt;br /&gt;
===Fortification===&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;
====Capillary Towers====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Capillary Tower (&#039;&#039;&#039;Power Rating: 8&#039;&#039;&#039;). It can include 1 additional Capillary Tower (&#039;&#039;&#039;Power Rating: +8&#039;&#039;&#039;), or 2 additional Capillary Towers (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Capillary Tower || - || - || - || - || 9 || 16 || - || - || 2+ || 160&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Biomass Transponder&amp;quot;&amp;gt;&lt;br /&gt;
If you have at least one functioning Capillary Tower on the board, each time one of your units with the &#039;&#039;Instinctive Behavior&#039;&#039; special rule destroys an enemy unit in close combat, give a Biomass Token to that unit. Units with a Biomass Token count friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} Capillary Towers as Objective Markers which grants 3 Victory Points at the end of each of the controlling player&#039;s turns. Each time it grants Victory Points, remove one Biomass token from one of the units scoring the Capillary Tower.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Capillary Tower&amp;quot;&amp;gt;&lt;br /&gt;
A Capillary Tower is no larger than 4&amp;quot;x4&amp;quot; and as high as you want (count as unlimited height). These pieces must be deployed at the same time once both players have finished setting their armies on the table, but they don&#039;t need to be set near each other. When a Capillary Tower loses its last wound it loses its Biomass Transponder special rule and becomes a regular piece of terrain, and the Tyranid Player who controls it loses D3 Victory Points.&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;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Fortifications}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Capillary Tower}}, {{W40kKeyword|Building}}&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;
====Spawning Pools====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Spawning Pool (&#039;&#039;&#039;Power Rating: 4&#039;&#039;&#039;). It can include 1 additional Spawning Pool (&#039;&#039;&#039;Power Rating: +4&#039;&#039;&#039;), or 2 additional Spawning Pools (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Spawning Pool || - || - || - || - || 5 || 6 || - || - || 4+ || 70&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ripper Spawner&amp;quot;&amp;gt;&lt;br /&gt;
At the start of each of your Movement phases roll a D3, and add an equal number of Ripper Swarm bases anywhere within 3&amp;quot; of the Spawning Pool - these bases could be included into an already existing friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} Ripper Swarm Brood if they can be placed in unit coherency with it, or form a new Ripper Swarm Brood. If any of these models cannot be placed, because there is no place available, remove them as causalities.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spawning Pool&amp;quot;&amp;gt;&lt;br /&gt;
A Spawning Pool is an aquatic piece of terrain no larger than 6&amp;quot;x6&amp;quot;. When a Spawning Pool loses its last wound it loses its Ripper Spawner special rule and becomes a regular terrain piece.&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;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Fortifications}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Spawning Pool}}, {{W40kKeyword|Building}}&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;
====Spore Chimneys====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Spore Chimney (&#039;&#039;&#039;Power Rating: 4&#039;&#039;&#039;). It can include 1 additional Spore Chimney (&#039;&#039;&#039;Power Rating: +4&#039;&#039;&#039;), or 2 additional Spore Chimneys (&#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 !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Spore Chimney || - || - || - || - || 8 || 10 || - || - || 4+ || 80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spore Chimney&amp;quot;&amp;gt;&lt;br /&gt;
A Spore Chimney is no larger than 3&amp;quot;x3&amp;quot;x10&amp;quot;. These pieces must be deployed at the same time once both players have finished setting their armies on the table, but they don&#039;t need to be set near each other. When a Spore Chimney loses its last wound it loses its Spore Cloud special rule and becomes a regular piece of terrain.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spore Cloud&amp;quot;&amp;gt;&lt;br /&gt;
Your opponent must subtract 1 from hit rolls for ranged weapons that target {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} units within 6&amp;quot; of any friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} Spore Chimneys. At the beginning of each Command phase, roll a D6 for each enemy unit within 6&amp;quot; of any Spore Chimneys. On a 4+, that unit suffers D3 mortal wounds.&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;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Fortifications}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Spore Chimney}}, {{W40kKeyword|Building}}&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;
====Sporocyst Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
This unit contains 1 Sporocyst (&#039;&#039;&#039;Power Rating: 6&#039;&#039;&#039;). It can include 1 additional Sporocyst (&#039;&#039;&#039;Power Rating: +5&#039;&#039;&#039;), or 2 additional Sporocysts (&#039;&#039;&#039;Power Rating: +10&#039;&#039;&#039;). These pieces must be deployed at the same time once both players have finished to set their armies on the table, but they don&#039;t need to be set near each other.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Sporocyst || - || 5+ || 5+ || &#039;&#039;&#039;5&#039;&#039;&#039; || 6 || 7-12 || &#039;&#039;&#039;5&#039;&#039;&#039; || 7 || 4+ || 115&lt;br /&gt;
|-&lt;br /&gt;
| Sporocyst || - || 5+ || 5+ || &#039;&#039;&#039;4&#039;&#039;&#039; || 6 || 4-6 || &#039;&#039;&#039;D3&#039;&#039;&#039; || 7 || 4+ || 115&lt;br /&gt;
|-&lt;br /&gt;
| Sporocyst || - || 5+ || 5+ || &#039;&#039;&#039;3&#039;&#039;&#039; || 6 || 1-3 || &#039;&#039;&#039;1&#039;&#039;&#039; || 7 || 4+ || 115&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&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;-Five Deathspitters&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Deathspitter&#039;&#039;&#039; || 24&amp;quot; || Assault 3 || 5 || -1 || 1 || -&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Monstrous Lash Whips&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Monstrous Lash Whips&#039;&#039;&#039; || Melee || Melee || User || -1 || 2 || Enemy models in base contact with a model equipped with this weapon have to subtract 1 from their hit rolls.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Spore Node&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Spore Node&#039;&#039;&#039; || 18&amp;quot; || Heavy 1 || - || - || - || See &#039;&#039;Spore Node&#039;&#039; special rule.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bombardment Organism&amp;quot;&amp;gt;&lt;br /&gt;
When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9&amp;quot; from the enemy deployment zone and any enemy models.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Death Throes&amp;quot;&amp;gt;&lt;br /&gt;
If this model is reduced to 0 wounds, roll a dice before removing the model from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Instinctive Behaviour&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Psychic Resonator&amp;quot;&amp;gt;&lt;br /&gt;
Whilst a Sporocyst is within 12&amp;quot; of a friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Synapse}} unit, it has the {{W40kKeyword|Synapse}} keyword and the Synapse ability.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spawn Spore Mines (Acid Mine)&amp;quot;&amp;gt;&lt;br /&gt;
At the end of your Movement phase, a Sporocyst can spawn spore mines. If it does so, add a new unit of 3 {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} Acid Spore Mines or 1 {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} Mucolid Spore to your army and set it up on the battlefield so that it is wholly within 6&amp;quot; of the Sporocyst and more than 1&amp;quot; from the enemy (any models that cannot be placed are destroyed).&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spore Node (Acid Mine)&amp;quot;&amp;gt;&lt;br /&gt;
Each time a spore node attack hits its target, roll a D6 to find out how much damage is inflicted on the unit; on a 1 the mines fail to inflict any harm, on a 2-5 they inflict D3 mortal wounds, and on a 6 they inflict D6 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
Each time a spore node attack misses its target, add a new unit of 3 {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} Acid Spore Mines or 1 {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} Mucolid Spore to your army and set it up on the battlefield so that it is wholly within 6&amp;quot; of the target unit and more than 3&amp;quot; from any enemy model (any models that cannot be placed are destroyed). These then follow the rules for Mucolid Spores or Acid Spore Mines that are part of your army, but they cannot move or charge during the turn they were set up. This weapon cannot be used to fire Overwatch.&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;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spawn Spore Mines (Char Mine)&amp;quot;&amp;gt;&lt;br /&gt;
At the end of your Movement phase, a Sporocyst can spawn spore mines. If it does so, add a new unit of 3 {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} Char Spore Mines to your army and set it up on the battlefield so that it is wholly within 6&amp;quot; of the Sporocyst and more than 1&amp;quot; from the enemy (any models that cannot be placed are destroyed).&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spore Node (Char Mine)&amp;quot;&amp;gt;&lt;br /&gt;
Each time a spore node attack hits its target, roll a D6 to find out how much damage is inflicted on the unit; on a 1 the mines fail to inflict any harm, on a 2-5 they inflict D3 mortal wounds, and on a 6 they inflict D6 mortal wounds. If the target is an {{W40kKeyword|Aircraft}}, double the number of mortal wounds this spore inflicts.&lt;br /&gt;
&lt;br /&gt;
Each time a spore node attack misses its target, add a new unit of 3 {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} Char Spore Mines to your army and set it up on the battlefield so that it is wholly within 6&amp;quot; of the target unit and more than 3&amp;quot; from any enemy model (any models that cannot be placed are destroyed). These then follow the rules for Char Spore Mines that are part of your army, but they cannot move or charge during the turn they were set up. This weapon cannot be used to fire Overwatch.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spawn Spore Mines (Frag Mine)&amp;quot;&amp;gt;&lt;br /&gt;
At the end of your Movement phase, a Sporocyst can spawn spore mines. If it does so, add a new unit of 3 {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} Frag Spore Mines to your army and set it up on the battlefield so that it is wholly within 6&amp;quot; of the Sporocyst and more than 1&amp;quot; from the enemy (any models that cannot be placed are destroyed).&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spore Node (Frag Mine)&amp;quot;&amp;gt;&lt;br /&gt;
Each time a spore node attack hits its target, roll a D6 to find out how much damage is inflicted on the unit; on a 1 the mines fail to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. Use the profile below to resolve the hits inflicted by a Frag Mine:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frag Mine&#039;&#039;&#039; || 4 || -1 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each time a spore node attack misses its target, add a new unit of 3 {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} Frag Spore Mines to your army and set it up on the battlefield so that it is wholly within 6&amp;quot; of the target unit and more than 3&amp;quot; from any enemy model (any models that cannot be placed are destroyed). These then follow the rules for Frag Spore Mines that are part of your army, but they cannot move or charge during the turn they were set up. This weapon cannot be used to fire Overwatch.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spawn Spore Mines (Toxic Mine)&amp;quot;&amp;gt;&lt;br /&gt;
At the end of your Movement phase, a Sporocyst can spawn spore mines. If it does so, add a new unit of 3 {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} Toxic Spore Mines to your army and set it up on the battlefield so that it is wholly within 6&amp;quot; of the Sporocyst and more than 1&amp;quot; from the enemy (any models that cannot be placed are destroyed).&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spore Node (Toxic Mine)&amp;quot;&amp;gt;&lt;br /&gt;
Each time a spore node attack hits its target, roll a D6 to find out how much damage is inflicted on the unit; on a 1 the mines fail to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. Use the profile below to resolve the hits inflicted by a Toxic Mine:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toxic Mine&#039;&#039;&#039; || 1 || 0 || D3 || This weapon always wounds on a 2+ unless the target is a {{W40kKeyword|Vehicle}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each time a spore node attack misses its target, add a new unit of 3 {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} Toxic Spore Mines to your army and set it up on the battlefield so that it is wholly within 6&amp;quot; of the target unit and more than 3&amp;quot; from any enemy model (any models that cannot be placed are destroyed). These then follow the rules for Toxic Spore Mines that are part of your army, but they cannot move or charge during the turn they were set up. This weapon cannot be used to fire Overwatch.&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;Options:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mutations:&#039;&#039;&#039; (M:5/WS:5/BS:10/S:5/T:20/W:10/A:5/Ld:5/Sv:15/Psy:-/Syn:-)&lt;br /&gt;
&lt;br /&gt;
Any model may replace all five &#039;&#039;&#039;Deathspitters&#039;&#039;&#039; with one of the following:&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;
-Five &#039;&#039;&#039;Barbed Stranglers&#039;&#039;&#039; - +20 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Barbed Strangler&#039;&#039;&#039; || 36&amp;quot; || Assault D6 || 5 || -1 || 1 || Blast. You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. A unit that suffers one or more wounds from this weapon must subtract 2 from its movement, advance and charge distances.&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; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
-Five &#039;&#039;&#039;Venom Cannons&#039;&#039;&#039; - +45 pts.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;Venom Cannon (Salvo)&#039;&#039;&#039; || 36&amp;quot; || Assault D3 || 8 || -2 || D3 || Blast.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Venom Cannon (Single Shot)&#039;&#039;&#039; || 36&amp;quot; || Assault 1 || 9 || -3 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Any model may replace its &#039;&#039;Spawn Spore Mines (Acid Mine)&#039;&#039; and &#039;&#039;Spore Node (Acid Mine)&#039;&#039; special rules for one of the following sets of rules:&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;Spawn Spore Mines (Char Mine)&#039;&#039; and &#039;&#039;Spore Node (Char Mine)&#039;&#039; - free&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;Spawn Spore Mines (Frag Mine)&#039;&#039; and &#039;&#039;Spore Node (Frag Mine)&#039;&#039; - free&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;Spawn Spore Mines (Toxic Mine)&#039;&#039; and &#039;&#039;Spore Node (Toxic Mine)&#039;&#039; - free&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Fortifications}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Sporocyst}}&lt;br /&gt;
&lt;br /&gt;
=Crusade Rules=&lt;br /&gt;
&lt;br /&gt;
==Agendas==&lt;br /&gt;
*&#039;&#039;&#039;Agenda Name:&#039;&#039;&#039; &#039;&#039;Lore Description.&#039;&#039;	&lt;br /&gt;
::Effect&lt;br /&gt;
&lt;br /&gt;
==Requisitions==&lt;br /&gt;
*&#039;&#039;&#039;Requisition Name (X RP):&#039;&#039;&#039; &#039;&#039;Lore Description&#039;&#039;&lt;br /&gt;
::Effect&lt;br /&gt;
&lt;br /&gt;
==Battle Traits==&lt;br /&gt;
==={{W40kKeyword|X}} Units===&lt;br /&gt;
*&#039;&#039;&#039;1) Name:&#039;&#039;&#039; &#039;&#039;Lore Description&#039;&#039;&lt;br /&gt;
::Effect&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2) Name:&#039;&#039;&#039; &#039;&#039;Lore Description&#039;&#039;&lt;br /&gt;
::Effect&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3) Name:&#039;&#039;&#039; &#039;&#039;Lore Description&#039;&#039;&lt;br /&gt;
::Effect&lt;br /&gt;
&lt;br /&gt;
==Weapon Enhancements==&lt;br /&gt;
===&amp;quot;Weapon Category&amp;quot;===&lt;br /&gt;
*&#039;&#039;&#039;-1) Name:&#039;&#039;&#039; &#039;&#039;Lore Description&#039;&#039;&lt;br /&gt;
::Effect&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-2) Name:&#039;&#039;&#039; &#039;&#039;Lore Description&#039;&#039;&lt;br /&gt;
::Effect&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-3) Name:&#039;&#039;&#039; &#039;&#039;Lore Description&#039;&#039;&lt;br /&gt;
::Effect&lt;br /&gt;
&lt;br /&gt;
==Battle Scars==&lt;br /&gt;
==={{W40kKeyword|X}} Units Only===&lt;br /&gt;
&#039;&#039;&#039;-Name:&#039;&#039;&#039; &#039;&#039;Lore Description.&#039;&#039;&lt;br /&gt;
*Effect&lt;br /&gt;
&lt;br /&gt;
==Crusade Relics==&lt;br /&gt;
===Artificer Relics===&lt;br /&gt;
*&#039;&#039;&#039;Relic Name:&#039;&#039;&#039; &#039;&#039;Lore Description.&#039;&#039;&lt;br /&gt;
::Effect&lt;br /&gt;
&lt;br /&gt;
===Antiquity Relics===&lt;br /&gt;
*&#039;&#039;&#039;Relic Name:&#039;&#039;&#039; &#039;&#039;Lore Description.&#039;&#039;&lt;br /&gt;
::Effect&lt;br /&gt;
&lt;br /&gt;
===Legendary Relics===&lt;br /&gt;
*&#039;&#039;&#039;Relic Name:&#039;&#039;&#039; &#039;&#039;Lore Description.&#039;&#039;&lt;br /&gt;
::Effect&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Tyranid]]&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>192.42.116.15</name></author>
	</entry>
</feed>